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! 00G 11hd3 1o ISSUE 103 JULY 1988
CONTENTS
Editorial Manager Phil GaUagher
EdltOl' Sean Masterson Contributor. Mik. Brunton. Greeme Davis. Oeve Langford,
3
Jervis John son. Derrick Norton, Rick Pliestlev. Ken Rolston lind Nigel Stillman
Barbeque your brain for summur.
An Editor John Blanche Cover B,mlBcars Jim Bums lIluJ trllUon MOave Andrews. @Paul Bonnar. ~'crlldf8x. Crilchlow, CD Colin Dixon, H, CJ.tGary Harrod. '" Pele Knihon, <».180 Miller,
"Yeah, it's magical but how dOEtS it work? " Ken Rolston asks someone who should know.
Graphic 0.-'9" Chris Colston, Mark Cr8l11:1n, Brian George and BiL Sedgwick
4
!Bea,'
!ldI Russ Nicholson end t
Sid
73
'1'
Production Ollye Clemmett, Chris Colston, Nick O.d, Tony O. borne. Riche rd Wright a nd H
Dave Langford is on holiday this month, so...
Mlnlaturn PaInter8 Sid. Mike McVey and Darren Matthews
Photography Phillswis
74
lYpeMttlng Lind $fIV 0 I.e Dou){ F'lIton lind Dewn DuffV IlMIluable l'yplog Mary Anne Naismith
Where is our hero going? Does he know? What unfortunate might cross his path?
Adwrtlllnil Tim Pollllrd Publillher Games Workshop Limited Print Buv-' Bob Malin
76
Publeat\on. M.naga. Alan Merrett AN'-tant ProdUC11on Mln~ Steve Bruce Studio Manager Tom Kirby
Warhammer 40,000 vehicles written off by Rick Priestley.
Head Honcho Bryan AnHIl Printed by Thamesmouth Web OffHt. Basildon, UK. All correspondence eKcept subscriptions should be addreu ud to; White Dwarf, Gemes Workshop Design Studio, Enfiald ChembtU8, 14· 16 Low Pllvement, Nottingham NGI 70t.
Hello, come on in. There's a lot going on in herB. When we get to Ken Rolston's Vermilion Pawn and meet Lukas Pfandleiher, be nice to him . Remember, it's carnival week in Middenheim and he's as busy as everyone else. Perhaps we can interest you in some weaponry while you're here. Some fantastic workmanship has gone into this selection. Generals, our definitive breakdown of goblinoid armies is hot off the classified list. You may also be surprised to learn the lethality of the latest in chaotic technology - unless you are chaotic, in which case, just take one of these pulverisers for a test maul. Please. If it's a holiday you want, the galleries are filled to capacity with new, exciting works. I'm sure you'll enjoy taking them in on your tour. There's sport, too. Work off that weight - lose a limb.
25 The realm of readers.
29 There are two sides to consider when Jervis Johnson presents rules for Elves and Dwarfs in Bloodbowl.
32 Graeme Davis answers questions on Characters and Careers in WFRP and finds that life isn't that hard after all.
33 The biggest chunk of Realm of Chaos yet, hewn with what type of blade? Mike Brunton and Bryan Ansell examine the armoury.
50 Stonking, spiky, swirling barrows of oblivion - the Tenderiser and the Whirlwind.
56 John Blanche with some Imperial custom jobs.
60 Hot metal and oil · in ink. Carl Critchlow.
Transport is' available in a wide variety of colours and weapon payloads. You have definitely come to the right place.
63 The colourful history of this M.41 AFV.
69 Sean Masterson
SUBSCRIPTIONS Plln ....nd _ m_ remittance to: G""," VttIrl<~ 0.-"", St- . Hillrop. Eurwood. NQrts NGI6 3HY (USA: GIIh)~~ Work.shop Us. 1210 K." Highwsr. Bllltimore. M~ 21230USA/. ~ 107731769731. Whit. o.. ort I. i>Ubliohad monlhly. Annuol w b ocriplion d etalll _ ,. 1. . I .. 1_ on p59. PIHH mab all peymtn'-'" Pomdo Starling. WIlen you l ulncrlbe. pl.... I.1I UI .. I>oIMt you a,a ",n_1ng on old l ubacription or rtlIrtlng I new one.
A Warhammer Armies assault led by goblinoids Rick Priestley and Nigel Stillman.
Fr.""..
OVERSEAS OI&n11Bt1TORS Fraf>Cw; Cijadal 5 Rue ,jl. Fe... . 750191'11ri1. Italy: PacHic Ente'p'iHIIUllia SRL Via FI.OI t..urla 15. 20149 Mil ...... ./IpMr. Shinw. CorpQ,.,ion, Yem010 BuUdin\l. 2·6·2 1.. l motoch. ToIcyo. Au$/ran...t N_ Zultlnd: Venlu," Imam.,ion.1. 3td Floor. SI'>ortM Ho.o, 193 CI" .."", SUMt. Sydney NSW 2000. Auat,alla. USA: Gamos WoIkailOp Us. 1220 kay Hlllhway. Bahi ........ M.ry\w>d, 21230USA. "" .... t a.""..".", CitadaI GmbH. _ ........ 41-43. 2000 Hamb""Q.
Tha publl l he,. 01 White OWlrl ' Oil'" Ihay unnOI eCC"PI "*",,,,"Ibilily lot lin .....d.1 U..., HClionl bool_an ,. odero "nd adw rtiHtI.
Wha n you ... nl 10 infO,m UI of • chlnga of addra •• o. l ubscription ",newll. or If you h...... qUlI'y. pi. ... wrijl 10 G.tmII _~ Ct.Jwron Sir" '. HiIIrop, E.Ofwood; Nons. N GIS 3HY....:I moI
Whill Ow.rf ... _ l hI rlghl to ameod or ..jf<::1 any mlle,I,1 aubmiTtad lot i>UblK:etion al III IdwrtlHlTlftnt.
ISSN 0265·6712
CONTRI6UTIONS ..:lIto. will bot pl..1Id 10 acce pl nny praviouoly ..... P'JbIiohld articIae or I rtwork lor 1r>cIuoIorl '" White
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AlI ..... bjact _ Limited.
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All righ!I on !hi eontenll oI lhi1 ~1cMiorI ... ........:I. NothIng may bot reproducld In part or In ~ wijhou\!hI prior ... in..., con" nl 01 the p\lbbh.....
() G. me. WoIkIhop Limited '955 Covet CI 'obung Artlill 1988
Blood Bowl. 0 1'" Future. We,hemmer F. Muy Rol. pl.y. Wo,hllmm' r 40,000 and WIIrl>.mm. , FI Muy S.ttI., Third Editkm a'. trodeme",," 01 G.mel Wor~1hop Umhod .
YOU ASKED FOR ITI YOU'VE GOT ITI A STARTLIN IG NEW RANGE OF SPACE MARINES , ESPECIALLY POSED FOR USE WITH THE RHINO AND OTHER VEHICLES FROM CITADEL. THE MODELS (BLOOD DRINKERS IN THE PHOTOGRAPHS BELOW) COME IN A VARIETY OF POSES SO THAT THEY CAN BE: POSITIONED AS HOLDING ONTO THE HANDRAILS OR RECLINING ON THE BODY. THERE ARE ALSO THREE TORSO MODELS (COMPLETE WITH HATCH PIECES ) TH"'~T CAN ACTUALLY BE BUILT ONTO THE MODEL . EQUIPPED AS A FULL FIGHTINC; CREW , THEy'RE ARMED, POWER-ARMOURED AND SPOILING FOR A FIGHT. BEAUTIFULLY MADE FOR COLLECTORS, FOR WH40K GAMES, AND MOST 01:- ALL, FOR SCARING THE GUMBLE-JUICE OUT OF THE ENEMYI DEFINITELY ... ICHAPTER ApPROVED .
T he trouble with a whole universe is the difficultly in getting it all into pri nt. There's always another aspect to it that wedon't have room to show you. Sun::ly, plenty of people would be interested if we found a way of revealing a little ml)re of the strange places, peopl e and creatures that exist in the games? Yes, but how?
Ken Rolston returns to our pages this issue as the proprietor of the curiously named Vennilion Pawn. Ken's Dwarven magical mercantile venture marks the beginning of a new, occasiona1 series of Compleat Encounters - FRP situations which incorporate interesting NPCs in adventure s ituations with locations and background mate rial (such as new items or interesting treatments of creatures and items) for easy incorporation into a role playing session. Apart from being entertaining, it might give you some ideas for sending us your most intriguing NPC. WFRP s ituations are most wanted but we're also interested in Cthllihu. Stormbringer. Dredd, RuneQuest. In fac t , the new WD s ub missions gu idelines tell all , so w rite fo r yours if you're interested. Why are GW games so popular? Ah , you don't w in a prize for answering correctly. Think of the speeding metal of Dark Future, the g rim peri l of WFRP, the ironically colourful 4 1st millennium of War hammer 40.000, the parody in Blood Bowl. ..
We're going to produce a high profile, mo nthly adventure comic. After spending months of planning, thinking and 'getting our heads together', this graffik s extravaga nza is now well underway, with a rti sts and writers getting to 'M)rk on their strips. Each Slrip is faithfu l to the game background it springs from. Some are blockbusting epics while others are more compac t they're all hard hitting . The comic will open up and explore w hole new areas of our worlds,und we're pac king this monster wit h adventure from cover to (48 pages lalter) cover. We're talking to some of the most respected people working in the comic industry in this country. They're as excited as .we are. Apart from the Famous Names who' ll be appearing within its pages, we have fo und some new wrilCrs and artists - who you'Usoon get very excited about. Betcha. Waltch this space. Meanwhile, Peterborough Rolegames' Gamesfest 88 conventio n took placf: on Satu rday the 28th May at the Cc.urt Ex.hibition cenl.rC. A good time was had by ali, even though there was still room to park a cross-channel ferry in the hall
where the event was held. Companies and groups held gaming sessions throughout the day. The relatively low attendance allowed everyone to explore the various games tables and dea ler stands at their own pace. GW's srand was framed by 'Eavy Meta l and Illuminations Live, which attracted e nough interest to keep the sta nd 's occupants busy talking , modell ing , painting a nd drawing for the whole day. On top of all t hat was the regional Golden Demon heat. Some interesting music (wet no thrash?) helped add to the relaxed atmosphere. Organiser Mel Gilbert was pleased with the affair and is already planning next year's event. Go on then, how many of you stayed up getting sq ua re-eyed during lTV's Telethon? Among the hundreds of events taking place under Telethon's banner, members of the Roundabout Youth C lub got together for a maratho n session of Warhammer Fantasy Battle. The lads had a good 24 hour bash (their report is c urrently on its way to White Dwarf). GW thanked the members of the group (who each received free games for their efforts) , and Andy Jones organised a kaboodJeof phenomenal proportions to be sent to the youth club's leader. Mr Robin Dews. He will be making sure that these goodies are now passed to a hospital - where some of the patients are bound to apprecialC a break ... Members of the club, together w ith Workshoppers in Dark Future gear, presented a c heque for £300 raised by the game, GW sponsored Mythlore. those masters of the fu ll sized beastie, in the Telethon director's c halle nge. Mythlore. who faced sixteen other teams in the competition, won the event with ease, even though the company's contestants were sweating out a Krypton Factor style assault course in full costume. A cheque for £20,000 was presented o n behalf of all those taking pan. Southsea models became the second OW Specialist SlOckist last month. They opened their doors to a fevered crowd of garners on Saturday 14th May, when the enthusiasts were treated to a free hit on t he head (from a rubber swo rdwielding Workshopper) with every purchase. Oh, all sorts of strange things happened. Go along to an opening when it happens ncar you.
Culture Shock exte nds congratulations and tentacles to BiL - who married the equally strangely named Gabz in May. May you both zag happily ever after and have lots of gcoks!
,~~~~~,~~~i!~~~~~~~~~
Master Luw is a ple25:lnt-looking Dwarf of laic middk-2ge, Appc=arancc Social Standing with a slighllyand protruding belly, an air of scholarly dishevelment, and chuml, penetrating blue eyes. Lubs has completed the equivaknt of 2n apprenticeship in Alchemy,
an advanced career as Scholar, and a Level Two career in Daemonology_ He h as sioce moved aW2Y from the daemonic
arts to resume a caret:r in Wizardry, and de5pltehis In"oly~ent in the darker s id(~ o f magic, a nicer daemo n summoner you'd
never ho~ to meet. A5 a daemonoiogisl.luk2s has suffered two disabilities, neither
particularly disabling. Luns is allergic 10 pollen, but he St2ys from the countrySide. and poll!:'n allergy is not i~~~~~~~~~~§3~g~~;;:j~~~~~~ 2way Strength uncommon among normal folk . He has also suffered
A Complete Encounter for WFRP by Ken Rolston
'Cor! That 's a GOOD '1m, tblll is. Ebr. .. what is it?' 'Blazed if J knoUJ. Btlt fI 's sure enough magical. Here.. feel It: (Tbrustlng tbe fist-sized object tip agaitlst tlJe other's cbeek.) 'AHHHGH!' (Letlphlg fulckwards 111 terror). 'It's ALfVE!' 'No, ya ""lilY. 11 's just a rock - ( think .. .' ' Wtll, ya better be sure 'fore)'a gojammlt/' it Irl ta otber folk's faces. Look... (lem,Ingoveratuf wbisperlng)... ma)'be )V' better take II to tbe ''ennilion PtUlm. The swl"e charges an anti (md a leg, but from what / bear he's good, .. .alld discreet. '
Outline TlJe ~rmiIlOIl Pawn and Mast~r Lukas, its propril!lor, perform sl!rvices of vital importance in any WPRP c2mp:algn - tbe identiflcllflon 2nd ev3Juation of magic items. Master Lukas is 2.Iso 2 sou~ of cash loans for desperate :.tdvenrurers, though they' ll p2y high r;ues of imerest , and must ie:.tve magic21 lreasure behind as security.
Setting Thl! encounter m:l)' be IOC2tl!d in llny large town o r city in your fanlllsy campaign - most plausibly in :I sell1e:mem largl! enough 10 havl! its own college lind Magic Guild, because, in his r~search Luklls"musl occasion:.tlly rei)' on the I:uger reference Iibr.u1f!s of such instiludons.
Reputation Among thl! common folk, who have link n il to pawn or idl!ntify magical treasures, Master Lukas and his establishml!nI ~ linle more than a \'2gue rumour:
'EIJ? lim 'tle a magical whatsls you walll priced? ~OH! Let me 100k.. .No, no idea who'd)'ou go to. The Guild p 'raps, or a btmker. .. tbe 'Temple .. Ob, t/Jere's the Red Prill", or something, tbat's it, dOIll~ itt tbe Frieburg.. .' Experienced adn:nturcrs and arc:me students and pr.tCtilioners know Luk2s either from persona.l experience o r direct report: ·""tll, tbere's Lllkas at the Venl/i/fon Pawn, and little else to choose. 1'1:)/1 could take to the Magic Guild, ifyou 'retl wizard, and If)'ou 're a member, and)'Oli know what )"Ou're about. Tby 've (I library tbere, and maybe you ca" cbivy some old geezer into helping Ollt on tbe research. Bllt J bear they 're none too lJelPful tlnless)'Ou 're well cmmected, and ifyotl 're not a member; well, forget II.
Coune, if},OIl 'rea man ofthe fa lib, )"011 can take It toa temple - though they don 't kt/owa lot about sorcery tbere, mid what they do understand, they 're likely to requisition - 'for tbe greater good ' or somesl4cb. Nope, Lukas is your best bel. III gods, his fees are blgh, but if)'Ou "eed casb, be's got it, and no questions asked. He's tlwful fast alld aWflll good - too good 10 be true some say. He's been arouTld for years, so he's got to be reliable - and, (IS J say, )'011 haven't mucb cboice. '
Loss - Inconvenient , but hardly crippling. As a pawnbroker, Luk2s is a remarkably agreeable SOrt. He charges a lot for his services, but so do physicians and other trained prokssion.als. He'san anU.ab1e but runt-willed bargainer: He knows he has an effective monopoly in his trade, and doesn't hesitate 10 renlind the client , ' If you don', like my prices, weU, where else can you go?' Lukas is a respected member of the imdlectu:t1 community. Since he is an expert in magical coUectibles, he Is especiaUy favoured by rich! nobles, who are alw3YS tr-ying to wheedk a bit of free advice out o f him o n what sort of treasures :Ire particularly valuable. He is also a sought-after guest at parties, where an offhand comment from Luk:ls - 'My, Ch:lnceUor, I see you have:l Sf't of}:u111Cek Globes: - promptS the envy and admiration of o'ther aristocratic collectors. Lukas is quite proud of his dw:uven herilllge, and rnues :I coocious effort 10 treat Dw;ufs generously in trade and friendship. In fuCl, his manner tOW2rd them is II bit plltronising; 'Db my, yes, WI~ DW:lrfs ha ve 10 stick toget her, don't we?' However, he is quile at home SOCiwing with human and elven scho13rs, wiZ2J"Cis, nobles. and other professionllis. Dwan-en Guards; Lukas tmploys six d\\'3.tVen fighters . when he can g~ them. He outfits them with chalnmail and p2)'S them weU.1YpicaUy. twO guard his home in an upper-class section oflown(in ]l.liddenheim , the Nordganen district). 'TWo remain allhe Vermilion Pawn at all times, while two accompllny him as bodyguards on his walks to and from his bomt, his shop, and on his social \'isits.
Master M
Lu~
Pfaodldhtr; Level Th'o Wizard W
OS
}S2 25 3
5
I
18 "
lot CI WP Fc1 67 S8 85 32
Sldlls: Arc:,me Langu:lges (D:lemonic Magick)j Astronomy; Brewing; Canography; Cast Spdls(Peny Magic, Baule Magic 1 & 2 , Dacmonic Battle Magic I & 2); Chemisuy; Daemon Lore; Ev:alullle; Herb Lore; Hislor-y; Identify Plant; Identify Magical Artifact j IdeDlify Unded j linguistics; Magical Awareness; Mag ic Sense: Medit:ltion j Night ViSion: Numismatics; Rcad/\Vtite: ; Rune Lore; Scroll Lore ; Secret Language (Classical); Spe2k Additional I.3nguages (Dllrk Tongue) Possessions : Leather jerkin, ShOft sword, Whistle (to :lttrAct the Watch lC needed); Amulet of Adllmantine (sbaped as a daemooic hand - providtS T7); Wa nd ofJel (command is "Have iU thee!" with 14 Charges remal ning). Magic Point:, : 18
AUgnment;Neuu a l
Petty ~gicSpells : Gift of Tongues, Glowing Ught, Open , Prolection from lUiD , Reinfo rce Door, Sleep.
Battle Magic I (including Daemonic); Aura of Protcction , Ca use P2nic. Mystic Mist, Summo n Energy. Zone of Sanctuar-y.
Six Dwarf Bodyguards
MWSBSS 365225
T
4
A IA. Inl CI WP fel 9 34 220473 1 52 48 20
W
I
Skills: Disarm, Specialist Weapon (Fist), Sm:et Fighting,
Strike Mighty Blow, Strike to SlUn. Posscsslons: Knuckle-dusters, Axe, Sleeved M:dl Coat, Mail Calf, Shield, 206 GCs.
Lukas's Routine Lukas keeps ir~gularwork hours · to discoUf"olge plouers, he says. Chances of finding bim :11 the shop during daytime Is 50% ; 10% during the night. The rest of the time he is either at home - where he refuses to see clients, doing research at the Magic Guild or the University, or o n social engagements, When he's at the shop, guards fetch food for Lukas, and in addition several dozen live rats are delivered weekly - most of which are fed to the dogs (but sec lK'low).
The Pawnshop The formidable stone structure squats among shabby old book stores. alchcmlcaJ wholesalcrs and other shops of scholarly :lOd antiquarian interest. (In Middenheim, the shop is in the frieburg, o n a nameless alley off the northeast edge of the Grt.."at P:lrk). Loc:uing the place is a simple matter of Inquiring among the local shopkeepers, or wandering around looking for a stone building w ith a red chess pawn on the door, The shop itself is a massive, windowless stone "ault , -resembling a military blockhouse. The sto nework is dwan'en , dry·mort'.ared and ponderously secure. The arched sto nework of the roof is supported by thick inte ri or walls · .Bedrock solid!' a Dwarf might remark with satisfaction, 'and as good as you're likely to see above ground .' Built by dwarven Stonemasters, the Vermilion P-,lwn appea.rs to lK' (and is) more .secure than the 2ver.tge bank or prison.
A walk 2fOund the building reveals only
the {rom door and a sturdy timber shed wilh a rear entrance.lf M25ter Luk2S is in , two war dogs on d isconcertingly long chains are tethered In the back, ever·soenthuSIa5tica.l1y greeting a n y casu2 1 v!si[ors. During construction, Lukas made filings from worthless cursed m2gic items, and SC2t1ered them in tbe stonework to confuse magical probing. To Magical Awareness, the entire structure radiates magic power.
Front Door: LOL'a(ion I This is thick 02k, reinforced by iron . A red pawn is painted on the door togeth.er wilh Ihe follOWing notice: 'Knock loudly and wait.'
Lukas scrutinises visitors from the Service Chamber through ;J concealed wide·angle peep lens. Unless a Daemon or a full regiment threatens, Lukas then releases the locks and bolts. Booth : Location 2 This narrow room is fitted with a wooden bench for patrons. 'Come in, and dose the door behind you, for your own pri\'2CY and mine; Lukas invites, and will procttd no fumer until the outer door is closed and locked. Lukas watches patn)Ds through peep holes. If he suspects foul play, he releases 81ack Lotus powder bombs through a mechanism in the ceiling of the booth. He dumps the first dose, and, if the miscreants seem merely foolish or stupid, he may open the locked door and allow them to escape to warn others against funny business. If his victims appear 10 be real criminals, he leaves the door locked, dumps 2 second dose, and sends a guard for the City W2tch . If 211 is in order, Lubs opens the iron shutters on 2'x2' window between the Service Ch2mber and the booth . All business is conducted through this window, 2nd at the fltSt sign ofuouble, Lukas slams the shutters 2nd pours on the Black lotus.
==
1ft
c: 1ft
I
-co z
;z
Service Chamber : Location 3 Lukas keeps his business records and mino r magiCOll trinkcts in here. along with a few bulc rekrence tats and analysis tools. ThC'M: allow him to Identify most common potions and devices w hilC' the patrOn waits. ALL ITEMS MUST BE ANALYSED AND APPRAISED BY LUKAS BEFORE HE WILL EVEN DISCUSS OFFERI NG A LOAN AGAINST THE LTEM, OR BEFORE CONSIDERING PURCHASE OF THE ITEM. The procedure is simplC'. Lukasaplains his lerms (see bdow), and if the patron agrees he is charged an Initial10GC for each ilem 10 be identifled , appr:alsed, pawned or offered for n Je. Luw then withdr:aws and seals the shut~ while he perfonns buic tC'Sts o n the items. NOle that if Luku can't identify the object with simple testS, the client slillloses the: IOGC adv:rnce, u Luw al'W:I.YS warns his customers. U the tC'$tS re\-'eal the nature 2nd value of the item, he opens the shutters, and collecu the balance fo r his analysis, before 2IU1ouncinghis fmdings. If the Item requires further study and l"C5e:l.rch, Lukas iruorms the cUents and estimates when they should retum for the fin21 f(:port , Patrons interested in purchu ing somethlng from Lukas must explain what they seek and how much they are willing to p 2y br:fore Lubs will fC'VC':I.1 whether he h:lS the item in question, o r wh:1t he will ch:uge fo r It . B:ugainlng will :dfect [he sale price in the usual manner. If the barg:l.ining is s uccessful , the shutlers ~ sealed, Lulus retri('\'es the object, returns, opens the shutter, and concludes the deal , If lum and the client cannot come to IUms, Lubs politely asks the client to 1e2ve, and closes the shu tlef$. Troublesome- clients are usisted from the premises by the guards or. or if necessary, the W2ICh .
Lucas's Business Practices Paw1II"g Items Lubs offers 5Q.% o f appraised value u a cash Joan secuf(:d alPinst the item. His terms:lre 1% interest per day o n the 10m, with a minimum credit ch:uge of 20Ge (to cover the COSI of his :lpprais:l..l). Thw, if he :lppraises your Ring of W:1r
U luku aln't fully identify the Item with his bulc analysis
tesl, he offers his Adv:rnced Resc:lrch services. 'If I can't identify il by mundane methods, you can eilher take the object to someone else, o r p2y my advanced research fee : 200GC and 5 % of appraised value p lus expenses for :.Idv:mced resurch.' Advanced Resc:lrch t:I..I.::es from 4-6 weeks, w ith no gU:lr.lRtee o f success. However, if Lubs can't identify the item, the client o nl y p:lys the: IOGC buic fee, and is always free to recrkve the item and take il elsewhere for identiflc:ltion .
Identifying Magical Items In addi tion to revealing w hether or nOl:.ln item is magical, the skill Magical Sense :llso reveals tbe number of powers (Ie how powerful the item is), To discover JUSt wh:lt Ihese powers are, a ch2J"':lcter wllh the skill Identify Magical Artifact must hold the item, :lnd for each s uccessful WP test a single power is rC'Yealed. Once the ch2J"':lcter fails the test he cannOI lPin 2ny mort' information . II is this latter skill thai Lukas uses, and the fml power learned wiU alw:l.ys be 2 gener:al notion of the objec!'s history o r function. A Cure Light injury ring, for ex:.unple, would be identified :lS a healing ring, o ra Dagger-a/Death might berecognlzed:lS the WOrk o f Ma..rlo Fettucini, :I Tile-.m sorceror fom'lerely employed by the Assusins of the Bbde. With te pe:lted WP tC'StS, speCific powers (wilh passwords if applic:l.ble) , can be obtained. Most items require aspecllc invoc:ltion to activate thei r magic:l..l properties, and since this is generally asecurlty precaution , r.uely is the Invoki ng phrase clarly ma..rked on the device. In addition to tbese Sl:lndard methods of investigatiOn ,
Lubs also bas recourse to a vaSt collection of books :md tools which he can use ifhis /(le1lt/jj'skill is Dot sufflciem . This reference m:lterial and equipment forms the Msis of his Advanced Research , and allows him 10 continue gaining Information where he lefl off: le:lrning everything about an item is exTremely difficult for a typical advenrurer, but mere child's play for aperienced m:lgic h2ckers like Luw . Again , Luw must ,na.ke a WP test to obtain info rm:l.lion on each power. Items with fu nctions purposely or acddently obscured , and items of inherently obscure function are more serious ch2.l1enges to magic hackers. V:lrious elabor:ate research procedu~ llrC' available, most of w hicb ~ either timeconsuming or dangerous, and none of which guarantee success, For these vc'ry difficult cases, Lukas can always :lsk his daemoll cabl1letfor an appraisal. Luw generally saves this
a !:lSI resort, since the Daemon charges in quarts of bumanoid brood. Lukas is 2 nice fellow, and dislikes such practiCes, but he is alSO:l practic:l..l bUSiness man, and will use this resource when all other means have f:li led.
:is
'Ere! Bob Olley'z dun loadsa Gobboes. an' they're dead good, jus' like 'is uvver stuff! An' Iron Claw minnichers, they're fish'ly appr... er, yer can usc 'em in yer WAR:AMMER armies. no !rubble! So watcher waitin' fer! Cerronwivit an' get stompin them Stuoties!
26
27
~~
(JOBLINS
" Designed by Bob Olley Painted by Citadel Figure Painters
z:
Purcbasing Items Lukas sells items for double Iheir appraised value. On the black market he sells for a lower price, but d oes a greater volume,
~
Since it is almOSt impossible to buy magical items elsewhere, the doubled price is really rather fair - ' Folk looking for a
z:
--... I
specific item are happy to pay, and folk who complain about
o
the prices have no business shopping in the first place.'
The following magical ilems are for sale, and :lte stored on shelves behind the curtain, out of sight of the clients. Lukas's appraised value and his asking price :lfc Listed after each ilem . Lukas honestly represents the true capabililies of the items to his clients· a polic), he steadfastly adheres to. (For details
\101
of magical functions refer to WFRP pp183- 190 .) More
~
expensive items are available to the right sort of people, bur Lukas keeps rhese secure in a special cabinet (see below).
\101
= ....
Lukas may accepr less than his askingpricc, but never less than the appraised value. Factors inclining Lukas to accept a lower price are package deals or asuccessful use of Bargain. Obvious e1perts in magic gain + 10 % to the Bargai" rcst O UI o f professional respect. None of the following are panicularl y remark:able o r valuable as collector's items.
Items for Sale 0/ Gift 0/ TO llg tU!s; 2 magic poims remaining. Invoke with 'Speak and Be Know n to Me: (120Gc/240GC)
Rlllg
Rlllg 0/Magic Lock; 9 magic points remaining. Invoke with ' Bu to Mine Enemy.' (190/380GC)
Ring o/Cure Light bljury; 10 magic points remaining. Invo ke with 'In SbaUya's Name: (200Gc/400GC) Ringo/Cure Light Inju ry; 6 magic points remaining. Invoke w ith 'The blessing of ShaJlya on th is one, wbo comes in ) humble supplk atio n .' (I60GC/320GC) II
Ringo/Cureligbt Injury:, 2 magic poims remaining. Invoke With 'In Ulric's name, heal this warrior.' (120Gc/240GC)
,
I Ringo/ Protection Against Chaos; IO magiC pointS remaining. When invoked by the pbrase. 'Cbaos Avert! In SoUtan's Name! ' a magic point is ex:pendcd, and protection lasts for 7 rounds. (200GC1400GC) Rblg 0/Protection Aglli nst Chaos; 6 magic points remaining.
When invoked by the phrase, 'Deatb to Chaos!' a magiC poiO[ is expended, and protection lasts for 7 rounds. (16OGC/320GC)
Ring 0/ Protection Against Chaos: 5 magic points remaining. When Invoked !by tbe phrase, ' By the Hammer ofSigmar, Blast Ye, Cb:l.os Fiend!' a magic point is expended, and prOiection lastS for 7 rounds. (150GC/300GC)
Knight 's Helm + J: in battered condirion. (IOOGCI200GC) Swordo/Protectlo,, ; +1 AP to::t.ll body areas, 10 magicpoims. When invoked by tbe phrnse, 'Ward mine enemies!' a magic point is ex:pet:lded, and protect ion lasts for 206 rounds. (300GC/600GC)
Sword 0/ Fear; 5 magic points. When invoked by the phrnse ' Yield or die!' :1 magic point is expended, and protection lasts for 206 rounds. (200GC/400GC) Dagger 0/ Death; + 2
The Lab ; Lo,calion 4 Here Lukas does most of his Advanced Research . Hjs e1iem servi ces take up only as sma ll portion of hi s time. Th e remainder is spent on personal projects · magical studies or researching items he has purchased for his own collection . The Magic Guild itself does not have such a fine collection of m agical references p ertinent to Lukas's trade. The value of the reference works and tools alone is over 8000GC. (J'd love to list each dll,e and tool , but we're running:l. bit long here. if the p layer (:har2c ters get inlO the I:l.b and sian asking embarrassing qluestions aboulLukas's equipment, I'm sorry, but you're o n your own.) Magical items o f greal value or inte rest:ue stored inside whal appears to be a mew cabinet . This is in fact , a Lesser Daemon, bound into thc; form of a cabinet, and sworn to serve Lukas for 1001 years. The Daemon is intelligent , can speak and Is incredibly vicious. It can form Ihousands of tiny toothy mouths, each of w hich delivers a serpent's poisonous bite. Lukas feeds il a live roll daily· a rather discouraging experience for the mt , you can be sure.
-t
Sikinnes - the Daemon Cabinet
Not for Sale
Slklnnes normally keeps his mouths shut , as o rdered by his m astCr'. However, If someone touches him without Lukas's consent , Sikinnes gleefull y forms lOG mouths and cbC!\fs o n the improvident victim , aUlOmatically-"deliverlng 106 bites at 5 1, och with the additional effect of adder root (see WFRP pB'2). Un2ble to conWn"l\is amusement, Sikinnes then chatten like a magpie, glo:uing o\'er his triumphant attack, mocking the probably-dying victim, and generally making a nuisance o f himself.
A badly battered mini:l.ture suit of armour for a humanoid two inches tall , engraved with three power runes, none of which have been identified by Lukas. Origin, function , and value unknown .
ute as a cabinet is nOi such a hardship for Sikinnes, 'Try a couple of aeons 2S a Lesser Daemon somet~ 2l1d see how )'OU like it,' he observes, 'The Greater Daemons stand around aUday and,kick molten rock and ectoplasmic slime on you . No fun, believe you me: In h is cabinet form. Sikinnes doesn't cause fear, n or is h e subject to "'stability. Ifhe takes damage from any physical o r magical :J.tIack, the spe ll binding him as a rulnet is disrupted, and he is free to attack as a Lesser Daemon. (It 's a good thing Sikinnes doco't know Ihis; he'd probably goad the PCs Into all·.tcking him.)
Contents of the: Cabinet In Ihecabinet arc four items for sale, all quite valuable but fairly unremarkable. Note that the values li sted are (or collecto rs; no sensiblc advcnrurer would ever consider paying sucb prices. Thro othc.r items are not fo r sale, neither are particularly val uab le, b ut bot h are diStinctly remarkable.
• BOOIS ofGucci: 3 magic points. When invo ked with 'G race is beyond style: In TiJean , a magic point Is expended , and the wearer receil'es a + 40 bonus to Fellowsbip as lo ng as the boots remain on the feet . Primarily of inte rest to collectors, for Gucci is a enchanter of wide renown . (B,OOOGClI6.000GC)
The Sword ofTt4fn-Ella: 0 magic points. The sec rets of recharging this eiven sword . as weU as the functio n of the device are lost, but the sword ret:lins its enchantment. n in·elia is recorded as a St'a !lIven me rc ha nt prin ce of late 23rd Centur y. A collecto r 's item . (t 500GC/3000GC)
A gold-plated Fimir skull , Lukas has identified it from ancient chronicles as a decoration from a Fimir battle standard. but has been unable to determine any details of the object's fun ction. Value unknown.
Rear Vestibule : location 5 When Lukas is not present, two Wolf dogs are here, unchained. Or.lterwise, they arc: chained outside the rtlr entrance. An)' attempt to open the false doo r causes a triple dose of Black Lotus bombs to drop from a concealed trap door in the ceiling, Between two stones to the left of the fa1.sedoor at knee height is the release catch for the secret door. A thin object three inches long must be inserted between the stones and pressed down in orde:r to release the catch . which then remains open fo r one round· just time e:nough to step to the se:cret door and go through . HOwever, pressing the catch does not revollhe location or the secret door, so tbose cleve:r eno ugh 10 find II will probably assume it opens the falK' door - heh heh!
Guard Room: Location 6 When Lukas is not present, twO guards sit here and take turns napping, When Lukas is present . his perso n al bo dygu:lrds takc over, pe:rmitting the regul:ir guards 10 run errmds or take time off. (Lukas is a gracious aDd generous employer,) Both Lukas and the guards o n du ty have keys to the sturd y locks o n the rear entrance. Onl y Lukas has the key to the locks on the doo r from the guard room to the: rear vestibule. Addltional Security Measures Player characte rs contemplating breaking and entry upon The Vermilio n P2wn should be permitted an Intelligence lest to :lnticipate th e following deterrents, or may be informed of such by locaJ criminals, al }'our discretion.
1"be Hand ofHartlarln : a Wand ofJet in the form of an ebony staffwitb a carved fist at the top, Currentl y it will only function when invoked by Hardarin - do d fo r 75 }'an. Thecommand phrase could be altered by a master enchanter, but it would destroy the collectible value of the item, (S,OOOGClIO,OOOGC)
Lukas h as des igned e labo rate prec2utions to protect his !:I.b 2nd hiS wares, but he knows that making his shop a fortress is n')l suffidefll to discoul'2ge the dedicated thief. Therefort' he p2yS a substantlaJ protectio n fee to the pro minent nckeue:ring bosses of the city. No sensible locaJ thief would think o f encro3ching o n the territory of these powerful crime boHses.
Tbe ROd ofthe Flftb Pari: an ancient device of obscure origin and function , but has a wide reputation in folklore as a staff of great power if the other parts were assembled. At present , no more than a fabulo usl y·expens ive curiosity. (IO,OOOGCJ'20,OOOGC)
Further, Lukas has powerful friends in the Magic Guild who would be happy to help him tnck down anyone who vio!:l.ted his privacy o r ranS' lcked his magiC21 treasures and reSCllrch facilities. Consequently, Lubs would not risk his Ufe in ddence of his shop. confidt:nt that he could pursue thieves !:I.ter and wre2k a terrible ve.ngeance upon them.
..,.
"""""" """""'" 9
==
1ft
m .-o-=-=.. z
iz
CHAOS DWARF ~&\R MACHINES
Cast out by his own kind, the Dwarf Engineer Thymbrin Snakebc:ard turned 10 Chaos, Now he dClligos and m:mub.crucrs dCVUI:lllng wa r machines (or Chaos umies, crewed by the ferocious and powerful Chl105 Dwarf Boar Centaurs which he has bred specially for this p .......
Two of his creations, the Whirlwind and the ~ndcrisn,
mY!: been ff:cmued in mlnlaturc: by the shotl bul spiky Mike Perry.
ORC
CROSSBOWS Dead good, these crossbows. An' jus' C02
the Stunties use 'em don't mean we can't. S'grate - yer can stick a
Stunty miles away. An' why should them Gobbo bowboyz 'ave all
the fun? That Kevin Adams come up w iv the
goods again - loadsa crossbow boyz f'yer War'ammer army - aU wiv them new plashc crossbowz, an' all.
A successful Blood Bowl team needs a good offence and a good defence. and
these two can provide t hat vital extra power in either role. The Ogre player, designed by Jes Goodwin, and the Troll player, designed by M ike Perry, are practically guara nteed to improve your team's touchdown averages and kill ratios· and the transfer fee is a lot less than you might expect.
;! 1ft
Ii: o
:z
:z e :z
Pride cometh befo.fC' a fall. Four Chaos mutants enter the p:.ttron's parlor. One with inc~dible strength rips the iron shutters aside before the Bl:.tck Lotus takes effect . The PCs, sitting in the guard room, heou:.tshriek:md:.t sound of rending metal shuue::n.
Slkinnes • Lesser Daemon
In unbound form Sikinnes :.ppears much like a tradition:.1 Daemon, but with a very long tongue that flicks around with lighming s~d . His bite attack is poisonous, and as with the Daemon's bound form , has the effect of mlder root. This unique Daemon :.150 has the skill 1{lefitifY Magical Artifact, and is allowed as m:my attemptS at discovering powers as he has quarts of blood: failu~ to make the WP roll does not preclude further dfort , and only a highly protected Item will be: inunune from the monster's probings. Since changing from Daemonologist , Lubs has used this power rarely.
Now what? Lukas has not $Cen fit to reve:d the security secrets of his lab to his temporary employees. Lukas manag~d to open the front door before he W:.tS b:.tshed unconscious. Now the mutmts, still groggy from the Bl:ir.ck Lotus, :.tre loose Inside the l:.tb. 4. A squadron of pixies th~at~n to set up houseke~plng with the PCs unless aid~d in recovering:.t precious pl.xi~ :.tncestral treasure from Lulas's shop. (Sure, pixie armor. Set :.tbove: If don't beUev~ me.) '.oon't worry, humans,' Ihe pixies sque2k , 'we'll help you with our marvelous magical powers!' With :.t dozen pixies :.trmed with halr· br:.tined sche me::s concealed in their shirtsleeves, our heroes more or less confidently enter l.ukas's front door.. .
Campaign Tip, Magical Items Two Wardogs MWSBSS 6 41' 0 :}
Both
a~
The magical items listed for sale embody my two basic principles of the Idol Fanwy Magic Item; T W
I
A
Ld lot CI WP Fel
3 7 30
trained only to accept food from Lubs.
Adventure Hooks
CokJurflli Detail; The invoking phr.;LSe5 and curious histories, for example. give the items :.t little pcrson:.tlity. Without this appro:.tch , m:.tgic ill.."01s ~ generic shotguns in their f:mtlsy contexts. Limited Power and Uses : Import:mt for t"Wo ~sons· first , because it keeps tbe campaign's Magic Quotient under the GM's control , and second h«:.tuse Invoking :m item with limited 'charges' is -a significant t:l.ctical decision, developing prudent 2pplications of a scarce resource.
I. A vaJuable magical item is stolen from the player ch:lr2cten, or from a patron or cult of the PCs. h is suggested that they :.tpproach Lukas :.tnd enlist his :.tId, anticipating that the thieves may try to pawn the purloined m:.tgical Item at his shop.
A Final Note
2 . A master sorceror with a unique teleport bootb mlistS the :.tid of the PCs. 'A fellow has a fine:: p:.tirofmagical bootS I want. I'll teleport you Inside:: his l:.tb. right past all his de::fences, and all you have:: to do is find the boots. I'll gi~ you one hour, then I'JI Ieleport you right out. Safe as houses:
My one regret :.tbout The Vermilion P:.twn is that Sikinnes the Daemon Cabinet is. in a place where no PC is ever likely to encounter him. Perfectly plausible. and a great relid to Ihe PC, no doubt, but it seems :.t sh:.tme to wa.ste 50 ch:.trming :.t little nasty. So m:.tybe lots of sorcerors, Chaos b:.tddies, :.tnd rich , evil folk h:.ve.cabinets like SUdnnes lying around where PC burgulars can find them.
3 . Lubs gelS:.t wind oh plOt to bre:.tk into to his l:.tb. He hires the PCs as ext.ra guards, though as he says ' I doubt I'll need much belp, I can take care of myse::lf.'
Or maybe you w:.trtt to leave onc lying around in (he:: Slft:et somewbere. You ' ~
welcome.
THf UfRMILION
5
Secret
~o=J?:=~:r=.\5J Door (locked)
PA~UN
~ ~
Service Tl~ Chamber
Window
Patrons' Parlour
I"'.£~'" I' items
'M~'~' I for Ir
sale
1
Entrance (locked)
Harrison's ma in theme here is top class kitchen sink fantasy, inner--c ity sleaze with am biguoill,ly nasty implications; in ICI! Monkey, the individually fine s tories add up a little oppressh-ely, and outdoor pauses are needed to clear one's head of the metaphysical stench .
On the Beach In other periodicals you often see. instead of a regul:1r colunmist, lhe ~rds "Fred Bloggs is on hoUday". This may mean " ....'C·ve sacked him", or " he W.JS too drunk 10 write this week's picce". or "He sent it on a computer which we accide ntally wiped", or "if we'd printed it, Maxwell would have sued", or even, sometimes. "Fred Bloggs is on holiday". I'm on holiday myself, but afler a day of building. sandcast/es I haul out a portable computer and write furtive rev iews .. . Are you going to admire my dedication? I thought not. Haifa G lass of Moonshine by Graham SUllStan Martin (Unwin 179pp £ll.95) is lhe fourth adult novel by a writer who's been gcltingconsistentJy Deller since I aUoued faint praise: 10 lhis first, The SOIlI Masler. This latest is one of lhe few intelligent books whose mainspring is the "paranonnal". having not only a good slOry wilh nifty characters but a background of intelligent theory. Its closest thloretical rival is Ian WaI:SOfl'S bizarre Miracle Visitors , which tackles the problem of inexplicability and irreproducibililY with arguments from rnathc.mllticallogic - our universe, as Godel's theory shows for complex formal systems, contains unprovable truths. Marlin's best-arliculated approach is neurotogical , a matter of perception: our universe may contain tnlth.~ which for exccllent Darwinian reasons aren't usefully detectable. E~p le.~ are given: MOOOllshil1e's cheekily Carroll ian and Tolkienian ooapter-headings conceal several rabbit-punches, most effectively wben the amiable craziness of the Mad Garde/lCr's Song (SyMe &: Bruno) ~kes a nighunarecase-hiSIOry from the pages of OrO liver Sacks. Initially sl~ mcN ing and thrifty wi th its fantastic/n'ssons, tlle book takes the we ll-drnwn heroine Kirsty on journeys outside rationality to a conclusion as satisfying as the rules allOY! - depending on the angle of your quest ion, the final answer is (a) a Iife-SlN'ing jU5tirLcation of everything that's gone before, or (b) a lemon. 1enjoyed this one hugely. Moonshil1e has been given Unwin Hyman's new "posh" look, apparently reserved for ~rk oot easily forced into ge nre pigeonholes. It's a striking design: broad while bands above and below a central picture whose dominant colour is picked up in the initial leuers of the title. In the same format a re two good short story collections, Garry Kil~rth's The Songbirds of PIlin (1!npp £2.95) and M John Harrison's T he Ice t\fonkey (l44pp £2.95), Kilwonh is a highly effective shon-slory writer with a particular gift for exotic locales and nerve-tingling insights.
Gollancz indicate their front-runner books with colour covers (to lhe discomfonure of authors who only ever get lhe grony st.andard design) ; one such is Greg Benford's Great Sky Ri l'er (326pp £\1 .95) . This features electronically enhanced humans pursued by inimical machine inteUigenceacross a dying ~rld nearthe central black hole into which our galaxy is gurgling luke bathwater: ambi tious stuff, conscient iou!;ly ~rked out, Rod I wish I could enjoy il more. Benford's (mure people are such dim and unsympathetk: hicks. so lumpish in their slang and so wilfillydelermined not tousethe wisdom of the ages built into their augmented memory banks, that the pu rsuing "Mantis" mach.1ne deserves to win. This is theoretically a good book. but something's gone w rong in t.he execution: theskilled imaginings (think ofa vast electromagnetic intelligence anchored in and powered by the black hole's stormy accretion disc) can barely fight thei r way throu.gh meticulous but uninspiring prose. By contrdSl, though Garry Kil ~nh has linlenew in Cloud roc k (Unwin 16Opp£ll.95). and his low-tech tribes are shackled by still less defensible practices like ritual cannibalism and incest, lhe colourful story e:oceeds its moc1est ambi tions and - in a ~rd - works. T his clo:sed environment tale of a jungle in the sky ga.ins power not from scientific lhinking (theset-u-p is just barely plausible) but from psychological and anthropological conviction. Oddly enough . Kilwonh's primitives so u nd both more conv inCing and more li terate that Benford's enhanced folk : their difference is conveyed through omissions and tone of voice, rather than a mass of jargon. 10 say
Michael Scott Rohan and Te rry Pratchett conlinue their fantasy sagas with the "Winter of the World" conclusion, T he Hammer or the Sun (Macdonald S02pp £1I.9S), and the fift h DisC\\'Orid farce, Sourcer y (Gollancz 243pp £10.95). Rohan's trilogy is well above ave rage, marred only be sluggish trnnsilions involving rather too many words : as soon as our Mastersmith herosenJesdown 10 his forge again, the inventiveness is compelling. Halling p reviously sussed carbon fib res and electroplating, he now goes on 10 inl-ent weather control , Greek fire, distillation, napalm, poo.o;ered nightand the solar furnace, while cas ting impressil'e mythic shadows as crippled Vu.lcan and, later, Thor. As for the Hammer of the Sun
itself. the final masterstroke against lhe Powers which plan anetemal ice age ... it's sooutrageous that Rohan hints at its fullll81ure only indirectly.
Sourcery (sic) is also outrageous, if II fraction less triffle than it's predecessor Mon. I'd describe. ii, bUi I don't think you r feeble minds could withstaod being told of a magical disaster so appalli ng that even the bedbugs nee Unseen Uni vers ity, taking thei r mattress homes with them ; of the horse tbeft resulting in One Horseman and Three Pedest r ians of tbe Apocalypse (we also discover Pestilence'S favourite tipple, a small egg nag with a cberry in it); ofverse rewrites to mllke Omar Khayyam rotate at 15000 rpm in his grave; of eldritch footnotes and abominable puns beyond the grnsp of sanity ... All right, read it; don't say you weren't warned . T he Misench anted Sword by Lawrence WattEvans (Grafton 332pp £2.95) is an absolutely bog-standard famasy novel . [n a hau of magical absolutism and spelllevcls suggesting a heavy RPG influence, our hero acquires a charmed/cursed sword which preserves him from death and when drawn the first 100 times gives him an infallible kill, but (isn't there always a But'! isn't it always ridiculously arbitrary'!) will then smite him and give the next user 99 sure kills until ~!) the one after that gelS 98. ., This "countdowD" plot dtNice resembles Robert louis Stevenson's "The Bottle Imp', whic h was satisfyingly concluded in about 30 pages. WallEvans takes 332 pages to avoid any exploration of the long-term events he's set up. For a while it does seem that he's going 10 tackle seriously the hero's lilhonus problem (the sword keeps him alive, not young), but all is solved by a second and not even hard·won dose o f magic. a conclusion which is unsatisfying and flabby. Inoffensive; instantly forgett.ablc .
Slow Fall to Dawn by Stephen Leigh (Headline 16Spp £2.50) is a first navel: ~nhy but slightl y overwrought SF with distant ed\Ots of Frank Herbert, eg much mental debate (here kept to Ii reasonable level), a feudal , Guild-based future society, and unlikely excuses for swa~hbuck1ing swords a nd daggers when lasers and sonic weapons exist. The action centres on an Assassins' Guild which sportingly rigs the odds so 15 % of contracted vK:iims scape (it seems less sporting forthem 10 ~ire payment for failures) . When a politically important kill joins the 15 %, the Guild's essential neutrality is called into question, and the story takes off from there. I boggled on finding that not o ne of th ese frightfully honourable people qu estio ns the mornlity of assassinlltion, and became altogether incredulous when this obscure planefs offworld embaSl>)' start.'i talking turkey wilh the assassins. like a British Raj civil servant giving serious consideration to the officially sanctioned export of Thuggee to ViclOrian England. Leigh writes v.-ell but not quite convincingly. Las tly, a wo rthy re iss ue: The I nt repid Encha nter by L Sprngue de Camp and Fletcher Pratt collects all the ir humourous fantasies about Harold Shea, the incautious academic who traVe ls to ftCtionai ~rlds via "syllogismobile" 10 mess up the action of Norse. chivalric. Finnish and Irish mylh. Neither author achieved quite this light touch when ~rking alone. If I had II collaborator. maybe we'd think of a winy conclusion for this column. but instead I'll just note that the cover - Ian Miller's qu irky stccl engraving style - is a welcome change from facile airbrushed grot.
PLANETARY RAIDERS , WORLD-BURNERS, SPACEWAY SCUM ... CALL 'EM WHAT YOU LIKE THEY ' RE ALL THE SAME - ALL DIRTY
ROTTEN PIRATES I STAMP ON ONE NEST AND ANOTHER
SPRINGS
UP ,
BUT
DEEPER ,
DARKER, BETTER HIDDEN . IT IS BITTERLY IRONIC THAT THERE IS NO SHARPER THORN IN THE SIDE OF THE IMPERIUM THAN ITS OWN KIND GONE BAD.
F::JI RATES
,.
CHAPTER APPROVED Following the revised Dreadnought rules in WDIOO, many readers have asked for vehicles to be given a similar treaunenr. As with the Dreadnoughts in the WH40K book, the vehicle rules were designed to be generic so that garners CQuid field their own conversions and scratch-built modeJs. Howe\"er, now that Citadel produce a range of vehicles, with more on the way (including the much awaited Rhino, see pp51-S4), it seems appropriate to overhaul the existing material.
When moving forward simply measure directly to the vehicle's front. To malee a tu rn to the left or right, move the vehicle so that its path describes an arc. The vehicle makes a tu rn to the left or right.
)
These new rules are intended to make vehicles more effective on the baulefield. Their survivability has b~n increased by the conunon use of power fields and power field synchronisers adapted from the Dreadnought rules. In addition, they can now carry far more equipment and weaponry. putting them on a new plane of dfectivenc:ss. Although I anticipate most players welcoming these changes, they are by no means compUlSOry. Players may opt to use only sections of the new rules, depending on the scale of battle being fought.
TURNING The turning rules don't change but let's go through them here to make sutt everybody's clear on how the system works. A vehicle w ith a move of, for instance, 10" can turn either left or right throughout any pOrtion of its movement. For example, it could move stl'2ight ahead 3 ", turn left through 3", move Straight ahead a further 2" and tum right 2". The total dislance moved is 10". Any combination of turns and straight movement is permitted, so long as the total equals the vehicle's movement dislance. Players are recommended to stick to whole inches.
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Most vehicles move along an arc which has a radius eQual to their total movement that phase. For example, a vehicle moving 10" travels along an arc with a radius of 10".
Now move the vehicle in[O position .
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To measure this arc use a tape measure. Extend it to the reQuired length and place it at right angles to the vehicle's front.
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Now meuure to the original position and adjust the vehicle back or forward if required. Don't worry about measuring exactly along the arc as it is easy to get a reasonably accurate measurement, which is good enough for our purposes.
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Now pivot the tape describing the arc, swivelling the end of the tape to the place where you want the tum to end.
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") Some vehicles have a turn radius ratio of either Y.z , 2 or 3. This means that th4: radius of the arc equals not the total movement that pha~;e, but the [Otai movement multiplied by the TRR. Most vehicles however, have a TRR of I and turn exactly as described above. The systml accurately rq>resenlS the manner in which vehicles turn, linking speed directly to their abillty to comer. A slowmoving vehicle can tum a very tight comer; a vehicle tr.tvelling fast will inevitably describe a larger turning arc. Any vehicle is allowed to use an arc greater than its current movement if the play~r wishes. Vehicles with a TRR of 'I.t (such as bikes) art very nimble, and can turn tightly whilst travelling at considerable speed. O ther vehicles are cumbersome, and have a TRR that reflects their lack of manoeuvrability.
"TUrning On The Spot A stationary bike may be turned on the spot to face any direction. It is also possible to tum any tracked vehicle or hoverer in the same nrtanner, but the vehicle may only be turned within 90° of its OI:iginaJ direction. Moving Backvvarda Restrict the maxlm,um speed so that It is the same as the vehicle's accldec.
ELDAR ARTILLERY NEW ELDAR RAPID-DEPLOYMENT WEAPONS TEAMSI FEATURING THE SCATTER LASER, LAS-CANNON AND HEAVY PLASMA GUN TOGETHER WITH INDIVIDUAL CREW FIGURES. SUPPLIED IN RANDOM PACKS OF' TWO WEAPONS, EACH WITH ITS OWN CREW FIGURE AND MOBILE SUSPENSOR PLATFORM .
Sc;lUAT BIKES A SPECIAL MULTI - PART MODEL , CONSISTING OF RIDER ON EITHER A BIKE OR T.RIKE MACHINE. PLUS VARIABLE FRONT WEAPON / HEAD - LAMP MOUNTING . LONE 81KE GANGS. IMPERIAL GUARD OUTRIDERS , AND ANY NUMBER OF SPECIAL FORCES CAN 8E ASSEMBLED USING THIS MULTI-CHOICE SYSTEM .
HAPTER COLLISIONS AGAINST CREATURES The existing roles make it rather too easy to suffer damage
T he greatest
mUI
i" bul
~
ripple on the surutc of
Sp ICe:
w hen auem pliog 10 run down fl eeing Gretchin and other unforruruUe5 w ith large, hovy ,"ehides. 1b rectify this, vehicles
never suffer damage as a result o f hilting a nonn21 creature If the vehicle's toughness is two o r more greater than the c re:aturc's toughness. Othe rwise the ru les on page 40 of Warh:lmme r 40 ,000 apply.
Speed the enemy
Of
bolt that brings the and mend.
EQUIPMENT STOWAGE The current stowage rules allow litlle equipmttll to be carried. As we shall be inlrodud ng new eqUipment . this figure (Eq) sho uld be do ubled for all vehicles 2nd random gener:ltiOn statistics in WK4 01K and Chapter Approved, note - we ha ve already incorporated Ihis change in the Rhino's statistics. For
end
cwnple, asunci:mJ , heaVY lracked vehicle now has 12 points of equipment rathe r than 6,:md:l nndoml y gener:ucd tracked v~hicl~ will h :lV~ 7.06 poims of ~quipm~nt rather than 06.
WEAPON POINTS Similarly, the amo unr of weaponry a vehicl~ can carry should be doubled. T he generation is given below.
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23
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3bl!1l 411101 lbll1l 2bl11J lbll11 1211 'MI1v !llho Illtl),o 4w
b - basic weapon, h _ heavy weapon, v _ verV heavy weapon. A vehicle wit h 10 or more weapon points may install e Defence Laser if it generates a very heavy weapon. However, Defence Lasers occupy 10 rather than 6 weapon points, so other weaponry must be subtracted to compensate for this. One way of doing t his is to deduct 10 pI)ints for the Defence Laser and re·roll any remaining points rendQmly. No vehicle may have more tha n 1 Defen ce Laser.
R APPROVED VEHICLE SPECIAL DAMAGE CHARTS
HIT LOCATION TABLE
,
Score (D6)
2
3 4 5
6
Affected System OCCUPANTS RUNNING GEAR STEERING AND BRAKES ARMAMENT EQUIPMENT MISCELLANEOUS
The new Sp(:ciaJ Damage Chans have been designed to replace
the o riginal damage chari on p39 ofWH40K. The new cham 2fe more detailed and make "ehides on (he ublctOp more durable. The main rules change is that "ehicles reduced tozero damage points are no longer destroyed autOmatically.
Whenever a vchide takes damage as a result of a hil, the player should roll a 06. If the vehicle received more than I poinl of damage from the hit, the p layer should add + 1 10 lhe d ice score for each additional point of damage sustained. U the
res ulting score Is 6 or more, then the shot has caused special damage. The player sho uld roll another D6 and refer to the Hit Location Thblc. Fore.xample, a vebicle sllj/ersa bit callS/llg 3 polms 0/ damage (2 oj wbicb are added 10 tbe D6 ro ll). TbeD6rollls4 (+2) =:- 6; tberejoretbe lIebideSlljjersspecial damage. The veblcle p la)'er must now roll WI tbe Hil Locatio" Table. If a veh icle is reduced to zero poi n ts of damage, subseq uent damage will automatically ca use specia l damage. The player s hould roll a 06 and refer to the Hit Loc al ion Table_ When Ihe system affected by Ibe hi t has been idemified, the player s hould ro ll a 06 and co nsul! the appropri ate Special Oamage Chart, Players should note down the result of special damage, together wit h an)' long term effects which result _ A separate sheet of paper should be used for each ve hicl e.
RUNNING GEAR - SPECIAL DAMAGE 1 LINKAGE SHATTERS Pan of Ihe linkage sh~uers and the vehicle IwiSts to lefl or rlghl before coming 10 a permane nt halt. Roll 3. D6 10 delermine Ihe track affected, 1-3Iefl: 4-6 right. Use:a clock· face chan with 12 o'clock in Ih(: dirC'ction of travel 10 delermine: the direcllon Ihc "ehide now bces. Roll a D6 if the right hand track is gone, a D6 + 6 ifl he lefl hand ' rAck Isgone, !fthe vehicle Is nOI tracked roll 2gain on this ch:an . 2 WHEEL BLOWS OUT A wheel dlsimegratCll in me bl:ast ~nd Ihe ''ehid e plunges down on irssuspel1!lion. digging imo Ihe ground and grinding 10 a halt. The "chicle skids fotwllrd for 03" :md SlopS. The vehicle ends it5 skid fucint!: in:a rAndo m direction - this can be establis hed with a 012 2nd a dock-face chart_ If the veh icle is nOI wheeled roll :;I. ain on rhis chan. 3 GRAVITIC MOTOR MALFUNCTION The b13.-'I fl'2c tures the main gravil ic vacuum chamber sending the motor imo an uncomroUable anll-gf;1villc te:lction, The vehicle cont in ues al I:he. nme speed and in the same direction, bUI rises by + iO he istn eve~ tUfn until it is iost for("\·er. If me ,-ehlcle is nOI a hOl'er' type roil aJ!ain on Ihis charI. 4 ENGINE DI'-MAGED The engine i,s badly d:amaged as a resull of t he h i!. Wit h :tn emb:arr:L'Ssing co ugh and distinctive plumes of white smoke, the vehicle 10nc!l:S reebly !O :a cnwling pace. Redu ce Ihe vehlcle's current speed by 4" per lurn umil it reaches 4 ". The vehicle may not accclernc' {uri her. and if It dece1cr.ues cannot accelerate again, not even 10 4iH. 5 DRIVE TfV~IN The. vehicle's drivetrain is shattered, sending II OUI of control nexl tu m before coming 10;t sudden h~1 1 :as pan o r the broken drive spe;trs Ihe b,xJ y. If it WoI5 moving at g reater than 10" before Stopping, eve'ry occu pant musl make their basic sa\'e or sllffe r 1 wOlmd_ T he vehicle will nOI mo\'e :al!;ain , 6 TRACTION The vehicle's main tt".lction suddenl y f:ails: wheels blow OUt; (r:.l.cks fl)' o ff: gnvll:lc te:lctors implode. The ,-ehicle pivOts :across Ihe ground , slidillg againsl lIS broken side and spinning d:angerously, The vehicle skids forw~rd tor 06" ending by facing:a nndomly determined direction. Any OCCUplllllS Illusr nuke meir basic saving roll or an: sl:llin. Items of we:aponry or equipment are rendered useless o n Ihe 0 6 roll of:t 4,5 or 6 .
OCCUPANTS - SPECIAL DAMAGE
STEERINIG & BRAKES - SPECIAL DAMAGE
, DRIVER DISABLED Driver hil and disabled. A tns ie uving throw mUSI be rolled o r he is sl:.!.in. The ,'C' hide: goes am of control for Ihe d urouion of the follow ing !Urn. If Ihe \'eh icle has ~n aUlo-
1 STEERING The sleeting system Is d:muged prevenling me vehicle from moving in :an y dircn ion olher than sltalghl :thead . If the veh icle subsequentlY' goes OUI of cOlUral, It will acce lenteldeceler.lle randomly as normal, but will nOI turn.
2 DRIVER HIT Drh'tr hil ~nd distr:acted. The ,'Chicle goes out of control for the d UrJ.tion of the following lurn. U me vehicle has an aUlo-drive re-roll rhe resu!!.
2 BRAKING Th l'; braking !1ylilem Is dam~ged as h),dropbstlc lines shanc r and control syStClmS cease fu nctioning. T he ,'Chicle's ma.'timum rale of deceleration is reduced 10 2" per lurn , even if Ihe vehicle ~ubseqllC'ntl v lines out of control.
3 WEAPON OPERATIVE A we~pon operath-e is c~ught by Ihe blast and must make his basic saving throw or is killed. The we;lpon may nOI fire in iLS following lu rn, even if m e gu nner survives. If several weapons ~n: pn:sent , the m:ain one is affected. If then: art' s("\'eral options random ise to determine which oper:uive Is hit. If the ve hi de's armament i5 cont rolled by :aUla-fire re-roli lhis rt'sull. 4 SHRAPNEL Occup:ams hil by flying shnpnel. 0 6 randomly determined occupants musl make their basic save o r are slain. 5 TOXIC FUMES Vehicle fiUs with 10xlc fumes. Any troops nOI-we:arlng relpir:llors o r o ther breathing gear musl lea"e the vehicle in their following !Urn. Any lroops failing 10 evacu2te Ihe ,'Chicle ~re sbin on the 06 roll of a 4, 5 o r 6. Troops wllh brealhing appaulus are unaffected. 6 EXptOSION A massh'e ex plosion rakes the "ehicle's interiof. E~ch occupant m ust m2ke a basic nving throw Of is slain insl1lntl y.
3 STEERING JAM The Sleerlng mec han ism Jams. The vehide musl now either tu rn 10 Ihe(I-3) ri@',hlor (4-6)left usingl!sstantbrd turningl'2diusratlo. 4 BRAKES J.4,M The brakes !;elttt, reducing maximum speed 10 haJfand accelcllUion 10 2" per lur n . 5 BRAKE ANID STEERING FAILURE Brake$ :and swert ng mechanisms an: dClltTOyed, sending me vehlde o ut of cont1"(l1 (or Ihe renuinder of the K:wle. 6 SUSPENSION COLLAPSE Wilh a specucutar crunc h Ihe. whole suspenSion mech:anlsm collapses. pitching the nose of the vchicle Into Ihe grollnd and sending the t:ail c:artwheeling over il. 1£ the vehicle is tra,'elllng 201 less than 10" when hil , turn II upside down w here it stlnds. The "ehicle i:! lotally dcst royed_Occup:ants f:alli ng 10 make their basic S2ving throw are killed. If tr:.l.vclling OIl more th:an IO H, roll 20 6 to delerrnine how far me ve hicle canwhe:els forward bdon: J:and lngon its, roof_ Anylhing within Ihe parh of the C21twheeling ,'ehicle I1lkes normal coUislon damage. bUI does not stop il o r do fun her damage to lhe vehicle. Occupants oflhe tumbling vehicle, who fail thei r saving th row w ith a -I modifier, are slain . All eQ uipment ~l1d weaoonrv is destlOved.
CHAPTER APPROVED MISCELLANEOUS - SPECIAL DAMAGE
EQUIPMENT - SPECIAL DAMAGE
, ACCELERATOR JAM
1 TARGETER I nndomly determined l2IBeter is destroyed . If the vehide h:l5 no functioning targeu~,r. roll the mult on the annamtml e h:trt.
The \-chicle's accch:ralOt mechanism jalll5 f:lSl . The >'Chicle must accelerate by its maximum amount per lurn . HOWC'Vcr, If there i! :I. crcwmln :iI\':l.lbble, he may :mempllO rectify the pmbil::m at the Ixglnnlng or each turn. Roll a 06, if the 5COrt' is 5 or 6 the crew has frttd the: :l.ccder:l.tor and the vehicle ill:!.)' the n a(X:cientc and decderate ;1,5 normal. No[(,' thaI 11 vehicle may Ir:l" cl over il 5 maximum 5 ed, but Is then sub'cel lO t('ntild control loss. 2 ROLL
The shOl: throws the ,'ehlde 10 one side:, turning II m'u umil it bods o n ilS (1.2.3) side: o r (4. 5 .6) back. 1bc vchick should be
2 POWER FIELD SYNC:HRONISER The vehiclc's PFS is destroyed. If the I'ehicle hl$ no PFS roll :again o n Ihis chart . 3 POWER FIELD The l"Chiclc's PF gencr:;;Uor is Ocstroyed. If the I'e hick h:l5 no PF, roll the result on thc mjscellLmeous e harl .
mo,-cd 06" away from the source of the hit . o r in 2 r.tndom direaion if tlUs b not appropr\2Ie Any modd In the roUlng ''Chicle's p:llh is collided wilh l\.'I normlll. Occupant5 who nil to make their bulc u.vc are 5laln . Each wc:1pon or ilcm of equipment on the: \"Chlcle: 15 rendered ino tive: on the 06 roll of a 4, 5 or 6.
4 CENTRAL CO NTROL SYSTEM DAMAGED l1\e mot damagcs the: 1-cltidc'S coruroI5)'5rc:rns. This can h~"C many effects, send ing random surges of powc.r rU5hing lhrough Ihe vehicle's circuil5, melting delicate components. causing aploslons, random burn-oUls and control loss.
3 FUEl.
10 reflecl Ihis random :and often calaclysmic le\'c! of esc:alaling damage, throw e:ach turn . On a4. S o r 6 the vehicle takes another random special d:una~:e result . The only way to halt thiS cffect is to abandon the \"eh.i clc litQRcther.
The vehicle's fuel or power 5upply Is ruptured :md exp lodes. The \"Ch lcle I mm e:di~tcly bursls into name:s and goes OUI of comrol. The \'ehlcle: wiU explode at the: e:nd of any of Its mO\'es on the 0 6 Kore of6. Any occupams nmst make thei r basic saving throw t'2eh turn or be killed. 4 TURRET The IUIttt Is knocked 0111, destroying : m y associated wc~pon and ul mcm . If lhe- vchicle h:l5 no IIlrret. roll 1 ' n on this dun .
5 DOORS JAM All doors on the \'ehide (l,2.3) jun shill or (4 ,5,6) fly open and cannot be doscd.Jammc:ddoors can be opened If there lire troops inside. Roll a 06 at the end of t'2Ch turn , on the KO~ of a 6 the door-sarc priscd opc:n. lfdoors fl y open, D6 nndomly de:termined occupanl5 will be th rown out of the ve hicle and rna)' takedamage If the vehicle is u a\'e Uing al grc:ner Ihan 10". If the I'ehlc lc Is open topped and lhen:fore h15 no doors (eg II land speeder). a sudden Jolt Ihrows D6 randomly determined models overnoud. 6 AUTO-SYTEMS DESTROYED All auto-S)litems go completely haywire, oper:ning in a random manner. Thcsc tffecu (:2nnot be O\'cr-rldden by the vehicle's occupams. Auto-drive causes the \"Chide to move out o f conuol. Auto-aim units fire weapons:1I randomly determined CltBets. Autorae ly1tems omy Pfrmit Ihc U.K of an Itcm of equipment on the D6 role o f:l 4, 5 o r 6 made th:n turn. Doors may only be used on the 06 ro le ofa 4. 5 o r 6 made thaI tum.
ARMAMENT - SPECIAL DAMAGE 1 WEAPON DESTROYED t nndoml ' determined wea
n Is de:slro "Cd.
2 AMMO SLOCKAGE The ammo or power supply 10 one r:mdom ly determined WC1lpon is bloc~d o r 5C\"Cn:d . The \"Chlclc may fire once more with that WC"l n. mel" which thc We::!. n Is rendered usela;s.
reed
3 AMMO JAMMED The ammo feed or power supply to one randomly determined weapon is junmcd or fused . Every time the weapon fired from now on, the player ro ll5 a 06. On th e roll of a 6 the weapon explodes, C":Iusl ng D6 pointS of damage o n Ihe vehicle andspecill/ duma e as :a ro riale.. 4 DISARMED The "chicle's main armament is destro ·ed. Ii WEAPONS HIT D~
nndoml determined wea
os are dcstroved.
6 AMMO HIT The l"Chlcle's central ammo bin or power supply is ruptured open and dCllu"O}"Cd. The \'ehicle may no lo nger fire liS weapons. In addition the \'ehlcle lakes D6 pointS of da:m:lgc, and automatie:ally 11Ikes 03 further spedal damage effects.
Puise the SU D fhal hriogs the dl111'D Of our £iru l doom.
5 AUTO -SYSTEMS Damage to the auto-s)"lilem control unit destroy,:all on-bo:ard auto5)'lIlemS instantly including lu to-drh·e. auto' aim and aUlo-fac. If under auto-drl\'c wheo hit , the vehiclc goes OUI of control for Ihe duration of lhe. following turn (lSSUmi ng :a c l"'C"WtlUn an take m"Cr) o r permanently (if no crew :ue available to takc O\·er).
6 WIPE OUT Overwhe:lmJng damage to thecentr.lI control s)"litem results in t"\'ery item liMed as part o f Ihe \'ehlcle's equipment being n:nd e red Instamly un usable. If thc ~'ehicle is under :aUlo-dril"C when hil , :;ce ent ry 5 ab\:)I'e.
WisdOR\ is the beginning of feu
HAPTER APPROVED EXTRA EQUIPMENT
CONTRC'L LOSS
T h ~ nt~W
A vehicle may eithe r go o ut of contro l for otle turn or permanently. If a vehicle goes OUI of comrol permanently it is not possible to regain contro l - a vital mechanical component has been affected. A vehicle which has gone permanently put of control will accelerateldecderate and tum randomly as des.cribed in WH40K (pp39·40) until it either le:tves the table all' comes toa halt . The vchide will then remain stationary.
power field a nd fidd synchroniser rules described in White Dwarf 100 (see Chapter App roved - Dreadnoughts) :l.lso apply to n:hicles. Power Fields. POi,lltS cost 10 each per ' " rad ius. Power Fields of )" r-.adius are ass umed to cover the e ntirety of any small ur medium sized vehicle. A large ve hicle requires a 2" ....Idius fidd . Power Fidds of larger radii may be fitled, costing IOplS fur t:ach extra I " r.adius. A vchicle m:.ly carry several different
shidds. alt hough only one m ay be active al any lime. A Power Field may be lurnc:d OFI o r offat the start of the player's lurn . I! may not be IUrned on or o ff once the vehicle has been rendered immobile as a result o f damage. Once a Power Field b ac tivated a ,'c hicle may not fire weapons through it.
The presenceuf a Power Field arou nd a vehicle does not affect its 1l10vcnlt:nt . nor does it make any difference to the res ult uf ... wllision with another vehicle. The field is designed in suc h a way that it flows around obstacles in its path, otherwise the \·chicle would be in pemlanent coUision with irregularities in the terr,,!n. Power Field Synchronisu. Points cost 10 points each. These an: \~J l uable devil"t~s which :lllow a Power Field to flick off du ring the bridmoment it takes to fire a weapon . If a vehicle ha:. a Powa Field Sync hroniser it may fire weapons during ils OWII shooting phase, even t ho ugh the Power Field is on . Hvwel'cr. to represent the c hance of an enemy shot sne2ki ng through as Ihe field fli cks off, a ny shot against the vehicle in the enemy's following turn will penetrAte the Power Field on Ihe D6 sco re of a 5 or 6 . This does no t d esuoy the field: the shot simply by- passes it during its split second o f inacti vity.
SHIELD PENETRATIDN A.\ described above, a shield is penetrated on the 06 score of a 5 or 6 if it was fired through in the preceding tu rn . Alte rnatively you may divide the turn into s ix 'phases' 1-6. T he player wishing 10 fire a weapon secretly wri tes down the phasc in w hich t:ac h weapon fires. A/ollowitlg/ire we2pon mil y fire over several phases· one shot corresponding to one ph"A.Sc - but may not fire through more than 6 phases. The shield i" d o wn fur all t he I]hases in which the weapon fires. In the enemy's following turn, w hen we:tpons are fired against the shielded vehicle. the p layer must try to gucss the phase written down by the other player. Most weapons e ntitle the player lu one guess. If the guess is correc t, a nd the shot hits, the shield is penetrated . If it's incorrect the shield is hit as nurmal. Players whose weapons have an area effect are emilled 10 tWO guesses to rep resent the spread o f separate imfY.!.c ts at slightly different times. Players with following fire weapons are e mitl ed to one g uess the first time they hit , and each succ t:edin& hit adds I to the original number guessed . So, if your first guess i ~ 3 the second hit will be 4, a third 5, and so on. U a :.hielded veh icle is being fired al by several different allilckcr.., resolve each guess individually but allow the vehicle plilycr [u ch:.mge the nominated phase(s) in between each Of hi:. opponent 's guesses. This is a bit unrealistic, because t he .... capon ca n onl yr~l l y fire in one phase. However, it prevems th e allackt:r nominating s uccessive phases 10 his unfair ad\'amagc - impossible in the heat of battle.
'1 cry Ollt for troo ps Ind YOII give me , he [one - 1 plc~d fOI ~ n lmllni[ion lnd YOll give me speeches. 1 ask YOII aglin,
Conullindcr. whit un you pledge me?"
M /\ heloic delth. Captain:' Reported holocom conversltion betwee n Commandcl Gulim TltIci lnd Clpuin Roiml of the besieged Alharmo gnriso n sbortly before the final ark lSSlU h.
A \'ehicJe which goes out of control for o ne rum automatically regains cont rol ~n the following tum and may move under the full cont ro l of th e player. The o nly exception is if the vehicle goes out of control agaitl - e ither because it exceeds its maximum sp
OPEN T()PPED VEHICLES AND EXIPOSED CREW Note t hat the rules for firing at exposed individuals remain as give n in Wli 40K p39 . Any exposed crew membe r (including crew sticking their heads out of hatches, firing unco vered weapons, or riding bikes) may be spec ifically targened by 3. fjrer within the short range of bis weapon . If a playe r wishes 1:0 fire al an exposed \:rew man or bike rider, be must declare his intention before be shoots. Shots against o(X:n vehicles, including bikes and land-speeders, al ways stand a c h ance ofhittingexpoSt:d crew C\'en if the player doesn't intend Ito fire d irectl y at them . Hits against open vehicles and bikes must be ra ndo rnised between crew (1 ,2 ,3) and vehicle (4 ,~i , 6). Crewmen sticking t hei r heads o ut of hatches in enclosed ve hicles are ncver hit randomly - the ooly way they c an b,~ hit is [f they are specific ally targetled as described above.
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• PLUS:
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• CELEBRlTlFS! Look OtIt b the GAMES WORKSHOP celebritio::s III ~U .. !hi: fanWtic MYTHLOR£ Cl"eIfUru and monsIers! "'-" .,.. dooc .U..,.aol otIln "J"'fJ: 00II110 a.- ~ tw.- .. """ Orud ~ Dof. _ JIII)r 1911!
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Doors Open Early! Normal opening times 9.30am-5.30pm Monday-Saturday Nearest underground station: Metropolitan Line - Harrow on the Hill, also British Rail and Bus Station at same junction
Hello, }l'U 're just lime for a cosy discussion abom Undead, atmospht!Te. ce/iooC)\ ..
Lori Dunn, Canada Trivial nit-picking though it 1lllI:)' ....... be, I wonder whethe r Skeletons should be " " allO'W'Cd standard bearers in WEB. According to the rules, Skeletons are creatures thaI need to t oe magically controlled by a wiwd, Iiche or undead hero. Skcletonsdo IlOl rout, so they aren't plagued by a fleshand-blood outlook. ('Look! George is dead! And Fred! And Bill! Let's get the %·%@oulofhere!')Theyfight to the last pile of broken bones because Skeletons 1&(11: a will of their own.
In ballle, $l3lIdaJd beareTs are used fur practical aspec:1.'l of raUying troops and signalling moovement. Here the use of standards is logical. As an clttension of this, we arrive at the standard's ability 10 impire troopS to greall:r efforts by acting as a focus for the unit's pride. So, i.n hand-IO-hand combat, a unit with a Sfandard receivt:s a +IW bonus since they will push ahead even if sore!.y pressed and will follow their flag eagerly. This is why I believe Skeletons (the only Uooead 1m!! I looked inlo) should not receivc the bonus for the sWndard. The practical rally ing use is fine, but 1:0 recei~ the bonus, the unit must fecI the effects of momle - a tmit sbared by living creatures butllOl the magicall.y animated Skeletons who have no lifc, or Will, ofthcir ~.
Rkk PrVstkJ replies: In gameterms, pt'rhtJps standnrd bearen seem illogical at first, but they add to tlJe mystique and appearance of the unil Carr}1'ng them. All units look better .,.;th a nicely painted stamklrd 1'0 why deprillt a collector of Undead the duJnce to S MW off his paiming skills? ~ might cite S~ residuoJ sense of purpose, loyatry or prith as part of the roogical power IMt animat,!s the Undead but whether the presence of a srondard should contribute 10 the fighting efficiency of til e Skeletons Is alWthtr thing - and J can certainly s.~e grounds for your Clrgwnent. HQrthyofCln tunendmel1t perhaps? Perhaps! But 1"I1lm there are afew plClyers out there ...ith Undead armies whoiJ like /0 take ~ip the case ClgClinst.
Kevin B Spiller, Chelmsrord After reading th e
LETTERS PAGE, WHITE DWARF, ENFIELD CHAMBERS 14·16LDW PAVEMENT. NDTIINGHAM, NGI 7DL
....... ~Ilent anicle on Iif.rrluJmmer SlnItegy (WD ~ 101) I fclt thcre w.lS a need to put another side to the story. Points values as they stand a rc a contlUVCJ"1iial, and for a competition game, probably necessary, anomaly. H()',','CVCr, it would be better ifllK:y were only used as a guide 10 troop capability. Using points values too rigidly means that the almosphe1rC of the game gets dictated by gamers mov ing their 5 point Ore heavy infantry armed with shields to sco:re hopefully high dice rolls against a level 2 wiurd . .. I feci that a bener game comes from thinking of your figures as real Elves/Dwarfs/Goblins and leadingyol.ll" well anned, highl y confident retinue against the Ihreat of thc e nemy on the nank. Troops should not b e identified by points values but by descriptions baSt~ on the l1UI&e between observer and wget. Maybe the enemy in the distance only appear as humanoids lIITlII~ with spears - or maybe their banner is recognised and described. Tactics should be dictated by the military capabiJitl!S of the unit and th e way the troops think. not the rulebooks. When playing with an Ore army, think Orcish , if playing a Norscan army, think Viking. Tactio:::s that Imrk beSt with your anny Imuld Imrk with a real life equivalent (probl ems with the Undead here). regardless of points values. I \Ooall using shield wall s and wedge formations long before WFB lll. I have a number of annies (over three hundred figures in eac;h), and don't know the points value of any of th em. Gene!3.lship and leadership qualities are best displ1l)'(~ when using unequal forces. Invent or adapt a history for your army. This can be entirely fictitious or based on some medieval, golhic or lif.rrluunmer nation. l1IC histories themselves cun lead 10 some inlllresting scenarios based on generations old feuds, or whatever. Possibly the best and most f.Ir sighted guideline in the rules is the "Rules versus ideas" paragraph oopSI, don't beafraid lOexperimenl. Happ.,. gaming. And the same to you.
James WhItaker, WYorksPleasepleasecanyou gi ve someadvice 10 my friend'? ~ have been playing .,.. WFB since it came oul. Howeve r, of th e countl ess Dwar f- Elf engagements, my friend (the Dwarf) has only Imn tim. He has approximately one hundred Dwarfs, 2 bolt throwers, the gob-Iobber. gyrocopters and Ihe flame cannon \£I take on exactly 52 Elves and a chariot.
..A...
Does be lose because hc's a bad commander or has he pitched for the wrong roce? It's getting so that before we even stan a battle, he says he's going to lose and thaI Dwarfs are mbbish. Give him some help before I obliterale all the Dwarfs in the Old World. I'm off to do some stuntie stomping.
Sounds /ike Ires going badly -..rong somewhere. DMfJrfi cenainlynct tire ' ....rong ' race. Trynmppingforr:es tlnd varying the SCent ry in t ach bailie. Cln!'
And the same
10 you.
TheIa W!bart-Mul1l1llWl. Newport THANK YOU
.&....
for releasing Power 8thind tht Th rone. We have been playing since Christmas without a scenario - no mean feat.
JIll"
Every week, without fail, seven men instrangegear tum upon my doorstep. Dependingon his shift. my husband either 1C1VC5 within the hour or arrives ~el)' lale. The neighbours have tried 10 discover wbat goes on. my brother-in-law has accused me ofhaving a party when he knew thaI my husband was on nights, and why? WFRP. that's why! From the fiJ"1it session of the Enemy Within we have played every Wednesday. A classic phmsc: has been coined. "Who rattled )'Our cage?" This was said to the protagonist and put poor Rowlocks out cold for an bour. He was concussed for days. He lost all his money in the same fracas (Kirslen) so he couldn't go to Ihe temple of Shallya.
They survived Bogenhafen - just. They acquired a boal, sailed upand down the river Reik getting lost , drunk. Imunded. scared, seduced, ripped. off and confused. They killed Goblins, mutant butterflies. Ghouls, Skeletons. a poor innocent squirrel. smelly guards .. . Now th ey are on the road from De lberl to Middenheim, having left the boat in the boat yard to be over-hauled and painted pink (Kirsten). The goat, rabbits and ducks have been left in the care of Heironymous Blitten. lust out of curiosity, are there any special rites in the cult of Sigmar wilh regard to marriage? Pickaxe got drunk and made promises becan't remember to a girl who won't let go. While I'm on thc topic. are priests of Sigmar celibate? Ever sincc Pickaxe found the sword Barraku l he has been convinced that he's on a MISSION FROM THE GODS! and he now prays every day, morning and evening. before M uses the
,""'" .
Kirsten has hit out for place unknown - in the middle ofthenight with only Melody. Mrcat, for company. she went with a messenger. The others think she has gone 10 Kemperbad. Wanda has watped off to Alldorf to do some research. I have had 10 stan a card index for all the shops bakeries, tai lors, candlestick maken - in every tlY.Vn because the blighters keep ordering things and Ihen going back for them. So if you need a few merchants - good. bad and indifferent, just ask , for example, for trail mtions and high class grocery and provision merchants. Youcan'tdo betterthan Heinrich HarnxI. Food Emporium, Aile Mark"tplall , Kemperbad. Expcnsive, high quality, the cost of eveything multiplied by four. MUlClnl bUllttjlies? Put your analyst on donger mon~ No. theft an!' nc specicll rittsfor marriage
other than a mutual exduJnge of promises, in a temple, befon!' a congregation. to CI priest oftht cult. Clerics of SIg11lClr ClI"t ncr bound 10 celibacy. But priests of Ulric an!'.. . As for your campaign, )\:III. 'redoing a I'iOtUkrfuljob.
utlen ctnily ediJed by Sean Mastenon
DEVER
From the author of the best-selling series, HIGHWAV HOLOCAUST is the first in a spectacular new series of solo adventures written by Joe Dever, author of the award'Winning LONE WOLF adventure gamehooks. Each exciting episode can be played individually, or you can combine them with others in the series to create a solo role-playing epic.
AMERICA 2020AD. Eight years ago the terrorist agents 01 H.A.V.D.C. triggered a nuclear nightmare that devastated the northern hemisphere,
its radioactive aftennath claiming all but a few lucky survivors. Patientty. in scattered colonies deep underground, these survivors have been waiting for the earth to heal itself, waiting for the day when they
could walk once more upon the sulface of their shattered wor1d. That day has come ... but the real battle for survival has onty just begun! You are Cal Phoenix, the freeway warrior, champion and protector of Dallas Colony One. Amurderous gang of H.A.V.O.C. clansmen, led by the
psychotic Mad Dog Michigan, are bent on destmying your fragile colony as it crosses ithe wastelands of Texas on the lirst stage of a life-or-death exodus to the California caast. These bike-riding clansmen are a formidable enemy: .. rmed, cunning, and extremely dangerous, capable of launching a lightning raid at any time, day or night. You willllleed all your wits about you if you are to defend your people and reach your destination intact!
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SPECIAL IRULES
Jervis Johnson tells you everything you could possibly want to know about Dwarf and Elf teams.
Throwing Dwarf teams are not renowned for their passing game. Their height makes it easy for opponents to intercept their passes, while at the same time making it more difficult for them to pick off a badly thrown ball. To reflect this, use the following special ru les when fielding a Dwarf team. When a Dwarf Ihrows the ball, use the DWl1rf Throwing TBb/tt instead of the ont! printed in Blood Bowl.
DWARF TEAMS Dwerfs were one of the first races to form teams and leagues to play Blood Bowl. Many Dwarf teams in the current league can trace their history back to the early years 01 the game.
411
Dwarfs tend to use a conservative running game, attempting to wear their opponents down in a grinding war of attrition. Halling said that, there are so many Dwarf teams around that it 's easy to find one to suit ellery taste: the Dwarf Warhammerels, for e)(8mple, halle a reputation for breaking the rules in the most obvious and flamboyant fashion, while Durum' s Destroyers of Albion's Nonhen Premier lzague have built up a solid reputation for a good passing game /thanks mainly to the inspired leadership of Bran ' !.Dng Bomb' Ironson).
DWARF PLAYER CHARACTERISTICS
lineman Blocker Blitzer Thrower
411
MA
SP
ST
3 3 3 3
+2 +1 +3 +2
4
5 4
3
AG 2 2 3 3
TS
CL
·1
.,
Rsnge Quick Pass Short Pass long Pass long 80mbl
AV 10 10 + 1 10 0 9
~I
·1 +1
Interception
Missed
Caught
2··3
4· 5 5·6 6·7 7·.
6·12 7·12 8·12 9·12
2~4
2· 5 2·6
Interception s Whenever a Dwarf is used to Intercept a throw, roll a dice. On a 3· 6 the Dwarf manages to Intercept the ball as in the normal rules. On a 1 or 2, howeller, the Dwarf was not able to jump high enough to catch the ball, and the reSUlt is treated as a Missed throw instead. Injuries Dwarfs are naturally very tough, and recover from being KO'd faSler than most other races. To represent this in the game. Dwarfs count KO 'd results Itom the Injury Table as Stunned results instead.
0
A typical Dwarf team will have 6 Blockers, 4 Blitzers, and 6
Dislikes & Animosity
Linemen, though there Ire many local "ariations on this basic format. Note that a typical Dwarf learn does not have a
Dwarfs dislike Elves, who they find arrogant and irritating, and with whom Ihey have little in common. If Dwarfs and
Thrower, though this is not to say that such players are unheard of - they are just rather rare. If you want to include
Elves are in the same team, 8 Dwarf will only Hand-Off or Throw the ball to an Elf if 4 or more is rolled on 06. If the
Throwers, reduce the number of Blitzers by 2 and add 2
roltis lailedthe Dwarf may only pass the ball to another Dwarf
Throwers to the team.
or Human player, otherwise the Dwarf in possession musl
Dwarfs may never be Catchers. If you are using the rules for Kickers (WD 102), they halle Ihe same Character istics as Throwers. Up to 2 Dwarf Kickers may be included in a leam,
hold on to it. Dwarfs suffer animosity towards all Goblinoids (Orcs, Hobgoblins, Goblins and Snotlingsl and will not play in the
1'"·~ ~·~'~ ~ ~:- =:;~=n~.=m=.=n=:o~n~'=:'=:fO~':='~b;~ .~;~'~'.;,-~'~;~ .~:~c:~;~ "~,~,~,~ ~,"~'~·~m.~ ~ t~.~.~m~'1'~'~G~O~bj'~;n~O~;idi'i'i'i'il"~'~'i ~i i ijiU~ ~i ..
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ELF TEAMS Elves used to hold the opinion that there was no more to Blood Bowl than two groups of uncivilised yobs beating each other
senseless in a display of mindless violence. Aher a while.
however, they came to realise that while reciting poetry has i ts place. seeing your team wipe out the opposition and win
a hard fought Blood Bowl game is even betted
Injuries Most Elf players are nOI really cut out for the smashing effect of a block or hard tackle - it messes up their hair, more ohen Ihan not gets their outfit dirty, and, oh, those unsightly bruisesl The Elves' distaste for direct physical contact is partially reflected in their low AV, but in addition, Elf players lake longer to recover from Stunned and KO'd results than players belonging to other races.
Elf teams, of which there are now quite a few in the NAF, are renowned for theif passing game. All the most famous Elf players are either Throwers or Catchers, though there have been several quite effective Elf Blitzers in recent times.
KO'd Elf players aIEl moved to the Stunned bOil after a Touchdown is scored. They are never moved straight to the Reserves box.
ELF PLAYER CHARACTERISTICS
After a Touchdown, roll a dice for each Elf player in the Stunned box of the Dug-Out. On a 3-6 they are moved tothe Reserves bOil as nOlmal, but if a 1 or 2 is rolled, Ihey have to s tay where they me.
MA SP linemen Btitzer Catcher
nllower
4 4 4 4
+3 +3 +, +3
ST
AG
TS
CL
AV
3
+1 +1
4
0
+1 +1 +2
B
2
3 3
3
3
+2 0
4
9 B B
Most Ell teams have 2 Throwers, 6 Calchers. and 8 linemen, though a few inctude 2 Blitzers in their line-up instead of 2 of the Catchers. Elves may never be Siockers. lf you are using the rules for Kickers (WD 102" they have the same characteristics as a LIneman. Up to 2 Elf Kickers may be included in a team, replacing linemen on a 1 for 1 basis.
Elf Blitzers In recent times Ell teams have started to include some suprisingly effective Blitzers in their line-up, who actually seem 10 like the idea of a good fist-fight . Many Elves blame this worrying development on the desensitizing effect of Cabalvision on the rninds of the young, though the valious broadcasting companies deny that there is any solid evidence for this claim. Whatever the reason, this new breed of Elf player seems to spend far less time in the oug·OUI after an injury than do other Elf players, and so can ignore the special Elf Injury rules above.
SPECIAL RULES Interceptions In addition to their ability to pass the ball, Elves are highly effective at Intercepting the ball when the other team throws It. To feflect this, Ell players get the Intercept Skill (Level 11 for free. This skill is the same as the Intercept Skill found on some of the Freebooter cards included in WD 101 and 102: Inte rcept: This player can convert Missed Ihrows by the OPPOSing team into Interceptions. The player can only use this abilit y if they are eligible to Intercept the throw. To lind OUI if a Missed throw is Intercepted, roll a dice and add the player's skill level to Ihe score. If the total is 7 or more, t reat lhe resull as an InterceptioninslelKl of Missed. Only one player may use their Intercept Skill per Missed throw.
Dislikes a nd Animositv Elves are a proud arid aloof race, having a well deserved repu tation for nOI ge!'ting on very welt with Olher races. Elves suffer animosit y towards a ll Goblinoids and Large Monsters (Ogles, Trolls and Minotaurs), and will not serve on the same team as any of these creat ures. They dislike all other races, and will only Hand-Off or Throw the ball to a non·Elf player if a 4-6 is firs t rolled on a dice. If the roll is faited they must pass the ball to another Elf or hang onto it themselves.
•
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PhiUp Bartley: One of my pes has the Ambidextrous skill. can he atuck and pury in the same round if he only has onc Attack?
,
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~
No. Bul JIbe's wounded in one ann be can use a weapon In tbe other with no
.i=
penalties.
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Roger Eng, Vanersbotg, Sweden: If a characler starts with the maximum lnt 40 and WP 40, and rn2kes It to Wiurd level 4, can he never rise above lat 70 and WP 70?
~,
Martin Brown, Duoblane: The Noble's trappings include bangers-on what :ne they?
The Noble is a somewbat exceptional basic career because oftbe advantages It confers on a cbaracter: Hangers-on are one such advantage. For a PC Noble, these will be Servants and Bodyguards
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for tbe most part, altbough 01/ kinds of people w{[J attach themselves to a Noble In the hope Of prOfiting by the association. Note tbat Loyalty lests will be 1" order If the Nob/e Indulges in excessive and/or dangerous behaviour
(eg .'/ say, ]eeves, you just bold tbls dragon 011 for a few minutes while I make sure everyone gets away safely"), For an NPC Noble, tbe nature of tbe bangers-on will depend on tbe circumstances; at borne tbere will be Servants and Bpdyguards, wbJle on a nigbt on tbe town tbe Noble is more likely to be accompanied by likeminded pleasure-seekers sucb as Bawds. If an NPC Noble comes from a particularly exallited family, one or more of tbe bangers-on may even be lesser Nobles themselves.
Mark Dexter, GI0550p: PIt2se could you lell me if there :ue more character races Ih2h Hum2n , Elf, Dwarf and H2lfling. My friend S2YS you C2n ~ 2ny Iy~ of beasl in the Besliary, 2nd W2ntS 10 be a Warrior of Chaos - ple2Se lell me if this is possible.
As the rules stand at present, player charactersmayonlybeHumans, Elves, Dwarfs, HalJllngs or Gnomes (see WD86). }butieflnltelycan'tbeanytblng from the Bestiary. Having said tbat, Realm of Ch305 will bave rules for player cbaracter Chaos Warriors and Cbaos Sorcerers, but your friend will have a long way to go before bls Chaos Wan-lor cbaracter wtll be as powerful as tbe one in tbe Besttary. I tblnk be's just trying to get a super-powerful character. Ofcourse, no-one would ever go adventuring witb a Chaos Warrior, and tbey would be bated and feared wbereuertiJeywent, witb Witch-Hunters popping up everywbere just itcbing to burn tbem at tbe slake.
G2vlnOrpln,181e ofSheppey: I would like to know if H2lflings, Dwarfs Of Elves can become TempI2r5. If so, can they serve Human religions, or must they follow one of their own religions?
Good questfon. On the wbole, nonbumans fallow tbeir own gods many Human gods bave nonhllman equivalents (see Tbe Enemy 1171tbln, p21) - but tbere Is no reason wbya nonhuman who bas spent a 10,.,ig time in Human society sbouldn't take to worshipping Human gods. However, it will be difficult for a nonhuman to become a Cleric or Templar in a Human cult. If one of YOllr players wants to do tbis, the character wi'll have to spend qllite some time proving blm/berself and overcoming tbe natural prejudices oftbe cult's Iluman leaders.
James Anderson, Edinburgh: It says in the rulebook that followers ofthe Old Faith, namely Druids, must be Neutral. Now, as we all know, Druids are dtdic:ued to the protection of :tllimaJs, forests, etc. Under Good in the section on Alignmenl it states that Good chancters a~ 'for natural order, peace and beauty'. So why tht restriction on aJjgnment? Also, this would allow Elves to become Druidic Priests - after ",lI, they arc: brought up in woodlands, so what is mo~ natural than an Elven Druid? The reason we decided that DruMs haue to be of Neutral alignment Is because tbey belieue In the rule of natUl"f!, and nature is a system In whlcb Human (and Elven) moral terms such as good and evil are Irrelevanl- It's neftbergood nor evil, It Is simply tbere. 1ft d.ecided to keep Human and Elven religions separate, and since tbe Old Fam, is lied very closely to tbe origins Of Human SOCiety we decided tbat it Is not a religion wblcb would be open to nonhumans.
Of course, elven (or otber non buman) nature cults mlgbt bave a Sl'mf/ar outlook to Druids, and an Elf could always follow one of tbese.
No - he can never increase bis Int and WPabove 70unlessbecanflndacareer wtlb more tban Int +30 and WP +30 on tbe advance scheme. Since tbere Is no sucb career in tbe rulebook, tbis Is impossible at present, but who knows, tbere might be a super-powerfill career published at some time wltb the rlgbt advance scbeme. Scores 0/70 in personal characteristics areapproacblngthebumanma:xtmum anyway - if you look at tbe monsters wblcb have blgher 1D.t and WP scores, you willfind that tbey are tbings such as Llcbesand Demons, wbicb onemlgbt expect to bave super-buman Intelligence and strengtb of will.
NeD Fordham, Great Dunmow: I h2"'e an Elven Bounty Hunter who is about to finisb his arter. I wanl him to ~come an Assassi.n , but I am worried about h2vlng to take an alignment ch2nge, as the patron of Assassins in Khalne, who is tvil - and surc:ly this means that all Assassins a~ tvi!'
Altbougb most ofKbalne's followers are Assassins, not all Assassins have to follow blm. Even so, your GM may decide to make your character cbange alignment for switcbing to this career. If )'Our character follows Lladrid (or any other Good deity), be mlgbt begin to Incur divine displeasure. Tbls Is sometbingyou will have to discuss witb your GM. Andrew Meecham, AlIoa: Can you reduce 2 chancter'S Insanity Points score in any W2y? By spending Fate Points or Expc:rlnce Points, for example?
Insan ity Points are very bard to get rid Of Fate Points certainly won't do the frick (Indlanajones certainly 1m 't short of Fale POints, but can be get rid ofbls fear of snakes?), and Experience Points don't work that way at all. Basically, you bave to wait until a cbaracter's Insanity Points total reaches 6 - then the character gains a disorder, and the total resets to zero. Before tbat, tbere Is notbing tbere to treat. Tben, Of course, you can seek out a Surgeon with a hot wire and a band, Pbarmaclst any Of tbe other rulebook.
Far beneath Khome's braz.en throne, ringed by moats of bu:rning blood, lie his War Forges. There despair is tempered into steel, hatred into iron, death into a swort/'s shape... His blinded, crippled mage-smilhs labour at the furnace doors and feed the flames when they fa//... And from his horrid smithies come blades fair and foul, bright and dark, greater and lesser. But all are attainted, marked and corrupted by Chaos. The wise and prudent man goes unanned, even
into the battle's heart, rather than touch such a blade... - Ye Describ'd Werkes of Chaos, from afair copy
in the Monastery of Gonschalk
When foul murder is commUted, who is guilty? The sword or the mall who wields it? In the darkness thai is Chaos, who can say? - Magistomm Chaotica
From the pages of Realm of Chaos: the system for generating the Weapom of Chaos. The Screaming swords, the Milrp bla.des, the Vampyre axes - all are here presented for your interest, education and delight ... Read on, but guard your back ...
by Mike Brunton and Bryan Ansell
CHAOS WEAPON AR'fYK)RK BY tAN Mll.l.E.It
CHAOS WEAPONS
HAOS WEAPONS Followers and Daemons of Chaos can use two types of magical weaponry: Chaos Weapons and Daemon Weapons. Chaos weapons have relatively limited magical powers which are part of the blade of the weapon. These are determined randomly for each blade. While a weapon generated using the system presented in this section can be qu ite powerfuJ, for the most part it modifies the abilities and skills of its bean~ r. A Daemon weapon. on the other hand, has abilities and powers of il! ow n, based on the Daemon that is bound within the blade. The rules for generating such weapons can be found under DaemQ't l4ropon.!" (see the forthcoming RMm of 01_ . Slaves to Dark0e0i5).
Chaos weapons arealways hand weapons ofsome type: swords, alles. m8C'eS and the like. The rules presented here can be applied 10 any type of close combat weapon, noI to missile weapons. While the shape of a Chaos weapon makes no difference- to its function. the overwhelming majority of such weapons ~ swords of one t)ope 01 anoc.htr,
A Chaos weapon may have any numberofp r{)pul(~s , but il may not hav¢ a paniculnr p~rty ffiOn! than once . Any duplicates should be re-rulled until an unduplicQ/l!d property is detemlined, The only limit on the nu mber of pmperti~s thaI a weapon may posses~ is the points COSI thaI the player is willing 10 pay for a particular blade. Players have no influence oYer th e 'Wfurt of a given weapon', propercies : they can only determine The number of pmpulin
J'O'=""
1bC' Ouw.' Htapon Properties Table uses a DICXX) roll . This is similar lOa DlOO. excepc that fhrte(nllherthan two) ten -sided dkean! rolled : on~ for the hundrr
WEAPON PROPERTIES
Where numbers or dice rolls are .separa~ by an oblique (I). the references are to WFll and WF'RP respectively.
The abilities of Chaos weapons generated using lhesyslem presented here are referred 10 as pro/Hnits, This ti tle disti nguishes them from the powers granted to Chaos followers;n the shape of cmribufes and gifts , :a
POlNTSCOST _ ...... OF CHAOS WEAPONS ...- -
Followers of Chaos can be affected by the proptnies of a bilide that thq' carry, to almost the same degree as their own cmribucc$ and gifts , While the' effeclS of aproptny last only as lo ng as the creature in question is holding the weapon, in most battles the practical result of a profHny is similar to thai of a pennanen! arrribufe or gift ,
-
__ COMMON PROPERTIES ••- -
A II Chaos their
~apons
ind;vid~
ha\'e cemin qualities in common, regardless of
properties. Thesc.common properties are DOC the. same
as those of 'ordinary ' magical weapons described in W8rhammer Fantasy Battle.
I
Every Chaos weapon has a mag ical Bura which is immed iately obvious to any Wizard who louches il . 2 Chaos weapons can ca use damage to creatures listed as belOg immune to the effcclS of nonnal weapons.
3 Chaos weapons can dispel any Auro on contact. Roll a 06: on a roll of 3, 4, 5 or 6 Ihe Aura is negaled. 4 The dfects of Chaos weapons cannot be avoided by Magical So~;ng Throws , except as noted in thedescriplionsd individual properties.
-_I
DETERMINING PROPERTIES ,._-
Warhammer Fantasy Baule allows players 10 choose Inc. powers of a magical weapon from a list. Chaos weapons, however, are generated randomly. using the. ChM5 Uf!apo.olS Propenies Table below. Players have no di rect control aver the powers of a particular weapon. 'Ole followers of Chaos have 10 take whateveris produced in the patron god's Forges.
1lle points vaJUI:of a Chaos weapon is not directly relaled 10 its powers, Each Chaus weapon costs 25 poinlS plus 50 points per die roll on the Cluw! ~opon Properties TidJ/e. The points COSt is not multiplied by the c haracu~ r level modifier. While individual propl!nies may not seem to be 'wonh ' SO poinlS (or might seem to be worth far more), the points cost is not: for the properf)' itself. It is forthe. roll 00 the C7taor Htupoo Propenie! Table. The narureof the genenllC'd p~rt)' makes no difference 10 the poinlS COSt 0( the weapon, even if ~ propeny is disadvanlagcous to the beareroftheweapon. Ap,upeny. such as 705·717 Random or J04..116 COM'onl, requires one or more 'tAira' properties to ~ generalC'd. In this c.ase the cost is still 50 poinlS; the poi nL~ are paid for the initial die roll. IKM the Cf.)W(Inl or Random propen)' 0{ me weapon . , I
\ -
CHAOS WEAPONS FOR UNlTS -
UnilS can ~ oquippcd with 'Slandard' Chaos weapons al a cost of 25 points per model. These wcapoos hIrve only the powen listed under Common Prof.'enin above. If you wish, un ils may beequipped with weapons having additional randomly dek:nnined propeni~s . This costs an a.dditional SO points permndel, btl l only one die roll is made forlheentireunit . Peruse of play it is as:sumed mal the unit is equipped with weapons having identical propenies.
HAOS WEAPONS TABLE CHAOS WEAPON PROPERTIES TABLE s-dProporty 001-013 Animation 0l4-026 Banishment 027-039 Bewirched 040-052 Breathe 053-064 Cbainsword 06S-077 ChiIJ Blast 018-090 Commond 091-103 Cool 104-116 Coward U7-128 Ct
DlOOO
Swoni Proporty
334-346 Freeze 347-359 Frenetic 360-m. Glittering m -384 Hacking 385-397 Hate 398-410 Howling 4U423 Hurling
424-436 Uluston 437-448 Immunity 449-461 Irnpunjty 462-474 InteUigence 475-487 Lashing 488-500 Leadership .501-512 Levitation 513-525 Magic Absorption 52&.538 Magic Destroyer 539-551 Magic Force 552-564 Magic Reflection 565-576 Magic Thief 577-589 Might 590-002 Mighty Slrikt 603-
()16-628 Non-flammability 629-640 !'any 641-653 Piercing 654-666 Plague
DIOOO
Swwd Proporty
667-679 Poisonous 680-692 P\""".""rd 693-=K)4 Protection 705-717 Random 718-730 Relic 731-743 ResUienc:e 744-756 Ripos1e 757-768 Sanctity 769-781 Savt&erY 782-794 Screaming 795-8IJ1 Shrieking 808-820 Singing 821-833 Skeleton Horde 834-846 847-859 860-872 873-885
Skeleton SItJtIttlOtIing Slacken Sleep
SpeU
886-897 Stealing 898-.910 Strength 911-923 Swiftness 924-936 v.Iup 937-949 Warrior Summoning 950-962 vaten
963-975 Will 976-988 Wounding 989-000 Varnpyre
ANIMATION - COOL ~
CHAOS WEAPON PROPERTY DESCRIPTIONS The lenn blade is used ill the following descripiiollS because the IlJ.IIjority of Chaos weapons arc swords. The propertiel' described below can be applied to other
remainde r of the tum. T hey are free lOuse any of the powers or abilities of the bearer and the sword in any way they see fit. On any other resu lt the bearer controls his blade and may use it nonnally d uring the tu m.
Roll again on this table to determine a second property fo r this blade.
close combat weapons if. for example. your favourite model is equipped w ith an axe rather than a sword .
001-013 ANIMATION The blade may move and fight on its own , swimming throug ht the air to reac h its opponents,
It must re;main
040-052 BREATHE The blade has a scaled su rface and a sharkskin hilt. Jt grants its bearer the ability to breathe safely, even underwater. As a result the bearer is immune to all gas and simi lar attack forms including. fo r example, the musk of a Fiend of Slaanesh .
with2D6~/4D6yardsofiLS
bearer at all times. It need not be in sight while operating o n its own. The blade has the fo ll ow ing profile when fighting
independently : M4, WS4/4 1. S4 , T4. W3 /17, A3 and 16/60
014-026 BANISHMENT The blade has been forged over a tire of buroing bones and tempered in the blood of a necromancer.
This process gives the bearer the ability
to use the equivalent of Qne Daemonic or Necromantic Dispt:/. .. of Magic Level D4 or below once per battle (WFRP: once per 24 hour period). This does not cost the bearer any Magic Points. or count as using the spell of the sanle name; only the effe<:ts are identicaL
• 027-039 BEWITCHED The blade has a ma licious and evil personal ity of its own , and de l.ights in leading its unworthy bearers into danger.
Roll 20612010+40 to determine its Will Power. At the start of each tum roll tWO 06/010, one for the blade and the othe r for the bearer. and add the die roll to the respecti ve Wi!l Powl'r, If the blade's total is higher, it controls its bearer for the tum. The model is given the oppos ing player or t he GM for the
053-064 CHAlNSWORD The blade is a Whirling machine of death and destruction, powered by some arcane and oily (if somewhat noisy) technology, All a ttacks made w ith the blade have Strength 4 (rather than using the bearer's S). and cause one Itbund . Theopponent's Saving Throw is subject to a · 1 penalty. If the target's save is successful its amlOu r is reduced in effectiveness. It has a -I penah y to all saves from now on; ie a save of 5 or 6 becomes a save of 6. Allematively. a non-magical shield (if the target has one) may be destroyed. lfthe target is wearing magical armour of any type roll a 06: on a result of 6 it is similarly affected .
WFRP: One AP on the target location is ignored, and the armour in that area is pennanentiy reduced by o ne AP. A shield lIlay be destroyed instead.
065-077 ClflLL BLAST The blade is forged from a s ingle splinter of eternal, unmelting ice. Itcanemit a blast of cold from its tip at anyone target creature within 20 6 -'406 yards du ring the Shooting PluJse. This blast automatically bits its target, causing D3 S4 hits. Against undead targets the hits are only at S2,
078-090 COMMAND The weapon is a magnificently polished battieblade, inscribed with d read runes, and the bearer is obviously a creature with a t rul y command ing personality. All friendly troops within 206-/406 yards may make Leadership ro ll s using the bearer's Ld characteristic rather than their
OW". 091-103 COOL The blade increases its bearer's Cool (and CI bonus) by UlO each, to a maximum of
10+3/100.
COWARD - CREATURE 104-116 COWARD The blade was flawed in its forging and appears discoloured and corroded. It will refuse 10 fight , unless the bearer makes II successful Will Pqwe,. test at the start of the battle. If the bearer fails in this lest he is not allowed to make any weopon anacks during the subsequent fighting.
Roll again on this table to de termine II second property for this blade.
117-llS CREATURE The blade has the mind and will of some
creature bound into it . Often the creature has been used to quench the blade du ring lIS forging. As II result the blade nascenain additional powers. depending upon the creature used in its construction.
Roll II D20 and consult the table below fur the properties of the Creature blade:
020 1-2 3-5 6-8
Blade type
9-11 12-14 15-17 18-20
Skeleton Spider
Cockatrice
Dragon Minotaur
Troll Wraith
Cockatrice: The blade has been forged from the warped and solidified lail of II Cockatrice, and its pommel is made from the skull of the same beast. All hilS caused by the blade do IlOnormaJ damage. Insliad the larget must make a Magic Saling Throw/ Magic lest. If this is failed the target is pelrified and slain . Creatures O\Ier 10 feet tall should nOI be removed from the battlefield , but left in place as an obstacle to the movement of other models. The blade also causes/ear in creatures under 10 feet tall. Finally, o n a result of 4,5 or 6 on the roll of a D6 Ihe blade also confers the power offlight,.with the same profile as a Dragon blade (below). Dragon : This blade has been carved and bealen from a si ngle scale of a Dragon, tempered in lhe Dragon's spittle. The blade can brealhe fire, with a range of3D6". causing ID6 aUiomal ic hilS, each of Strength 4 (5 against flammable targelS) . The blade also allows its bearer 10 fly wilh lhe following profile: Maximum Speed : 406" Minimum Speed: 04-1" Accldec: 06"
The blade penetrates armour easily. and opponent 's have a -I penally 10 any Saling Thr(JIl·s. The bea re r of the sword is subject 10 bl()()d-greed. After any opponent has been rouled or killed lhe bearer must make a Cool test or fal l upon the bodies of the fallen and feast fur the remainder of lhe tum. The bearer can do nothing else while eating thedead . This Cool te.~t is repeated at the slart of every subsequent tum. Only when it is successful does the bearer's feast come to an end . Skeleton: Theblacle has been forged from a fused Human vertebrae, bound inlO a single mass by arcane sorcerie.~. It is edged wi th the leet h of innocents. The blade causes fear in all living creatures, although those with 1'7 or more have a +2 bonus on the test . The bearer (lf the sword is immune to all psychological effects, and poisonous flttacb do not receive a nonnal + 1 bonus to lheir Slren1!th. Spider: The blade has bee n qu enched in the venom of thousand spiders, and bound with silk during its repeated temperings, The blade is poisonous, givi ng a + 1 Sire/18th bonus, and a -1 penalty to any &1I';ng Throw made by a target. The bearer is immune 10 all psychological effects bul. if attacked by fire or within 4~/8 yards of a fire he musllBke a panic test, Troll: The blade has been deeply elched with Troll blood, and its edge repealedly tested by being thrust inw a still living Troll. The blade can spun digestive acids over an opponent once per battle. This causes one automatic Strength 5 hit. which ignores all armour andcauses 03 ~I,w. WFRP; lhe blade can use its power once per 24 hour period . The acid causes D3 Slrength 10 hits. A rmour o ffe rs no protection, and non-magical armour and weapons are ruined . Wraith: The blade has been healed over a fire of grave dust and gibbering souls, and quenched in a living Human. The blade has an automatic chill attack; any hits cause one Ublmd, and ""~,,,ge , roll need be made. A Saving Thrmv allowed. WFRP: lhe blade drains one poinl of the target's Strength . Creatures reduced 10 zero Strength are slain.
WFRP: lhe bearer may fly as aswooper.
The blade also causes/car in livi ng creatures.
Minotaur: The blade has been forged on an anvil of Minotaur skulls. and quenc:hed in a pool of blood .
Other types of Creature blades are possible, and you should feel free to invent your own.
DAMAGE · ENCHANTED 155-167 DEATHLUST The blade causes D4 Ubunds when it hits the target. No Stl\'ing Throw is allowed, unless wearing magical or Chaos annour.
WFRP; ignore Armour Points (unless magical) and calculate damage caused as nonna), then multiply by 04 .
142-154 DEATHDEALER The blade has been panly quenched in lhe blood and spirit of some creature, giving it a desire 10 endlessly quench its inner fire in moreofthe same blood. Asa result, the blade can strike down one specific type of creature. destroying its mind and personality as well as its body. When an app mpriate target is hit by the blade it dissolves into a sma11 heap of dust and is instant ly slai n. Roll a 0100 and consult the table below (or the type of
creature affected : DIOO
Result
01-04
Beasllnen . inc1 ud.i ng Minotau rs and other sub-varieties of Beastmen Cn::atures of Chaos, includi ng Chaos Spawn Daemons. Roll a 06: on a L 2, .3 o r 4 the blade on ly ha s its deo,last&ting effect against Lesser Daemons. On any other result it works against all of Daemon kind . Dragoos Dwarfs Elemenlals.. Elves Fim;r Giants
05-08 09·12
13-16
17·20 21-24
25·28 29·32 33-36 37-40
Gnome~
The blade was heated in t he fire of a burning heart , and desires o nl y to taste its opponent's heattsblood. It grants the bearer a +1110 bonus o n his "0 damage' rolls when mak.ing attacks with the blade.
168-180 DEFLECTION The blade been forged of light and airy metal , and it allows the bearer to deflect a number of missile attacks equal to his Weapon Skill in a single Missilt'
Phast'/Round. The decision whether or not to deflect a missile need only be taken after the 'to hi t' die has been thrown for the attack.
181-192 DEGENERATION The blade has a rone n and pUlTesecent appearance, having been forged from corrupti o n and foul ness made solid . Whe never il hits an opponent it leaves a little of its substance in the wound . Any ta rget which takes a ""bund from this blade must roll a D6 at the start of each following lum (WFRP: after D6 rounds). On a result of 6 the victim loses an()(her 1/5 Ubunds . The Degt'fltrotion can o nl y be halted by a Curt SeI't:ft' UbmuJs spell. Victims of this propcrty can be indi ca l~d by a small marker placed nexlla the figure.
193-205 DISENCHANTMENT T he blade is a bane 10 all magic us ing creatures, tipped wiT h runes and arcane symbols, The blade reduces ils turgel's MagiC' Points (if any) o r Daemonie' ~'t:r Poinu by D6 eac h tim~ it hil s. No Wo und need be caused, OOllhe target may make an Armollr $oving Throw against the blade's effec1 .
41-44
Goblin~
45-48
Heroes: any ('reature which has a profile abrNe its standard raCial type. Humans Lizardmen M ort~ 1 ChllOs followers, again including Chaos Spawn .
206-218 DOUBLE DAMAGE
"''''
The blade has been magically sharpened, and enc hanted SO that it twists and turns within a wound .
Trolls
Each hit caused by this bl ade allows two rolls on the Damage Chan (WF8 p54) .
49-52
53-56 57-60
0""
73·,.; 77-80
81-84 85-88 89·92 93·96
97·99 00
Smen Siann Undead Werecreatures Wizard s. Sorcere rs and o ther similar spellclSlCn
"""
Creatures of a Good Alignment Creatures of a Lawful Alignment
Against other creatures the blade can strike and damage opponents who are immune to non-magical weapons. but has no other properties.
Drained MagiC' Points may be added 10 (hose of the bearer.
WFRP: roll a D6twicefordamage, addi ng the bearer's Srrength 10, and subtracting the target's Toughness from , each die roll .
219-231 ENCHANTED The blade is encha nted and finely made, carved with runes alo ng itg spi ne and e tched with scenes of battle. It can strike and damage opponents who are immune to non-magical weapons but has has no other propt'nit's.
ENFEEBLE - FEROCITY 270-282 FEAR The bladt reduces its target's Toughness by one each time it hits. No ~u"d need be caused, but the ta rgel may make an Amrour S(lIirrg Throw 10 avoid the blade's effect. If Toughness is reduced 10 zero the target is dead ,
245-256 ENTRANCING The blade has been polished to a impossibly bright fi nish and now has Ii dazz.ling and hypnOlic effect. All enemy mode ls within D6 ~I2 D6 ya rdS of Ihe blade's bearer are subject to stupi(lity unless they can make WP tes ls to avoid looking at il. Will POlWlrtests must be made at the stan of every tum 10 avoid o r escape the blade's entrancing effect.
The blade is subject to fear of o ne group of c reatures, which it passes on to its bearer. In addition, when it is in combat against suc h creatures. no weapon attacks are possible. allho ugh the bearer may use othe r attack forms (if any).
Roll a DlOOand consult the table below 10 determine the object of the blade's fear:
DlOO
Result
OI.()4
Beastmen. including Minotaurs and olh er s ub-va rietie s of Beaslmen Creatures of Chaos, including Chaos Spawn . Daemons. Roll a 06: on a 6 the bladefears all Chaos Daemons. On any other result it fears the Daemons of the opposing Power of Chaos: eg Khorne blades/ear all the Daemons of Slaanesh . Dragons
05·08 09-12
257-269 FADE The blade is made from grey metal, which appears to dissolve at times inlo no more than a wisp of smoke or mist It causes those it st rikes 10 become insubstantial and eventually fade away. Whenever the blade hits, reduce all Ihe target's characteristics by one(\VFRP: five in the case of percentage c haracte ri sl i c~) . At the sIan of each subsequent tum roll a 06; o n a result of 4,5 or 6 the target's c haracte ris tics are reduced again by a s imilar amount . As th is fading conlinues the victIm becomes increasingly nonexistent and loses touch with reality. A~ Ii result 'reality' can affect the victim only to a \esserdegree and all the victim'S saves receive a +1110 bonus. This is increased by 1/10 fur each time thai fading has occured . When any o necharacleristic drops lo:rem or below the victim fades complelely and va nishes, washed OUI of reality inlo Ihe never-ending void of Chaos. Victims oflhe blade·s £adingpropt'rf)' can be indicated.by a smal l marker placed ne)(t 10 the figure.
13·16 17-20 21-24 25-28 29·32 33-36 37-40 41-44
45-48
49·52 53-56 57-00
OM"' Elemenlals Elves Fimir GianlS Gnomes Goblins Heroes. Any creature whic h has a profile above its standard racial type. Humans Lizardmen Mortal Chaos followe11i . Roll a 06: on a 6 Ihe blade fears all Chaos followers. On any other result ilfea rs the followe11i of the o pposing C haos power: eg a Slaaneshi blade/ears Khorne's monal followers.
61-64
Og=
65·68
Orcs Skaven Siann Trolls Undead Werecreatures Wizards. Sorcerers and ot her s imilar spel1caste11i ?oats Creatures of a Good
69-n
73-76 77-80 81-84 85-88
89·92 93-96 97-99 00
, 'i
Providing il docs not fea r them. Ih" bl•• can Slrike opponents who are immune to non-magical weapons.
283-295 FEROCITY The blade is forged from the annour of a fal len Champion of Chaos and allows its bearer 10 make an extra weapon Attack (bearer's A +I).
FIERY BlAST· HOWLING 296-308 FIERY BLAST The blade has been forged from a single
flame, bound into a flickering blade of black iron. It can emil a fiery blast from its lip at anyone target creature within 20 6"/4 0 6 yards during the Shooting PhaSl'. This blast automatically hits its target, caus ing 03 83 hits. Against tlammabletargets the Strength of the blast
is increased to four. No Saving Throw for armour is allowed. WFRP: Armollr Poim,f are ignored.
cumulative -11-10 penalty to the bearer's Weapon Skifl; ie the first attack is at the
bearer's full WS, the second at WS-IJ-IO, the th ird al WS-2/-20. the founh at WS-3/-30' elc.
360-372 GLITTERING The blade has been magically polished 10
a perfect finish. and the dazzling reflections it causes reduce any opponents' Weapon Skill by D4/D4x8, to a minimum of one.
373-384 HACKING
309-320 FLAME Never having been quenched. thehlade has been enchanted to retain the heat of its forging. It bursts into flame when drawn, causing panic in some creanlres (ie those listed as subject to panic in the presence of fire - wolves, fur example). It has a +1 Strength bonus against flammahle targels.
The blade has a jagged edge, and has been enchanted so thai it repealedJy lunges in and out of wounds. As a result it causes D6 Hbunds to living creatures.
321-333 FLIGHT
385-397 HATE
The blade's hilt or handle is carved from swan's bones and it allows ils bearer to fl y with the following profile:
The blade has been forged upon mind and soul of a crealure, and is now subject to hatred of that type of beast . It passes this irrational feeling on to ils bearer.
Maximum Speed: 4D6~ Minimum Speed: 04_l u Ace/dec: D6" WFRP: the resTer may fl y as a swooper. I.
334-346 FREEZE This blade of jagged and splintered steel has been forged on 'l" anvil of ice, unheated in an unflame of frost and quenched in a pool of fire. Roll a D6 when a living creature suffers damage from a blow made with this blade. On a roll of2or more the victim is automatically killed. The viclim is nOI emilled to a Stu'ing Throw,
347-359 FRENETIC The blade aJlows the bearer to lise his Weapon Skill as the number of Attacks he can make with it . The first of these attacks is made with the bea re r's WS, but subsequent attacks are made with a
WFRP: calculate damage in the normal way, then multiply by D6.
Roll a 0100 and consult the table given under 270-282 Fear (above) 10 determine the subject of the blade's hatred. Treat all references to fear on that table as references to hatred. Whe n used against such creatures it grants two attacks forever)' one Iw:apon attack the bearer would normally be able to use. Providing it does not hatethem,lhe blade can strike opponents who are immune to non-magical weapons. It has no other properties.
398-410 HOWLING The blade emits a dirge-like and uneanhly howling, which is deeply disheanening to any enemies unfonunate enough to hear it. All living ent!my creatures within 6"f12 yards are subject 10 fear,
TIy word 0/ th. KJoi,ht D/ Chaos w.... placttlllpon I,.. anvil, and the smith raill" mtIIIy mig1lty.blows II, tIIIIlJtI' no nuuIc diil shtIW IIpotI
U"'1t
'1Iie blade, It .... duust into the hauto/th./umtJU, and when it .... brough/forth, th.,miih
. " l11Iite the blade once mort With aJlllie skill of'his crWt,
now
the iJDt, tUrd 1IpotI/M "" e, lmd IliIlIfD
lI0W
"
HURLING 411423 HURLING The blade may be hurled at an opponent up to 206"/406 yards away during the Shooting Phase using the bearer's &llistic Skill and Strength. If the attack is successful the blade 3U1omatically rerurns 10 its bearer's hand. rr the attack misses (ie the "0 hi!' roll is a failure) the target may calch the bJadeby making an Initiative test. The target can then use the blade on subsequent rums.
424436 ILLUSION The bhide is carved with runes and its pommel is made from the skull of an Illusio nist. Its bea rer is granted an illusionary appearancewh.ich hides his true nature. A completely diffe rent (even inappropriate) model may be substituted for the bearer's model on the table top.
Any psychological effects caused by the bearer are ignored umil the blade is used in combat. The sham appearance is then dropped for the remainder of the battle.
437-448 IMMUNITY The blade has been quenched in the blood of brave and noble men, and increases its bearer's Toughnes,f by +03, up to a maximum of 10.
449-461 IMPUNITY The blade's pommel and hill aremade from the still-living heart and ribs o( a fa iled servant of the Chaos gods. The blade increases its bearer's Ubund.v by 1/5.
462474 INTELLIGENCE The blade has been forged between t'M) scholarly skulls, and tempered in flames of burning books of forbidden lore. It increases its bearer's Intelligen ce (and Int bonus) by ill0 each, to a maximum of 10+3/100.
marl< did slww upon the bIiJik. My sci'jbe did clumce 10 prick hilllseif upon his snuiJl knife, an4 ),ut a single drop ofiblood
I_II on
th. anvil, onto th_ cursed blalk thai lay there. AI this a greill rune sJrone.forth; redder than the hlartJs blood, II1f4 darker than night. The evil IfWfJrd didpu(se and sing upon ~nviJ, ad all /kd in lear Of Uu! din thing.
'The blade is cast from living metal, and ,::unningly wrought inlO the fonn of 8 snake lOr tongue. It may be used to attack an QPponent up to 206 /1/406 yards away during the Hand to Hand Combat Phase. The blade lashes out to its full extent , makes an attack. and then returns to its I»riginai length and shape. The target is entitled to make an Armour Saving Throw against the blade's attack. but cannot attack thebearer, unless allowed to do so by h.is own mag ic blade or a suitable Chaos attribute.
488-500 LEADERSIllP The blade has the undy ing spirit of a mighty mona! warrior bound within it. As :a result it increases its bearer's Leadership ,(and Ld bonus) b}' 1II0each, toamaximum Qf 10+31100.
.501-512 LEVITATION The blade is suffused with magica1 power :and the ashes of a mutant with the JlO">Ver of levitation . It allows its bearer to float 'up or down D6~n D6 yards per tum. but confers no power of sideways movement.
513-525 MAGIC ABSORPTION 'The blade is forged from a V::~~;;~'~::~[ FJeshhound ofKhome, bound iron and brass and quenched in the spinle IOf a Wizard .
:!
It absorbs any spell cast against its bearer, and the spell therefore has no effect. The spell is, however. retained within the blade, imd the bearer may release it (at no cost 'in Magic Points) duri ng a subsequent Magic Phase.
Only one spell may be retained within the Ibladeatonc: time, but acurrently held spell Imay be supplanted by a second spell al the bearer's discretion.
MAGIC DESTROYER - PIERCING 526-538 MAGIC DESTROYER If Ihis rune-carved blade scores a hil against a creature carrying one or more magical items roll a D6. On a result of 5 or 6 all the magical properties of o ne of the target's magical items are destroyed.
577-589 MIGHT The blood-Ted blade pulses with a life of itsown, and bleeds whenever it is parried. However, the bearer's Strength is increased by three when making attacks with this blade. The Strength of any other attacks made by the bearer is unaffected .
If Ihe target has more than one ite m randomly delermine the object which is affected.
539-551 MAGIC FORCE The blade (a fort:esv.Qrd) pulses with power and is highly attuned to the flow of magical energy. The bearer can expend Magic Poims (if he has any) to increase the sirength of a blow from !.he sword . Each Magic Point ex pended adds +I 10 Ihe Strength of the blow, and also reduces the target's Saving Throw by -1.
552-564 MAGIC REFLECfION Th the uneducated eye the blade is crudely made. poorly finished and rusf)'. Th any form of magicaJ power it is, however. the most perfect of mirrors. The blade can reflect any spell casl at its bearer back at the Wizard who casl it . The spell is only reflected back if the bearer manages 10 roll under his ~apon Skill on 206. The speUcaster suffers the full effects of a reflecled spelJ , although he is e ntitled to a Magic Saving Th row if this is normall y .. the case.
565-576 MAGIC TIflEF If a hit is scored against a crealurecarrying a magical Object this blade can steal the properties of the targefs magic item. Roll a 06: on a result of5 or6 the blade drains all powerS from the target item, bUlthose same powers pass inlo the blade for Ihe remainder of the battle (WFRP: 24 hoUl~) , and may be used by the bearer. Iftheurget ha s more than one item, randoml y determine the object which is affected.
5~-~2MIGHTYST~ Thisdull and unsharpened blade is forged from a sing le rib-bone of a Daemon (Greater or Lesser) , It allows the bearer to make one 510 hil during a single hattie (WFRP: within a 24 hour period). 1be bearer decides to use this ability after he has acrually hit a target bUI armour is taken into account.
~3-6J5
MINDEATER
This bone-like blade has a insatiable hunger for the thoughts a nd feelings of those it hits. The blade causes 00 physical damage when it hi ts a target, ie no Ubllnds are inflicted. Instead the target's Ld , Int. CI and WP are reduced to zero. The target becomes subject to Stupidit), immediately. and loses all skills.
616-628 NONFLAMMABILITY The blade has a hilt and pommel carved out of solidified lelifS from a writhing victim of the Chaos fires and lomenting Daemons.
It confers on its bearer an immunity 10 all fire based attacks, including Fi,~ &If spells, and Dragon breath .
629-640 PARRY The blade has been created by a weap{lf] master. It may aUlomatically stop one or more opponents' attacks from hilling ils bearer. The decision whether or nOI 10 parry a blOW" need o nly be taken after the 'to hit' die has been Ihrown for me altack. For each blow that is parried the blade 'uses' one of its bearer's Anac/cr. An Attack which has been used to make a parry cannot be used as an anack during me same Hand-tQ-hnlld Combat Phas~,
641-653 PIERCING The blade hunge rs for Ihe lifeblood of its opponenlS, and refuses to be deflected from Ihis purpose. Creatures wearing non·mag kal annour have no Savillg Throw against any damage caused by mis unnaturally sharp blade.
PLAGUE - RANDOM 654-666 PLAGUE
667-679 POISONOUS
The blade is infected with a hideous Chaos· wa rped disease. Du ring ilS forging . tempering and quenc hing, diseased
T he melal of the blade is tai nted and Vi:no mo us as a resu lt of its quenching in pt)ison and bile. Blows struck with this blade have a + 1 Strength bon us. No Strength c-an be raised above to by this blade's pr(lpert)'.
mUlAIlts were used 10 test the blade's edge, and its metal is tainted as a result.
Blades origi nally received by Nurgle's folJO'Ner.; are infected with Nurgles Rot. For blades of other C haos PQr.wers roll a D6 and consult the fol lowing tabl e to determine the Plague blade's effects. Whe never the blade hits a n opponent in
680-692 POWERSWORD
infection. No damage need have been caused by the blade. The target makes a Toughl1es.f test. and if this is fail ed the effects of the p lague are app lied
This blade is a tec hnolog ica l a nd a!Clachronistic marvel : a weapon of pure energy seemingly drawn from the heart of a slar. All attacks made with the blade have SIre/lgth :0; (rathe r than using the bearer's S), and cause one Wound, The opponent's Saving Throw is subjecl to a · 1 penalty.
immediately.
WFRP: O ne AP on the ta rget location is
hand to hand combat
it may pass on its
ig nored .
1>6
Plague The Shakes The plague causes terrible shaki ng fits, so that its victim can no longer
control muscles and limbs properly. Reduce WS by 1110 and A by I. 2
Eye Rot The plague causes the victim'S eyes to swell and distend. growing large a nd b ul bous with reta ined nuid , Reduce the v icti m's 8 S by 1/10,
3
Creeping Dubos The plague covers the victim's limbs in fo ul ulcers a nd lepro us sores. These restrict movement and caU/le g reat discomfort. Reduce the victim's Mow by one, and I by li lO.
4
Bone Ague T he plag ue c ha nges t he vict im's bone structure, caus ing uncontroll able g rowth in some bones, and a withering inner rot in o thers. Reduce Sand T by I each .
5
G~y Fever The plague causes the victim's brain to waste and eventua ll y dry OUI. This, in tum. brings senility a nd dementia . Red uce the v ictim's Inl. ld. CI and WP by 1110 each .
6
Green Pox The plague cau ses t he victim to break out in hideous green spot.<; and pimples. A.~lhepox takes ilStoll and the infection spread the victim gl'O\Ns thinne r and weaker. Reduce Wounds by 115.
At the end of every battle (WFRP: 24 hours) any survivo r wit h a plague must make a further Toughness lest. If thi s is. failed the plagueeffccts are appl ied agai n. No characteristic can drop below o ne as the result of one of these plagues.
~;93-704 PROfEC110N The blade al l('M's its bearer to prevent any nne type of creature from mffling closer than 3"/6 yards away from him. The blade's bearer is simi larly prevented from moving c loser 1(1 the prohibited creature. The c reature being banned from the bearer's immediate presence mU!;t be of a spec i fic type : Goblin. Skeleton. [)aemonette etc. Only o ne creature type nlay be held at bay during a single battie ( WfRP: 24 hours) , Such creatu res cannot all:lc k the blade's bearer in hand to hand combat. but they ca n sli l1 u~e missile weapons.
705-717 RANl)()M The blade is highly un~tabl e. tinged with the raw stuffofChuos and with a pommel (If warpsto ne. Rol l six times on this tahle s.nd note dCM'n the results. At the start of e;ac:h tum (\VFRP: after D6xD6 mu nds) roll a D6todelermine which of its random ".roperries the bl ade manifests . The property the bl:lde gives to its bearer I~ in ~ffect for that tum only, though il may be repeated du ring the next rum as a result of the next die roll on the Ro'ldom table.
RELIC · SHRIEKING 757-768 SANCTITY The blade has been made from , or immersed in. the blood or powdered bones of a profoundly good and noble creature. The blade either confurs a +03 '10 hit' or causes D6 HfJunds (hut nOl both) when
used against certain types of creatures (WFRP: calculate damage normally, and then muhiply it by 06). The decision as to which of the Relic's propenies to use can be made by the bearer each time it is
u,..,.
Roll a 06; on a result of I or'2 the Relic
is effi:ctive against undead creatures. If the result is 3, 4, 5 or 6theblade has been made to destroy Daemonkind. The blade will use its properties against alilypes of undead or daemomic beings.
Finally, the blade is incapable of attacking creatures ofa Good of Lawful alignment. If the bearer uses it to strikeat such a target he will be paralyzed for the remainder of the battle (WFRP: 24 hours),
Against other creatures the Relic can strike and damage opponents who are immune
to non-magical weapons bUI has no other unusual properties.
731-743 RESILIENCE TIle blade is incrc£iibly strong. made of fin e, unflawed metal. It increases its bearer's Toughness by I, 10 a maximum of
The blade has been furged from the despair
ofthose unable 10 die, and washed in the prayers of those afraid of death. II has gn:al power aga inst undead an d elherea l cn:atures, destroying any within 3"/6 yards al the end of the bearer's Mo~'ement Phase (WFRP: the current round) . Undead heroes may retreat out of range, but if they are unable or unwilling to do SQ they are also destroyed. Finally, undead he roes, skeletal Champions of the Chaos and the like, within 12"/24 yards of this bladeare aware of its presence and its desuuctive poYIer. the player controlling such models should be told of the blade's propeny and which model is carrying it.
769-781 SAVAGERY This b loody-minded blade has been quenched in the blood and soul of a beast or insane Human . The blade grants its bearer an extra 03 Weapon At/acks (bearer's A+ D3).
782-794 SCREAMING The blade sh rieks a song of hate and despair which unmans any who are within 12"/24 yards. All living enemy creatures who hear its song are s ubject 10 fear +IITerror.
10.
795-807 SHRIEKING 744-756 IlIP()S1IE The blade is crafty in all the tricks and techniques of battle, having been crafted by a weapon master who whispered his secrets into the raw metal. It may automatically stop an opponent's auack from hilting its bearer, without using any of its bearer's Attacks. The decision whether or not to parry a bloYl need only be taken after the 'to hit' die has been thrown for !,he attack.
The blade has been washed In the tears of young children and women. 1bebearercan command the blade to voice a terrible keening shriek. which is agonising to all who can hear it. On 3 tum during which this noise can be heard aJlliving creatures (friends and enemies) within 12 ~ must take a panic lest , The bearer is unaffected by the blade's shrieking.
SINGING· STRENGTH 808-820 SINGING The blade emits a s iren~ l ike song that attracts all enemies who hear it. Anyone within 12"/24 yards who fai ls a Will Po ....er test must move into base-tobase contact with the bearer (or move as close as possible) and then stand in rapture,
listening to the sword's song. Victims who are uapped by the song cannot IllOYC, attack or defend themselves. T he song's effects last until the listeneD make a successul WP test.
821-833 SKELETON HORDE 1ne blade is bound with necromantic ru nes and symbols to tra p its slain victims in servitude to ils bearer.
Each time the blade kills an opponent the
model is removed from the table and replaced by a Skeleton. The new skeleton model has a standard profile (see WFB p260. WFRP p250), and should be placed on the table so as toconfurm with the rules about unit formations (see WFB p44), The blade's bearer is the unilleader, and must be positioned as such. Further models killed by the blade join the uni t, but models killed by Skeletons in the bearer's uni t do nOI in tum become Skeletons. The unit of one Of more Skeletons will fight for the blade's bearer for the remainderof the baili e (WFRP : 24 hours), then crumble into dust.
834-846 SKELETON
SUMMONING The blade is made from fused bones and baked sin~, polished to a razo r edge and painted with ru nes of blood. Once in every battle lhebearer oflheblade may summon the souls of lhose the s\VOrd has slain du ring any Magic Phase. A unit of 20 6 Skeletons wilh standard profiles appears within 3~ of the blade's bearer, These skeletons will fo llow the orders of the ir summoner for 06 turns/D6xD6 rounds, and then vanish,
860-872 SLEEP This blade is forged from darkness and the mindless whispers of Daemons. It may cause a single model within 4~/8 yards to 'fall asleep' for 06 tumslD6xD6 rounds. The victim can do nothing but quietly snore for this period, and cannot be awoken.
If the target has an Imelligence of 5/18 or more, it is entitled to make a Will Power test to avoid fiIlling asleep.
873-885 SPELL The blade is strangely worked, and has the mind of a Wtzard trapped within it. It can cast at least one randomly determined spell. Roil a 04 to determine Lew!! of the most powerful . can cast. It can also level below the oue
on!'I:~'~"";,U~Of~oa:~~ch~~!: ;
Randomly generate that the blade can use. once per battle, during any of the Magic Phases. No MagiC Points expended to cast these spells.
886-897 SI'EALING The blade has been heated over a fire of starVing souls, and its edges worked into a thousand tiny mouths, each biting and chomping at the air.
'ti target's~~~~~~~~i·~~U~5:.!i~~
Even if the skeletons are destroyed a full complement w ill a ppea r on the next occasion when they are summoned.
Every time this blade causes a I~~~.e:: bearer may select a characteristic
847-859 SLACKEN
'stolen' on to the of the battle
T he blade has been infused w ith the essence of a stolen soul of a sleeping old man , and fo rged upon the back of an indole nt yo uth. It reduces its target's In itiative by I each rime it hits. No »bUM need be caused, but the target may make a Saving Throw, If the taJget's Initiative is ~uced to zero it is paralyzed, and can carry out no further aclions fo r the rem ainde r of the battle (WFRP: the paralysis is permanent).
: 24 hour.;).
898-910 STRENGTH The blade pulses with an unclean life of its own, and reve rberates with the beating of a hean deep within its foul metal. Part of its unnatural vitality is passed on to its bearet, whose Strength is increased
by!.
SWIFTNESS - VAMPYRE 911-923 SWlFfNESS The blade is m.ade of the lightest of aU metals, pierced through with holes, and carved with airy symbols and runes.
The blade hungers for the life-force of living creatures, and cannot be satisfied no malter how mueh it is fed.
11 increases it's bearer's Initiative by +DIO, to a maximum of 10; WFRP: +0100. 10 a maximum of lOll
It reduces its target's Strength by one each
924-936 WARP
963-975 WILL
The blade is tainted with the mark of Chaos. Its metal is filled with roiling Chaos-stuff that moves and changes beneath the surface, showing now one distorted reflection and then another. Each time the blade hiLS an opponent it induces D3 Chabs urrributes in its wge!. No damage need be caused for the blade to have its warping effect, bUllhe target is entiLled 10 a Suvlng Throw.
time it bits. No Kbundneed becaused, but the target may makeaSaving Throw.lfthe target's Strength is reduced to zero it dies.
The blade was cold-forged and has an uneanhly intensity of purpose and will as a resu ll . It s inner fire dri ves it ever onwards, and drives its bearer in the same manne-r. The blade increases its bearer'S Will Power (and WP bo nus) by 1110 each , maximum of 10+31100.
These should be generated randomly using
976-988 WOUNDING
the Persunal Attributes Table in Appendix J - The Murk of Chaos, and the effects applied 10 the target. This may result in a creature in a unit receivingpersofUll, rather thandominLm1. attributes, Uthis occurs the figure should DO longer be'treated as pan of hi s unit , bUI as a sepa rate, minor chanu,'ter model.
The blade writhes within a wound thai it causes. drinking in its opponent's suffering as it does so.
If the victim of the blade's warping power is killed by the same ~'UOke there is no need 10 determine the nature of his final mutations. He simply sprouts tenlacJes, eye-slalks, exua limbs and the like and then dies.
• for blades can slow Use of Ihis property down a game considerably while profiles and abilities ate modified. You may wish to re-roll on this table for another property.
937-949 WARRIOR SUMMONING The blade has been washed with the blood of many warnors. and quenched in their Living heanS. These undying warriors are bound to an eternity of service to this dark blade. Once during every battle the beltrer of the blade may summon the servants of the sword. This can happen during any Magic Pho.se. A group of D6 Humans, with standard profiles and wearing Cho.os AmlOur appear within 3 ~/6 yards oflbe blade's bearer, They are armed with enchanted blades wllieh. other than being able to hit c reatures immune to nonmagical weapons, have no special powers. These warriors will serve their sununoner for D6 turns/D6xD6 rounds, and then vanish. Even if the warriors are killed , a full complement of troops will a~r next time they are summoned.
Instead ofcausing only one Ubund, the blade causes D3 Hbullds each time it damages an opponen!. WFRP: calculate Wounds as nonnal, and then multiply by 03.
989-000 VAMPYRE The blade has an unquenchable thirst for
blood, huving been fo rged from bloodstained iron, quenched in blood and polished with dried blood. Its entire pu rpose is the letting of more blood: nothing else salisfies its crdving. If it wounds a living creature with more than one ~ulld no 'to hit', damage or sav ing throw die rolls are necessary in subsequent Hand to Hand Combat Phases. The blade automatically inflicts damage on the target in subsequent phases, but cannot be used to attack a new target until the object of its blood drinking is dead. Against other creatures the blade can strike and danlage opponents who are immune to non-magical weapons, bUi has no other propenies.
*
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The world of HARN is the ultimate F RP play·aid; an authentic medieval environment, designed for fantasy gaming. With HARN', you can create and plan your own campaigns, quests, and adventures within a compl ex, realistic background, confid ent that thi:i world will unfold as it should, • HARN is su pported bv an outstanding series of wcpansion modul"
SON OF CITlES
,
They're here. The Warhammer Armies arc: ready to go to W2f'. This hudlnd:: book is O\'Cr ISO Jn~ long wilh lots of full colour plaIts. II conl1ins complete lim for Chaos. Dark Elf, Wood ~lf, High Elf, Dwm, Empire, Bmonnian, Orc and Goblin. Undead, Slann and Ska\"Cn forces. Mcn:enary and allied comingems of Fimir, Ogm, Half Orcs, Giams, Norse, Nippon and Hobgoblins art also inclUded. Thert arc new rules for Daemon summoning, new war machines and a rtvision of the n.lagic point COStS for spell casting. The pages art packcd with fanwtic art\\--ork, colour shield and banner desi.gns, and photographs of sample armies. Warbammer Armies 15 you r complete guide to tabletop survival. Organise yoOur army now,
~--..--.-r
-- . - CRUSH · CRUMBLE l\ND CHOP . -- - --
- -
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Thymbrio rose to IUs feel with as much digoity .s IK tould muster.
'"Not good enough fot YOUt precious EogiocerJ' Guild. ehr he grated. -WeD, R it's DO IWr off my chin. He p.lused to . diusl tlK hltk of his jerkin. where the soddca cloth was .nicking to hj, skin,
''And I hope your lillk ritu.u mldc you feci suitlbly importaot. By stolle . nd stul, it showed the hideboulld, frightucd sh()1l't;r of fOSlits you are . yes. frishtencd! You'd SOOIlCt shm llan hm an id«! Tnditioll, you keep oa! Where w.s traditioll wlKlI we first took mitbrillnd worked il? Wbere wu traditioll whell tbe gml mbes ofZbuflw were buill, like lIothius llut's beeo sc:ell before 6r siDee? MTWjjtjOIl • pahr he sp.n. 11" stlgDltioll you're building! If you re.illy Wl/lt 10 vmish dOW1I yOllr D'IVII ~bok. IMt'S )'DIIr decision. I'D m&kc my mxhillcs without tbe EllgiDeers' Guild, Illd "ve·illll take tbe 101 of
your
He woke abrupdy as the suake tightened its grip aD bill throat. D.mu tMt dteam, it did it every time.
Wh" I life he tbought as he priscd il off. f DlCVCf bans throttled by yewr 0 ..11 bard. He I'CIthed under his bunk, suattbed up OBC of the sll"Lill. skittering things tlullivcd there lII.d {cd it fO the SIIUc tlut sprouted from his chill. It seemed to aim it down..
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MWell,M be said to himself, 1 might as weD MVI: brukWt tOO:· From I cluster of pots and dishes be collecled two hlIIdfuls of lhings beller left undnaibed, lIId sat dOWtl to ell. He was lboul hillw,y Ihrougb his meal Whell someone elllered . if the tmn SOITlCO(l( WI be ,ppliedto tbe buge. dog.(accd. bLJtk-i1fllOured figure thltlawcrcd over bim,
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'* =
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-rime to go. boys.M he ulkd. uke everything tlut's finished and everything you WI finish 011 the mmh:· He trosscd the workroom 10 llille of nuehines whidl stood rudy.
"Simple but eff« live:- he Slid 10 the Chaos Warrior. "AJ you Cl/l sec. we have two types tomplcud: lhe Whirlwind. witb ils rotating bLtdes and fi.tils, lII.d the Teuderiscr. ';Ih a b'lIk of rrip-Mmmersl/ld bc.avy DUCes. Simply get tbem going fast, lid thefll. (m e you severli iii«. big. rigged holes in ellemy mks. r m working on a numba of other ideas. of tourse bat Ibese ilt whal I hlVI: reldy It Ihe moment:' The Clumpioll of a LIos w.alkcd fOulld tbe two DUchiaes. c:x.ImiDiDg the spikes. bLtdes. fl.ti1s IlId han:unct$. RGte.t bloodkttillg;' be murmuled 10 himself. r~endy 10udliDg Iht skuD· lUoe of Khoroe 011 his brcOI5lplalC. "Mutb blood for the Blood God:T .ome aloDg,M said Thymbriu cheerfully, "k!·s meet the ercws. rm rather plcucd with them· made tb.~m myself. you kDow. III a lJl.lIIDer of spelkillg,RHe kd tbe ilmllured figure 1hrough a series of plSSlges into Illother large chamber, wheee two or Ihrce clozell forms by sleeping. ThymbriD look, hon from I hook on the wall Iud blew • 101lg. echoiDg bbst. The sleepers IWOke. ,od began strapping on IImour. As Ihey moved. their form! t ould be seen: from Ihe wUs! up they were Ctuos Dwarfs. butlhey h.d Ibe bodies Ind four trollered legs of bam. MBOil Ccntlurs,- Tbymbrill apbincd, MOne pcr nudlille F.st. stroIIg lid fuD of fight. idell for Iile job. Just I cue of findillg Ibe righl combiDatiolill of muutiOIill and sticking with them:-We should be reilly to DUrch wilhin Ihe bour. CollI I offer you some refreshment while we wail? I"m wre We (l/I rustle up some blood from somcwberc,R
MComc;"' i1 slIlrled, 1t is t;me for the bloodletting': The o..lrlllodded. Ind left his melL The Cblmpioll of Ch.os foDawed him as he mlde his prcpu.uiOllS. First, be well into I workshop. where. dOJ:ca or so Oww were workiog feverishly. All bore the nwk If Cluos in some mIllner,
Tbe defcading limy was flXmed up l/Id wailing. El~es. Owufs UK! HumlllS aU kuew IMI they mU:II win !hi, day or leI Chaos break Ibrough inlo tbe Forest of Sbldows UK! tbe M iddle MOliIltUns. The Ogre mmellilies were no 1m delcrmioed: their pl.tIC:S bad beCII £illcd, UK! Iheir fighting reputation was II stake. Over the crest of the risc., the fortes of CluDII Clme illo view, link by link, There were bbtk-umClUled riden 00 wupc:d, nriously.lel!8ed moullts: towering ttumpiolill whose m:lSsive swords lid IXC. keeocd wilh ll! uoholy hunger: Bu'lmca of .ill wpc::s. sizes l/Id colours. Aud ilOIInd Ihem, like i roiliog sc:" sccfhed a press of other rhinSS • Ihe Sp.lWII of Cluos. Bul.ill eyes were 011 Ibe rnxbinc:s which rolled before Ihe aaos pack. They .dvuu:ed ill ' single nnk, 11K width of the Chaos army, wilh their spiked. twowheeled flimes. Iheit" whirling blades ud their IhrashiD& Iwnmct$. The ElVl:II uehen l/Id Owarvcll trossbows loosed two voDcya before fillillg b.ck 10 Iheir prc-uJl..II.ged positi()115. The missiles had little dfetl, tbe bulk of Ibem Ibudding hmnkssly inlO Ihe grolesque Clrved p.lnds whicb shielded e:u:h DUchine The nuchiDcs beglll to galhff speed. AJ they Ipproac.bed, tbeir Clews could be seen - tcalluroid crcttures. ll! Ulul.llur.u bleud of Dwur and bou. They rll! .umost as fast as 1 clLargi.ng hotsc.lu.ndling the IlUChines as usily u, gardener uses 1 wbeelburow. The muhines ploughed sic.kcniDgly iDlo lbe Ogre mmcmrici lbol beld the (elltrc, BLtdes Iud flails whided, hammers ,ad DUces thrashed. Flesh Ind sinew shredded. bole and ir'lll sharterd, Fat aU their slttDglb and cOIIuge. the Ogres were dccifNted ill a ,tIliller of seconds. The celltre was IlO'9l dl/lgerously weak· with the Ogres effectively destroyed. Ihe full forte of the caemy would 110'1/ (all OIItbe HUfNlI cOlltingellt, l/Id Chaos tauld bruk thrOllgh 'Ihe CCDtre before Ibe fi.tllks could move to reinforce ii, The adnllllIJC DOW lay with Chaos.
WHIRLWIND
~~
~
TENDERISER
CHAOS DWARF WAR MACHINES When iI comes to inventing machineries of w:.tr, the Chaos Dwarfs are almost :l.S cap:l.ble :l.S members of the Dwarven Engineers ' Guild. Perh:l.ps there is something :l.bout their inventive Dwarven nature which responds vigorously to the warping stimulus of Chaos. The Whirlwind is a two-wheeled push-nrt with spikes rlXed to the front and scythes protruding from the wheels. Three rotating fl:l.ils and three rotating scythes are mounted on the front. :md are driven by means of cogs and gears linked to the axle. The flails and scythes therefore only rotate while the carl is being pushed. The Whirlwind is principaUy a device for breaking up and smashing through solid formations of troops. Should the device succeed, it may proceed to eng:l.ge othe.r targets beyond. Several of these devices may form up in a unit to create a combined attack. The Tenderiser is a variant of the Whirlwind. Its axle is linked by gears to three enonnous concussive implemenls. As the device is pushed forward these implements bauer and crush foes in its pll.th . It operates in a similar way to the Whirlwind except that the nature of the damage inflicted is different. Ch:l.os DW'Mf W:l.rl machines can be incorporated into any Chaos army as indicated in the box opposile.
SPEC)AL RULES
The machine is pushed into combat by a Dwarf BoarCentaur. The BO:l.r-Centaur may push the device with a movement :lllowa nce of 7" and a normal c harge distance of 14 ". 2
3
The machines suffer the same movement and terrain penalties as chariots. A reserve move is no t allowed. A crude but effeg ive steering mechanism enables the machines to tum in the same way as light chariots, with :I. rurning radius equal (Q half the model's move. The Whlrlwlnd: When the Whirlwind charges into combat iI causes 04 automatic strength 4 hits with its spikes and D6 aUlomatic strength 5 hits with the rotating flails and scythes. The 06 score also indicates the number of ranks penetrated by the Whirlwind. This means that on a 06 score of" the Whirlwind would inflict 4 strength 6 hits with the flail s and scythes and would penetrate 4 ranks. If the Whirlwind penetrates aU of the eh erny's ranks, it p:l.sses completely through the enemy unit, and continues its movement measuring from the back of the re:l.f most rank. If its remaining movement is insufficient to clear the enemy unit, place the model immediately behind - the model's move is extended funher than normal , but this is easier th:l.n having models overlapping. The Tenderiser: When the Tenderiser charges into contact it causes 04 automatic strength 4 hits with its spikes a nd 0 6 automatic strength 6 hits with its concussive hammers. The 06 score also indicates the number of ranks penetrated by the Tenderiser. If the Tenderiser pcnetr.lles all of the enemy's ranks, it will pass completely through the enemy unit, and continue its movement mtlsuring from the back of the rear most rank. If its remaining movement is insufficient to clear the enemy unit, place the model immediately behind - the model's move is extended further th:l.11 normal , but this is easier tban having models overlapping.
5
All Whirlwind and Tenderiser attacks are worked out before normal atucks irrespective of relative initiatives.
6
If a Whirlwi.nd or Tenderiscr is charged it may still attack,
but C:luses, only 1 automatic spike hit , and 03 flaillhamme:r hits. In this situation the weapon has been caught at a disadvantage :l.nd has consequently not gained sufficient m o mentum to full}' activ:l.te its mechanism.
7
If a Whirlwind or Tenderiser penetrates right through a unit , the unit must take an immediarc rout test , regardless of how many casualties have been sustained.
8
if the Whirlwind or 'fende riser fails to penetrate through a unit , it is brought to a standstill. It cannot cause any damage o n ce halted in this way, although the Boar Centaur may fight as nomla!.
9
For the purposes of missile fire the Whirlwindl Tenderiser "ounts as a large target (+ I ' to hit').
iO
The Whirlwind or Tenderiser may beengaged with hand weapons by any models in base-to-base contact.
\I
A unit charging:l. Whirlwind or Tenderiser from the rear will not be affected by the spikes, hammers or rotating flails and scythes.
12
Hits agai nstllhe Whirlwind or Tenderiser arc recorded as they occur. Damage from shooting is determined at the end of the shooting phase. Damage from hand-tohand combat is determined at the end of the combat phase. To detennine danlage, roll 206 :l.nd add .1 for each hit sus t:ained. Consult the Special Damage Chart and note any result .
13
If chart indicales thatlhe Boar-Centaur is struck, work out damage against it as normal . The creature is very effectively protected from the front by means ofa pavisc which counts as hard cover and gives him:l.11 extra 4 ,5,6 saving throw after his nonnal armour throw. The BoarCentaur has heavy armour and countS as barded.
I
SPECIAL DAMAGE 3-7
No effect
8·9
T he Boar-Centaur is stru ck, taking I h it at thestrengtb of its opponent o r missile weapon. If e nemy models have differing strengtb values, rando ml y d e termine w hich has hi t from amo ngst those in contact w ith the machine.
10
The Boar-Centaur's pavise is stru ck off, and t he Boar Centllur no lo nger benefi ts from the extra 4,5,6 saving throw after its normal armou r savin g t h row. If s truck by a missile weapon with a strength of less than 5, t he shot Slicks in the pavise :md has no effect.
II
The J1l2chioe's steering Is seriously damaged . 00 the 06 roll of 1-3 the mac hine Clinnot tum righ t, o r 4·6 left, (o r the res t of the game.
RESUL~
12
The machine suffers dam:age to its w heels o r axle, renderi ng it particularly uns table. The machine m:l)' mo\'c at up to h:i.lf roue withoUi danger. If moving fasler (him h21f ra te, a D6 is ro lled: 1-2 nothing bappens; 3·4 themachiol! moves forward 06" onlYi 5-6tbemesnaps and the machinC CODl('S !Olin Imme di:'He halt . The Boar CenuUl rna')' abandon its machine and fight individ ually.
13
The mechanism is damaged and the moving parIs are jammed. TIle machine's whirling blades or hammers:are rendered inactive for the !'Cst of the game.
"
One oflhe wheels comes o frand the de\'ice immediau.~:ly grinds to :l hah c:l.using no further dam:age. The 8o:u CcnClur may abandon its machine and fight individuaUy.
15 + T he machine is Q\'c::nurned, wrecking iI and causing 03 stre1igtb 5 hils on the Boar Centaur.
Ct}a06 Dwanf Boan CC2Ntaun Specially bred by the C haos Dwarf artificer Thymbrin Snakebcard to ~ his war mach i~s . the Boar Centaur is an almost pt:rfea blend of compaa Stralgth, po",·er and ferocity. The.ir stamina is almost inexhaustible, and they are capable of carrying o r pushlnggre:u loads which Vo"Ould require several members of anothe r n ce. Tl")ey seem to be dedicated purely to crcwing Snakebeard 's mac hines. PhYSique. As their name suggest5, Boar Centlurs consist of the body of a boar, with the tono and upper body of a Chaos Dwarf growing [rom the nttk. The: coarse fur o n the boar body can \"at}' widely, from the natunl browns, gN:}"S and mottled pauerns of a normal boar to the b righter, more unnatunl shades which em phasis their Chaotic origins. The upt>« body is genenlly pale, often with a bluish or greenish tinge. but may be more brightly coloured or even patterned.
O·3( AOS DWARF WAR MACHINES
MODElS PER lJINIT: POINTS PER MODEL:
1·4
WEAPONS: DOUBlE·IIAro;OED WEAPON
V"-......;;
AIMOUI:
CREW: I
Il EAVY AR.\lOVk &.
BARDtNG
•
Alignment, Chaotic.
Base Size. 25 x 50mm. Sp ecial Rules
I . Bou Centaurs reui n tile legendary vigour of the Dwar...en
racC"S, and suffer no movement penalt ies for armour or for pushing their wa r machine.
.
2. Boar Centaurs are bred ror strength 2nd stamina. and arc, If anything, even less talented as Wizards than their two· legged kin. There are no Boar Cent2ur wizards.
3. In competition games, Boar Centaurs have D4 ·3 personal Chaotic Attri butes. In compet itio n games, aU Chaotic Attributes must be gener-,ued under the supervision of the GM. In non-compelitlon games, attributes may be gencnled ir the player wishes. 4.
When the Chaos Dwarf Boar Cenuur is engaged in handto-hand combat, it huone .....-eapan atl2ck and o ne stomp alt2ck.
Profile
Points (Basic): 34 + 50 (War Machine) _ 84. Boar Cenl2urs p2y for equipment at x4 basic cost. The war machine costs a straight 50 points.
".
L
Handhook and the amazing Asrrogranirc pitch!
Can you survive in the world of DARK FUTURE? where hardened Outlaws fight ruthless S:mCliont::d Operat.ivcs along the desolate high ways of a droughtridd en America. The Game of Highway Warriors is packe d w ilh the very best ofGWart and miniatures.
Available Now
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Bigger, betler, new! This is BLOOD BOWL · where
war is a whole new b:11J game. The pack includes: two highly detailed hand-sculpted plastic miniature Icams, basic and advan ced rules , Bloo d Bowl
,£19.99
•
WARHAMMER SIEGE covers every aspect of siege w.l1'fare, from fortress design 10 enemy assault in both the O ld World of WFB, and the stellar realms of WH40K . T his 140-page hardback book comes comple te with:l. ready-to·play siege, The Defelice of
,£19.99
The biggl.'Sl model rclca
2 g:u cways, 4 towers and numerous hard plastic accessories from doors 10 flagpol es.
ClIraz-l.umbar.
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The definitive guide to the fighting forces o f WFB. This hardbac k volume conuins magic rules, bestiary. banner i1Justr:Uions, and the army lists themselves - including details on allies and mercenaries - plus 20 pages of full colo ur utwork.
,£14.99
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Return once again ~o .th_'C~,,,,,o"",.D".~'>nfi" of the DU1'~GEONQUEST boardgame. cards and monster.; allow explor:ulon of the lower levels in search of the Drago n's Treasure Ch2mber. But be warned , the pe rils that lurk arc not for the faint of heart!
Three complete model Rhino Kits wait for your 1ech Priests to build them :md your Imperi.al Commanders to t:lke them into b~lItie. Whether you comm2nd Imperial GU2rd or Marine Units, 2 deuchment of Rhinos provides the extr:t killing power you need .
Summer 1988 Release
Summer 1988 Release
.£9.99
W:arhammer Fantasy B21dc (3rd Edition) ......... £14 .99 W:arhammer Fantasy Rolepl:l.y ............. . .. . £14 .99 W:arhammer 40,000 Rogue lhtder ....... . .. . ... £14 .99 Curse of the Mummy's Tomb ... . . . . ... £14 .99 Heroes for Dungeonques1. .. . ... . .. . . . £9.99 Expert Paint Set. . ... . .. . .. .. . . .. . . ... . . .... . £5 .99
.£6.99
Golden DeDl.on Tickets Tickets 2rt: aV2.il.abJ(: now for the Gr:tnd Final of the 1988 Golden Demon A-,;vards, 10 be held in Ihe Victoria leisurt: Cenltt, Nottingham)uly 30th. Tickets art: £1. 50 on the door, but you c:.ut get you.r.; now from Games Workshop Mail Order (2nd any Games WOrkshop retail shops) at a spccial2dvance price of £1.00 each! The number of tickets is limited, so to 2vold missing out on the day, order yours now!
ORDER.ING CITADEL l\t:INIATURES You can order any of the figures in this month's WHITE DWARF simply and easily, tither by mail or tdephone Cmilt Card on:kr. Our fast , oomputttised service is very rrlUble, and the majority of orders art: c:llspatched within 00(: working
For insunce, to order the Iron Claw Goblins you might uk for: "IC602 Iron Claw Goblins, numbers I, 2, 3. 4 and 5, at £2.50 for five. shown in White Dwarf 103." FIGURE
RANGEINAME
SHOWN ON PAGE
RTI07
RHINO CREW
2
£2.50 for 2 complete Marine outriders, Marine (upper torso only) and I hatch convener
Ic602
IRON CLAW GOBUNS CHAOS WAR MACHINES
7
10
CODE
PRICE
ORCI BBI07 BBlO7
ORC WARRIORS WITH CROSSBOW
10
OGRE
10
TROLL
10
RT601
PIRATES
15
RT305 RT404
SQUAT MOTORCYCLES
18
ELDAR FIELD ARTILLERY
18
£2 .50 £3.50 £2.50 £2.50 £2 .50 £2.50 £2 .50 £2 .50
RTB04
RHINO
DC
£9.99 for 3 complete kits
CH3
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chnjllC"S
payobl~
' 0 Gamet _kshop Ltd Include COOl or p..,kl"ll. I'Ic2K NoR, Minimum 0r0Xr ' S 00 Uk . EI~ '" BFPO, Add n oo ror Orde .. undn -'I S.OO Ordo
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OVnsEAli (a .USA}. Add })'.W, ror
HOW TO
fo r 5 e2cb including crewmen f,or 5 f,or 2 (same figurt:) for 2 (same flgurt:) f{)r 5 e-.ach fo r 2 WC2pons and 2 crewmen
TELEPHm~E
ORDER
I!.\RCLAVCARDfVISA '" -'C ern Simplr """ Qulcld r 1I:-Icphonr v.. .... Onkro OIrec:l IO ... Oft ......
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RANGE This month we're going to concentrate on the latest phase in Citadel's development of plastic g ming models and miniatures. As you have seen elsewhere in this issue, we have dealt with the Rhino's place in Imperial History, examined its battlefield capabilities, and inspected ;a variety of liveries. And the AFV's famed versatility has inspired a number of staffers to experiment with their own l:~hino variations. The results are extremely interesting. John Blanche puts them into neutral and gives them a over.
On Tim PolUrd's conv.::rsion (which involved ~ deep bits-box delve). the simple hut effective P';llt job is highlighted by using some of the de,,]!
An ufly Rhino W"c po.inled
[rom the spuc bi!s.,rollcctioD. Note the tunc! mounted multi-melt •.
Blood Drinker marines uk •• wcll-cuncd rest before driving ,he;,
two
Rhinos into 'Dother b.ttle.
by Sid. Note tbe headllmp cavities. They nl1:1 filled willi PVA glue. The glue becomes dry, hence the realistic hc.dl.mp effcct.
BrD"nl tlmoulhge "beme by oJ.m:1I M,ttbcn. TIK dam.ge to the front of the ~ehicle WH made .... ith I sc.lpel Ind liquid polystyJellc cement.
Coda apPIO¥¢d umoulhgc (sec umoufbgc guide on p64-65). Note (he gr.ffiti lnd n.gl Idorni!lg the mlchiqu.
AlIOthcr Coda approved scheme:. more guffiti .nd more fhg,"
Coda .p~d grey. This colour forms tbe buis Lcgiones MlttU. Imperial Cumi Rhinos use olive green Model plillte
is
in the • bue toiou •.
This cOIlyc;rsioq by Worksboppcr Toqy Cottrell uses chains. mab lnd _ire from 11K lpucs box to give the RhillO .n txtu.havy fecI. Tyo reu
~ien
by Omen Mltthcws.
The Rhino armoured personnel carrier is Games Workshop's first polystyrene construction kit. other than figures. and as such follows the same construction and painting principles that we discussed when we talked about plastic marines (WD 94). The kit is very easy to construct and a number of variations are made possible by virtue of the component design . It's also very versatile in terms of conversion possibilities. particularly when using parts from other commercially produced kits. This article is just a taster in that respect. Let's see what you can do with a few bits of plastic and some imagination. These examples were made when the first mouldings arrived at the Studio, but I can well imagine the scores of support weapom, mine sweepers. bridge layers . . . as well as a myriad of colours in the months to come. For those of you not familiar with kit building and painting. don't be put off if it appears to be intimidating in any way. The kit's simplicity will encourage your efforts. Following normal procedure, clean each pan with a modelling knife and assemble with polystyrene cement. You can paint the Rhino very quickly and relatively easily, in fact much more easily than a figure. By far the most effective method to employ is a drybrushing technique which will give a weathered, dusty effect . As usual for this technique, having first undercoated and base coloured your vehicle (spray paints are ideal for this purpose), a lighter shade of the base colours can be applied. A cheap or old brush is ideal for this purpose, wjth the bulk of the pigment being removed from the brush with an old rag before application. The brush is lightly drawn across the surface with swift wrist movements. What pigment is left on the brush adheres to me raised paru of the model, effectively highlighting it. Pale greys and beiges produce excellent weathering effects. Guns, ariels, grills etc can be painted black. metallic or to choice, as can rust patches ilI!d battle damage.
58 ~~
The most difficult aspect of the paint job will be the insignia and banners. Now I'm sure many of you will adorn your vehicles with the utmost of care and skill , but for those of}'OU with less time or ability, transfer sheets are included in the box . Of course transfers fromother commercially available kits an be utilised as can Citadel's own Arcane Annorial decal set.
Sid's pre-production model was painted very quickly with an air brush which is ideal for subtle camouflage effects. Even if you don't own such equipment, spray cans are ideal for providing base colours on which to add further detail . A nice touch on this model is the way Sid has filled the headlight depressions with blobs of school glue which turns transparent when dry.
The Codex grey Rhino represents the normal colour of the Marine Rhino . Darren's version was painted with Skull Grey and Black mix , the whole model wa:; then given a wash of Chestnut ink, which shows through the lighter grey drybrushinu as rust. Further rust was then applied around rivets with Chestnut ink. The exhaust, guns and grenade launchers were painted w ith Chaos Black and subtley drybrushed Witll Mithril Silver. DarrenthencarefuUy painted the insignia and banners with a fine detail brush.
Two very interesting Rhinos built and painted by Games Workshop staffers Tun Pollard and Tony Cottrell, involved deep delves into their plastic kit bits boxes. They added such things as chains, ariels, tools, packs, radar dishes and a variety of tools. The results are most effective, and the paint jobs remarkably similar. A base colour of black was dry brushed with grey metallic and other details were then added. Kit decals provide the final touch.
The camouflaged versions were then painted using Woodland Green as a baSI! colour with the camo strides being added using a brown ink and Bestial Brown mix and Ore Brown and Chestnut ink mix . The model was then drybrushed with a lighter tone of the beige (and white). This colour scheme follows conventional US winter colour schemes used in Europe. Obviously you will have to consider the type of plane t that your RhiTU) will operate on , and vary your camouflage schemes accordingly. For instance, Darren has adopted a brown and black colour scheme for his own Rhino. Note the fang insignia and virtually whim drybrushing giving the vehicle a very dusty look.
Of course there are no limits to converting your Rhino. You only have to look through books on military vehicles or at kits at your local model shop for inspiration. The photos here show 3 variants by Bob Naismith , figure designer, artist and supremo of our plastics division. They were made using bits of Rhino, bils from the bits box, figure bases, plastic shields, Plasticard, Milliput, rivets. aluminium tubing, various metal weapons, and a fair amount of haggis and Royal Salute. Nex.t month we will bring you more ideas and a template scheme so you can convert your own Rhinos into Bob's designs. You fanatical figure painters out there need not feel hard done to though, for in the same ish I'll be bringing you a very speciaJ Realm ofChaos 'Eavy Metal- weird and wonderful and everything!
O K, so White Dwarf is the leading games magazine in the UK , but we a ren ' t proud . Our membership may be increasing mont h by momh , but we don' t let that go to o ur head . We want you to subscribe, and we're o ffering free hardback books to make sure you do.
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--
-
RAMPAGING During the: Dark Agc: of Technology man's conques t of the stan n::llcd o n the Irnpdus of the: St:anrinU. bul basic designs are , Ull n-rognlsable In many utilitarian lk"vlcxs o f the fony-fil'$l millennium. O n $Orne worlds item5 are religloUlil y copied and VlIItiOUS sod:!.1 constraints exist 10 prevent c hange. O~
legacy of the: STC ill the ubiquitOUS armoured c;m;a RH I NO · Tracked Explorat ion and Mulli-dcrm.cc - a vehick desia:ned for action In hostile environmcntJ, known as tbe Rhino. The vehicle 1$ primarily Ken in the Krvicc o f Impcri;L! fon:a, bUI Ofldsh vuicms ate DOC uncommon. These are salv;aged from Ihe ~k of baltic, and m:l.y be exu\·~ly anelbll . ~
O rk Warlords have developed their own . u, ulIlIy Inferior · ropin. The basic daign of Ihe Rhino hu Kmained uochangcd for oV('r I('n thow;and yean. II.!I shell is ml,k (rom almost aoy material. th(' fillings can I)(' V2ticd by tM deslgnrt. Some unifonnit y offluing!l and maU:rlals hu b«om(' Iraditiorl1l. 2Dlongst m(' Imptrlai GU2t'd - lbe space army of the Imptrlum. Ho»"C\"('r. c:nm plcs Il\lld(' from all &om of mall'rial.!;, can be found on remote: plal1d5. The profile giv('n is (or an Imptrlal Guanl or Marine ve hick b uilt from con\'C:mional materials. The Rhino hu $Un action In a wide r:mge of openlllonailhealKs. This has led 10 great diversity In camou flagc schema employed. C"Veo though Imperill regulations · u laid down in thc Codex I mperlalfs - arc strict ly followed by lhe lh:h PriatS of the Adepws M('chani("1.l$ at the lim(' of cOTl5truction.
Once a \t('hlcle is ~cepu:d by an Imperill force. colour scheme reflects ilS oper..ttlonai role, and C2moufla8<' patu:ms !:Ike :account of climate. tc:rraio and V('gellitioo. O.;casionaJly. l Marioe Chapter wlll simply usc it.! own assodaled colours. In special C:l5eS, particularly bright and garbh schema are used 10 1I':Ige I's}'ChoIOSicai "III-arfarc on Ih(' sUpcr$lilio\ls n:llha of medin'2.l o r feral worlds. 0111: schemes aK predominantly red , following the well-known adage of Orkish 'Know,wof. "Red unz go fast:a!" " is a IntamcT1t 10 the fomlght o f the STC :udu tcru th2i the Rhino design has pttl\"ed such a long lasl ing o ne. Pan of t his longcvity 15 due to the major tenc:t al tho:: STC sy$tem· universaLI ty. STCs cao be made out of Just about anylhing, al1d Ihey can be made atremely quickly. For o::unple, during the: B:adah wars, the rebel Tlge:r Cbws ch3pttt suffCl\"d arly IO$5ClI of eqUipment when transports wae 105110 the warp. 10 offset th(' (,Nulngdeficicndn, an emergency building program was Institu ted. producing thousartds of Rhi no variants. As the 8ad2b COfl$tructors ""C"re hounded {rom produl11on facility to productl oo faclLlty by the advancing eoemy forces. Ihe1' were reduced to using locall y available mlttrilis, incl uding moul0k0:l plastiCS. compressed organic mall'riai3nd n'entulily cven plywood. \~hlclCII COfl$tructed uoder th~ de$perau: cireum5taneeS bier look pan in Ihe Colon Sllie: nt suicide cou nter-at Ctck, when a squadron o f RhIOOii broke through to Ihe Fire Aogels'lines lnd detonated a viral missile. causing more cas uahics in a slogle day t han the Fire Angels had suffef¢
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The r(gioDa! !.at! of this .w.some eveot lave been won. ODd Ibe cootestanls retired to lick their coollds. !u is ,b. 'IJ1.y .ith compctilioos. 1101 <:v.ryon. could .'11, though the sl.nd.>rd of entries 'IOU supab throughout. n you did 1101 N, do DOl b.: disnuycd! THE GOLDEN DEMON AWARDS CRAND F1NAL ..ill be: , dly for cveryoDo1 DcltlOlLSlutiou p,anicipaliou 5emWfS, compclitiOIl3, uvy mctlll.iv••1Id mgel!. much m(>Ie!! All Ibis plus. buge Clmes WOI'bhop trade ~Iad (ururiog I plethor. 01 bnad new prodlldS.., So if YOII ""'01 I gral day Oul" u.d the .MDa to sec more aquwtdy painted milLi.atur.s IMU you ever thought aistcd you simply UDDOI .ifor
REGIONAl HEAT WINNERS INFORMATION, I) By winning. !.uf. yOII Ire eligible 10 COla ill The Ulcgoric! a' the: fWi. and Ibus QUr be the ... inDeI of • toYded GOLDEN DEMON AWARD lIld tbOllSll>lU of poundJ: 'Il'Of1h of prizes. 2) If YOII wur your MASTER PAINTER !-SlUr! on Iht doy. t!icn you IrC clllrdcd to free .dmissio.... 3) The best cnlria ...iIl (wure ill • fonhcomiDS GOLDEN DEMON ha.d backed book! 41 The 'be" of sbow' ",;bibil ..ill ..ill ,be GOLDEN DEMON SI..J\YER swonI. VITAL INFORMATION * VENUE: Tbe Victoria Leisure Ceatrc. GedJiaS SlKct. SlICialOll. Nonillgbam * DATE: Satunioy 30tb luly * TIME: IOlm.5plll TICKElS: £1.50 oa the dOOf, £1.00 ill .dvaocc from Games Worksbop m.ail order 0:. from G1DlCl Worksbop shops.
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Warhammer Armies, the latest escapee! from the Warbammer stable, has taken quite ~l while to design; a process involving more than a little discussion , some shouting, occasional outbursts of violence and considerable mental decay. Chewed carpets aside, the results have proved more than worth the energy expended. The authors were last seen sitting on the studio's huge padded sofa and looking smug. The experience of Ravening Hordes (re-lived by Richard Halliwell under hypnotherapy) proved invaluable. So did the welcome comments of the many gamers who felt prompted to write letters explaining why their armies should be allowed armour plated mammoth carts, and such like.
ORCS
~
The list presemed on the following pages is by means of a taster, an example of the general layout and manifold choices we've cunningly engineered into Warhammer Armies. The list is not literall y as it appo.rs in the book (we' ve taken out some cross-references that might lead 10 some confusion with the list in anicle form) . Players already familiar with Ravening Hordes won' t netd to be told how to use the list. O ther players (w hy didn't you buy RH then , eh?) will have [0 muddle through until the book comes out . Okay, o kay, we' ll teU you . This list (like the others in Wat'hammer Armies) has been designed to allo\\( players to select Warhammer Armies of equal points values. We based the lists on forces averaging 3000 pOintS, but they' ll do fine for armies between 2000 and 5000 points. The lists limit the proponion of the army's pOints value that may be spent on heroes, wizards, ordinary troops, allies, mercenaries and hosts. Each of these varies from army to army. giving eac h fo rce its own unique flavour. In the case of Goblins it 's bener nOt to say what this flavour is exactly, but obviously it 's fairly unpleasant and probably compost rebted . You will notice that certain elementS of the army are compulsory, thus delineating the broad nature of the force - so all goblinoid armies have at least a few Gobbos, for example. In add ition all armies must have a General - a character model to lead the force . In the case of the Ust p resented here, this wiJl be the loudest , meanest and most foul-tempered c reature possible (ie, the c haracter with the highest Leadersbip characteristic). Although the army contains
GOBLINS mandatory elements, it is possible to equip each of these in slightly different ways, paying additional points as indicated for each entry. The same applies to the non·compulsor y troops, which may be \'aI"iously armed and armoured to the player's tastes. No two armies of equal pointS value need be the same, even though they may be chosen from the same list . As well as the troops, heroes and wizards who make
up the basic army, players can employ mercenaries or caU upon allies to build up their force. Warhammer Armies contains aU the details needed to incorporate these additional troops into your army - including rules for bribing the enemy's mercenaries not to fight! You'll find fuiJ mercenary and aUy details in the book itself. If an army contains a wizard (and if you don't choose at least one, you've lost bef9re you surt), it may include magically bound creatures in the form of a host (see the Warbammer Bestiary for details of magical binding). Without Warhammer Armies, players wishing to assemble a goblinoid army should refe r to the Warhammer Fantasy Battle rulebook to obtain details of magical weapons, sundards, a nd so on . Ravening Ho,"des veterans w ill notice that we've c hanged the o ld system somewhat. Not least of these c hanges arc the reduction in pOints paid for elites, and the scrapping of the points cost modifiers for c haracters' weapons and eqUipment . These subtle c hanges were made with competitive gaming in mind , and w ill no doubt be welcomtd by ambitious Warbammer Generals.
Nigel Stillman & Rick Priestley
Goblinoids have some claim 10 be Ihe most numerous and the most debased group of crelitures in the entire world. These creatures (ie, Orcs, Goblins, Half·Orcs, Savage Orcs, Black Orcs, and Snod ings) live in large, dispersed Iribes, oflen occupying sa'eral 5enlemenu. Allhough elIch race has 115 own distinct tribes, the larger goblinoids nurlUre a slave-cl2SS of Ihe less powerful races. For this reason it is appropriale 10 consider Ores and Goblins as forming a single army type. Ore armies always include a few Goblin lackeys. probably brought along to d o Ihe jobs C"\-'en Orcs do n't fancy much! Goblinoid armies are generally led by Orcs or Half-Orcs, who are the biggest and cleverest of Iheir kin . The rank and file of the army consist of a mixlure of Orcs, Goblins, Half-Orcs and even Snollings. Bec:lUse of Ihis wide variely of races, an army of Ihis type will have many troop types, from weakly armed Snotlings 10 deadly Orc boar riders. And then , of course, caPlured banle-cngines are often put 10 good use. while the SWitl and dangerous Goblin chariors can mow down the enemy like so much grass.
~
With this wide range of weaponry and varied troops it might seem (hat a l:uge force of goblinoids is unstOppable. Howe"\-'er, th is assumption igno res the major bane of a goblinoid commande r , the violently devisive narure of Ihese crcalures. Animosity between rivallribes and races can be a nightmare, and makes it important 10 think abo ut the army's disposlrion very carefully, With a little forelhoughl , however, a goblinoid army is surely one of t he mOst pOlent available to t he Warhammer p layer. Goblinoids fonn into fighting units under powerful o r jnfluential leaders. Rivalry betwecit units is great, producing a strong seme of unit identity and loyally. GobUnoids don'l welir uniforms, but unilS oflen adopi a siandard colour - usually brown 01' red. Units sometimes have unit stand:lfds which they make as big and impressive as possible by decorating them with gory symbols of dealh and desr ruclion, not (he least being Ihe putrifying remains of defealed enemies and rivals. Shields are decor-ned in simple circular pallerns and with crude(somerimes vulgar) designs.
ORCAND -C:c:qOBLlN ARMY"~-Gobio
'Hom 10 Helo 15 Hero 20 HMO 25 Hero
5 W"lZIId 10WLWd
, , , , , ,. , , , , , 15
IS S T W 4 2 3 3 3
A
4 3 443 , 3 4 4 4 4 4 3 444 4 4 3 4 4 5 4 4 4 4 5 4 5 5 4 4 4 5
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4 3 3 4 3 2 4 3 3 4 3 2 3 443 4 4 3 3 4444444 4 5 544 4 5
1.4
lilt
WP
PtJ
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5 6+1 6+1 7+2
28 40 53 65
6+1 6+1 7+2 7+2 8+3
6+1 45 7+2 58 7+2 115 8+3 188 8+3 275
Q
6.'
3 5 5 3 7+2 5 4 8+3 5 4 8+3 7+2 7+2 5 6+1 7+2 7-+2 8+3
6+1 7+2 7+2 8+3 8+3
15 WtzIId 20Wlwd 25W"lWd BaN size: Infant 2Ommx20mm; Wolf Riders 25mmx25mm
I I
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15H., 110 H,m 115 H,,, 120 Ho" 125 Hom
6
7
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4 4 4 4 4
5 "'"
10 ....
15 .... 2,..., 25 HIfO
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4 4 4 1 4 4 5 2 4 4 5 3 5 5 5
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7
3 2 7 5 7 3 3 8+1 5 7 4 3 9t2 5 8+1 5 10+3 5 Btl 5 10+3 7t2 9t2
•• • • • • • • ••
4 3 1 4 4 3 4 4 2 4 5 3 4 5 3 4 5 4 4 5 4 4 6 5 4 5 4 Infantry 25mm~25mm:
..
1 . . 1", 7 7 7 8+1 8+1 9t2
33
61 88
116 143
2 1 7 Btl Btl Btl 63 3 1 Btl 7t2 Btl 9+2 91 3 1 9t2 7t2 9t2 9t2 183 4 1 9t2 Bt3 9t 2 10+3 251 5 1 10+3 Bt3 10+3 10+3 353 Boar/Giant Wolf riders 25mmx5Omm
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a 1..
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7
7
7 7 7 I Btl I Btl I Btl I Bt 1 9+2 I 9t2
1", 7
125 "'"
B I 9tl 110 IlOt3 I lOt '
120 Wl"" 125_
I Btl I 8tl 1 72 1,07 I lOt: 17+: I 9t2 I 9+2 1187 110 I 9t2 1,0t3 1282 110 110 I 10+3 142:
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116 "'" I20H.,
I 5 I 5 I 5 I 5 17+:
1 42 177 1112 1147 1217
--c: CHAHAC't:ER MODELS ~ Character modds arc Heroes and Wizards (usually called shamans amongst goblinoids). The player may spend up to
,
third of the army's toul points value on ch:.tracter models. An Ore & Goblin army must h:i.Ve at least 1 character model (ie the General). II is not neceis:lry to include Wizards if you d o nOt wish to do so, but the maximum permitted numi)(:r is 5 General: the army must be led by a General w ho will b(: th e character model with the highest leadership characteristic.
Army Stand2rd: the army is allowed onc army 5undard whic h must be carried by a character model and p:lid for from th character model points allowance. Army 5undards cost 5o points.
,
bees: character models may be either Orcs, HaifOrcs, Goblins . Orcs. The player ISallowed a free choice Black Ores, or Sav.lge of w hich to select, so an army could, fo r example, contain only Ore character models, only Half Orcs or, more commonly, a m ixture of all raC(!$. Riding in Chariots: character models may ride in chariots included as part ol'thearmy's 'rank and file' points allowance. This does not affect either the points value of the chariOI or the character. Chariots cllrrying chllracters can be treated as separate units of I mode\.
B
nW.II rid..
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Points: the COSts given for chat2cters are for 11 basic, unumoured model w ith 11 hand weapon. Characters should be provided with
lIrmament as depicted on the model and selected from the fo llowing list. If the model is carrying a piece of equipment not mentioned on the table, it may be Ignored. All the items on the table, exct:pt for riding animals and war beasts, cost half p rice for Gobli n characters .
Alignment: Ore and GobUn armies an: Evil. Psychology: UnitS of Orcs and Goblins are subject to animOSity against other goblinoid units. Goblins bate Dwarfs and Gnomes and fear units of Elves of more than half their own numeric strength . Savage Ores af(: subject to frenzy.
--c: ARMY SELEC't:l0N ~ Po"",
_am
R:lnk & file modds
~
Character models Heroes Wizards Allies
Mercenaries Monstrous Host
Army's [Otal PV I Hero I model 0 0 0 0
-
Whole Army less 1 H, ro Y.I Army's total PV Y.I Army'S total PV 5 models Y.I Army's total PV v., Army's total PV '4 Army's total PV
.-
.......... ,.,. -.. ..-.
.-
.....
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Close Combat Weapons Additional hand we;lpon Double·handed we;lpon Lana
2 2
Riding Anlm.aI.s
I
Sp'"
I
Missile Weapons Bow
(Goblin! only) Giant wolf mou nt war Boar moun! (not Goblins)
,.
2
War Jkasu Giant Spider (Goblins only) Wyvcm (nOl Goblins)
180
"
I
("",bow
(not Goblins) )avdin Short bow Throwing axes or spears Throwing knh'es
0'_
3 I I I
1
Armour Shield light armour Heavy armour
Polstt COlI
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driving ambition and their zeal for excitement, "t- "",' n days long ago, when the gods of law and $ fame and fortune. Many young adventurers chaos clashed in their eternal struggle for • KEEP A PENCIL AND PAPER TO TRACK YOUR CHOICES. - entered his dungeons; very few returned. celestial supremacy, ehe world was their • COMBAT MONSTERS BY DIAUING NUMBERS ON battleground. When ehe tide turned againsc YOUR PHO:O;E. the gods of chaos they retalliated by sending "";" -oil , C . ' . • r • DIAL 9 TO HEAR YOUR CHARACTER STATUS REPORT " seven Demon Pn'nces to destroy the forces of good. _ . i.... . ~. , ,-, (io" mlory, provisions. Slam m. and OptlOfl 10 "," nd your charltClcr rnlo LIMBO,) "One su~h Pri~ce was Kaddis-R~ who Do you dare to try your luck in this deadly • DIAL 0 TO REPEAT MESSAGES, founded hiS emp~re ~neath the rums of Ca~tle PlunderQuest in Kaddis-Ra's underworld? There SEND FOR YOUR ADVENTURER'S PACK TODAY TO: • Mammon. Kadd~s-Ra s plan was to undermme are great riches to be discovered (including REAL F.I,S,T. clo Computcrd ial UmnC"d, P.O . Box 530, the ve!y foundauons of th~ forc~s of good by GOLD PIECES from our monthly competitions), 24 Earls Court Ra.d, Lo ndon W86D A temptmg youthful nobles mto hiS underworld. but beware the Demon Prince's undead legions and , , ( '. ".' .,. ."," deadly craps. In order to suceed you must enter the ", ,,' " ~ DIAL These young warriors and adventurers, destined dungeons, galher as much treasure as you are able , to be the future generals and rulers of the lawful to discover, find the Escape Route and return lO " lands, were particularly vulnerable, He played on the Adventurer's Guild in Beckbridge to register ,,, the qualities of youth: their spirits of adventure, your score of Gold Pieces, •
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CHARGES
Calls art' t'hargt'd at 2Sp pt'r minutt' bc:twun 6pm - 8pm and w«kt'nds, or 18p pt'r minutt' pt'al< and standard times,
Heroes
Generating Spells
The arm y may contain a maximum of 20 hero models. The maximum number of he.roes available at each level is given on the lable below.
The number of spells aV2i1able 10 each level of wizard is as follows .
Ch2rac.... Ore
6 5 4 3 Z
levd level level levd level
5 heroes 10 heroes 15 heroes ZO heroes ZS heroes
w>~0
Poiou per model
Mulmum avaIlabiUty
33 61 88 116 143
Half GobUn Black Ore 0"
30
"
80 105 150
15 28 40 53 65
S~
42
77 112 147 217
Or<
33 61 88 116 143
Revered Heroes The four goblmoid races all use titles to distinguish their migillicst warriors. These, unlike other races, tend to v:uy from tribe to tribe. Here are selection of suitable tides.
5 10
15 20 25
Magic Level
1 1 2 3
,
Number of epeUs of 1~1 1 4 3
•
3 6 6 6 6
0 0 3 3 3
0 0 0
3 3
0 0 0 0 3
All spells are gener,l.tcd randomly from the Spell index (WFB, pi 50). Except where nOied below, spells should be generated from the appropriate spell level of the Batlie Magic chart. Goblin wizards may generate up to one Elemental , one Necromamic, one Illusionist and up to two Daemonic spells from each of the levels available to them inst~d of Battle Magic spells of the same level .
Spiker, Slasher, Spiller, Biter, Nobblcr, Splitter, Crumpa, Gnasher, Hacker, Boss, Gaffer, Guner. SlOmpa, Murderer, Ripper, Smasha. Killer. Cruncher.
Ore, Half Ore ,and Savage Ore wizards may generate one Elemental, Necromantic, Illusionist o r Daemonic spell from each of the levels avajlable to them instead of a Battle .Magic spell of the same level.
Champions levelS. 10 and IS heroes must be assigned 10 specified units as leader:; unless designaled as the Army Standard Bearer. These 'hero·leaders' are referred to as champions. Champions are part of Ihe unit Ihey are assigned to and cannot leave it (see WFB, p93), Champions are normally of the same race as their unit , but Black Orcs may lead :m y goblinoid unit . Orcs may lead a ny gobliooid unil other t han Black Orcs, a nd Half·Orcs may lead any goblinoid unit o ther than Black Orcs and Orcs.
Ch2raCler:; may carry magical Items paying the points indic:l.ted o n the Magic I lems CharI, WFB, ppI82-186. These 2re paid for from the character model poinLS aUowanceand selecu:d from the follow ing list.
Level 20 or 25 heroes may be assigned 10 specified units as champions uthe player wishes. Alternatively, they may be left as independeD! characters, free 10 associale with allY unit in the normal way (see WFB, p90) .
•
Magic ltelIlLs for Characters
Any charaClter model may carry one magiC weapon with up to one magic :l.uribute for every 5 'levels' orlhe character (ie, a levelS c haracter may carry a weapon w ith one 3ltribute, a le,'eI 15 c haracter may carTy a weapon with three, etc). One ch.araeter model may be equipped with magic armour. The army standard may have one magical ability.
- : RANK G FILE ~ Wizards The a rmy may contain a maximum of 5 shamans or wizards. Shamans of any level may be assigned to specified units as champions, or m2y be left 2S independent characters, free to associate with 2rty unil in the normal My (see WFB, p90). The ma.ximum number of Shaman wizards and their magic level is given below.
Poblts p« modeJ Ma:dmwu avalJablllty
~
2 I I I
level level level level level
5 wizards 10 wtzards 15 wizard 20 wizard Z 5 wizard
Or<
Haif Goblin Black Savage Or< Or< Or<
63 91 163 251 353
60 85 155 240 340
45 58 115 188 275
72 107 187 282 427
63 91 163 251 353
Revered Shamans As wit h heroes, goblinoids use level titles to describe tbeir Shamans. Goblinoid tribal s hamans' titles vary from tribe to tribe. Some suitable titles for trib:d shamans are: Bone-caster, Chanter, WaiJer, Screacher, Screamer, Spook-lalker, Dung.fumbler, Gizzarder.
A minimum of h alf ofth..:: army·s total points value must ~spenl on Rank & File troops. All units are assumed to have a leader wit h the same profile as the rest of t he unit. Any unit mar be given a unit standard bearer andfor a muSician . Sland:.ud bearen and musicians are equipped in exactly the same way as the rest of the unit and COSt double the points value of a basic trooper. Any unit indicated may convert an o rd inary standard into a magic standard with asingleability. Theability Illilyhave a points value up to the amount indicated. The specific 2biliry must be chosen and noted down before the game (see WFB, pI86). Any unit indicatJed may convert an ordin:rry musical instrument ioro a magic it:lstrument with a single ability. All magical Instruments COSI: an extra Z5 pts as indicated below. The specific ability must be
0-10 SNORTAS
0-30 BIGUNS
• '" " • • • ••
ORC RIDER ... , SHOCK ruTE
M WI IS
WAR SOAR
7
3 0
T W
2
1
3 3
7
1m wP 5 7 7
3
MODELS PEl UNIT:
10
POINTS PER Moon:
27
HAND WEAPON
WEAPONS:
HAND WEAPON S
ARMOUR :
tiG HT ARM OUR
ARMOUR:
LIGHT ARMOUR & SHIELD
." SItl ELD
omONS
ANY UN IT MAY HAVE, ADDITIONAL llANO WEAPON .•• I .. 1 DOUBLE-IlANI)ED WEAPO N. SPEARS . •. I
ONE UNIT MAY UAVE , A MAGIC S1~NOJ.RI) .•..••.... 100
ONE UNIT MAY HAVE, A MAGI C STANDA RD . • . . , . . • 100
""
N Q'UN/ly . 'I)".~ "'1'11), bOU to rld~ /"'0 bat/I, 0" ....,..bo
20-100 BOYl
0-30 GRUNTAS ORC RIDER WARBOAR
M WS IS S - 3 3 3 7 0 3
•
T W
•
•
2
-
• '"
1m CI ViP 5
7
3
7
7
- - -
MODU.s 'ER UNIT:
10·20
POINTS PER MOD£l:
"
WEAPONS:
ll AN O WEAPON
ARMOUR:
NONE
HAND WEAPON
ARMOUI:
UGHT ARMOUR & SHIELD
OPTIONS ANY UN IT MAY UAVE , HALBERDS SPEARS
omONS ANY UNIT MAY HAVE , SPEARS ••..•••••••••••..••••• 2 SHORT BOWS ." ••..•... .. •..• 2
SHI ELDS • . ,. . . . . • . . . . . . . . .• • 2 UGHT ARMOUR •••... ,"
l
ONE UNIT MAY IIAVE , DOUBlE· HANDED ll' EAPON A MAGI C STA NDARD
•..• ~
77HsIt a,., On- uwmon u'/xJ riM lI'Ur-boal1 T1N s'ubbont, lliriQWI tum". oj IlHu ~QSIS
o..-s.
0-6 ORC BATTlE CHARIOTS
20-60 ARRER BOYl MWSBSST
4
ORe
3
3
3
W
IALdIntClWP
4
2
7
MODELS PEl UNIT: POINTS PEl MODEL:
POINTS Pl. MQDU ;
WEAPONS:
62
HA NI)
10·30 7'11
60"" & HAND WEAPON
AIMOUI:
Wf.APO ,~
577
AIMOU"
NONE
OPTIONS
UCIIT
ARMOl rR
omONS
11M'
;4 ........
ANY UNIT MAY HAVE, SHI ELDS . LIG HT ARMOUR ..
l
ONE UNIT MAY SU BSTITUTE , BOWS FO R CROSS BO"" S
1
&!rZ ' a .,.. On" .........,orr ,,'bo /a_r 1M bou'. or (JCaulo rfally If> fb.y r an 'lay lIN f'PIetfly fro ... a 111/' dlltarfct.
lIN croubou •.
.. •
.
0·50 GOBBO WULfBOYl GOBLIN WOLF RIDER WOLF
M WI 2 3 9 4 0
3 3
T W 3 3
2 3
•
I.d
5
20·200 SnCKAS CI WI'
5
5
5
S-20
MODElS PER UHITz
POINTS PER MODEl:
9
WEA.PONS:
WlA.PONS:
HAND WEAPON
ARMOUR:
NONE
WEAPON NONE
omONS ANY UNIT MAY HAVE, SIlIEI.OS •••.......••... . ••... \l. U GHT ARMOUR ... , •••....• I
OPTIONS ANY UNI T MAY HAVI! ,
SHORT SOWS ..
.1
SHI ELDS . . • . . .
_. \
LI GHT ARMOU R. SP F.ARS ._ ••••••.•••• •••• __
.1 1
}Me "n> GobI/II warrion uobo rilk woiVf!s sptr::Wlly I"",ed, brntl .. nd halfsl"~
I() rUm lbe", Into ji!rocfous drooling ballle-.1ItlUnfJ.
..
0·6 GOBLIN MTTLE CHARIOTS lIGHT CHAJOOT GOBLIN CREW (2) GIANT WOLF (2) WAR BOAR
M WS 4 2 3 9 4 0 7 4 0
S 3 3 3
,•
T W 3 3 4
I.d
5 4 4
CI WI' 5 4 4
5
4 4
GOBLINS
1-6 CHA RIOTS
•
SS M 4 2 3 3
T W 3
ARMOUI:
.6
A I.d 5
POINTS rER MODEl:
.. 5
CI WI' 5
5
2().IOO
3
WEAPONS:
HAND WEAPON & JAVELINS
AIMOUR:
NONE
WE/IPON
(~h
,, ,
MODELS PER UNIT:
WlAPONS: HAND
MODELS PEl UNIT: POINTS (In(.
5
.
20·200 GOBBO'S
LIGHT
ARMOUR
omONS ANY UNIT MAY HAVE, SPEARS . •. ... . • • • , ..•••. 1'1 SHIELDS ...... .. . ••.. y, LIG H T ARMOUR .... .. • ......• 1
M
"'," CHARIOT NAY HAVE , SCYTHED WItEF.J.S
J!OW lO
IIIAY HAVE ,
•••••••
S lnELDS
ONE UNI T MAY HAVE, DOUIII.E· HANDED WEAPONS . ... I H"'I.HERDS ...............••.. 1 .2 1
Ifl~ cbt> rlot u . .. rrior bas '" sbll'ld. boIb C"f'ftU count as Jbltlihd tmd 1M points .-nIUl' bas IHen cakulal¥d DCCordl..g/y. NOU "Iso ,bDt cbDrlot t:rrU1f art' cons~d /0 ~ a,.",~d w ith band ~apons IrTrS/J«tlw of Wl!apons curried by tbt> model.
7bI1seft»m the b"r. ofllw Goblin WIIrrlOn. Gob/l", form a deprl
0·3 GOBLIN ANATICS PER GOBLIN INfANTRY UNIT fOR SPECI
BA!.!. & CUAIN
A.RMOUR:
NONE
buge ball· Ilw total ·bldder/· In eacb GOObo or
0·30 SAVAGE BOYl MWS8$STW SAVAGE ORC
4
3
33
0·40 BLACK ORCS A Ld Int CI WP
4
2
7
MODELS PER UNIT: POINTS PER MODEL:
5
7
7
10-3 0 S liz
WEAPONS:
HAND WEAPON
ARMOUR:
NONE
WEAPONS:
~I AND WEAPON
LIG H T ARMOUR
omONS AN\' UNIT MAY H AVE, DOUIILE·HANDED WEAPONS ..•. 2 SHIELDS .. . ..... I
ANY UNIT MAY HAVE, SHIELDS . ONE UN IT MAY H AVE, ADDITIONA L HAND WEAPON ... I DOUBLE·HANDED WEAPON ., ••• 2 It. MAG IC STANDARD ..... , . , .. ~o
Primm • .., Orr frlba d ..",lIIng /" remote jore$l or mQunlaint)IU .-eg/ons
are Jmoum as 'Savtlge Orrs : ~ usecrude Uleapo"ryand u'ear slmpk bide dotblns. If any Q/ (./1. Suvage Oru ure sub}",,! trI frenzy.
0·20 SAVAGE ARRERS
ONE U NIT M AY RAVE: HALBERDS ..•.•.. , ........... 2 A M AGIC STANDARD . •••.
.,0
B/a," O,n rome from the ~oery heart of the oarklnl/(ts
0·40 SNOfUNGS
WEAPONS: '80W &
WEAPONS:
HAND WEAPON
HAND WEAPON NONE
NONE
omaNS VNIT MAY HAVE,
I
ANY UNIT MAY H AVE, SPORE WEAPONS .... .•••. .•.• ,
UNIT MAY HAVE, HAND WEAPON ••
nws" art' Savage On: "rrlwr$, who itSI'flint-lipped om.>u's. I.fke all Savage
Orcs; fbi!)' 11"" '"b}« r IQ fr·enzy.
..
0·20 SCABBIES HAlF·ORCS
M 4
3
3
S 3
SIIQlU"SS u,.., eL>en ".'0"" u ..,..,t,bI1d atui «aslQrlUlly twing ealen themselves. T'bey aNJ nlUty and sPiteful.
0·20 TROLLS
T W 3
3
A LdlntClWP 7 6 7 7
MODELS PER UNIT: POINTS PER MODEL:
10-20
5
WEAPONS:
HAND WEAPON
WEAPONS:
!-lAND WEAPON
ARMOUR:
NONE
ARMOUR:
NONE
omONS ANY UNIT MAY HAVE, SHIELDS _.... LIGHT ARMOUR ,.
. I . .2
ONE UN IT MAY II AVE, ADDITONA L HAND WEAPON ...• t DOU BLE·HANDED WEAPON ....• 2 SPEARS . 1
1I0WS... ..
2
Know" as 'Scal>bfes : Ha/f-orrs aNJ despl$ed euen byaliler goblinofds ,u being ·nOl·propn- · Gobl,ns or otb.
Bands pfTrol1s ojlm latcb on to gobl/no/d triM$. attracted by lIN rott/!"
ca.-casu's. bones ar.·d ,..,fuse 0" wbicb they feast. Ora may e~ Iry encoumge them by touing them the odd SnOlUng,
10
0·3 SNOTUNG PUMP WAGONS
MODELS PER UNIT: I WAGON
"1?~
POINTS (Inc, crew):
40
WEAPONS:
OPTIONS
IiA ND WEAPON
ANY WAGON MAY DE, UPGRAD ED TO A HEAVY PUMP "''AGON
A RMOUR: NONE
Some
\I",,~
0·2 SK LL CRUSHER STONE THROWERS
ARMOUR:
POINTS
[lew): U
NONE
20
,
MtJcbln .... II"' acquired by gobI/no/lis try lbeft fro,.. 01""" mOl"l'
IngenfOla mces and /Qlercopled (aftera/tUblon). II /1 bellf!VlNi Ibm Pump Iftlgons u>er!! orig/mlll)' nelll/lr!!d In Ibis way..
0·8 SPEAR CHUKKAS
AANGf
STRENGTH
SAVE MOO.
MODELS PEl UNIT:
POINTS (Inc. crew): 46 Y: (ORCS); (GOBLINS)
,·4
WEAPONS:
,.,
MODUS PER UNIT:
ARMOUR:
HAND
NONE
WEAPON AlIlxmgb gobl/noich a r-. nOl nCUdjrN Ingenuity,
",be ... "'Dr a nd des/ruction
N·MANGLER STONE THROWERS
Q",
't appetlrs nOlv a,uJ again
concerned. He"ce tbese devfcrs lor
skeu.'erlng (be enemy from a 10"8 "'Q)' au--n)'.
LEAD BELCHER ORGAN GUNS
WEAPONS, HA N D WEAPON
ARMOUR, ARMOUII
,.ONE
Goblins likl' U'<'llpOIU ,,'bleb nOl o nly slay law numbt-1's o/em.'my bul do so sj)«faculu.'rly.. Tb.!J' particularly ""joy 1M loud bt",S, Jlnsh tmd cloudS of Imnk~ Isslling jorlh fro m IlHse 01~"" Rrms.• I.~fltl Ihlclwr /1 " . Mach/",!ry 01 ba~/s · 'ff "·FB. p il l .
of iNltroct/ml. NMe Ilml
I~d
Be/eM bas
-__
--c: SIURMISH£RS ~ The following units may oper:ltC as skirmishe rs jft he player wishes. Skinnishing units must be noted down before the baltic. The maximum size for a skirmishing unit is 15 fo r fOOllroOPS and 10 for mQuO(ed troops. Sec WFB, pl OD for rul es on
The player may slPend up to a third of Ihe army's 100ai poims on allies. The allies must be assembled using the rules gh'en elsewhere in If-arlJammer Annies. The playe r may choose allies from the foll o wing lists:
ski rmishers.
Unit type Arrer Hayz
Gobbos Sticka!! Gobbo Wu lfboyz
ALLlES~
Chaos Allies Fimir
Maximum .number of sldnnisbina; units 2 2 2
I (if armed wilh bows)
Skaven
--c: MERCENARIES ~ The playe r may spend up 10 one third of the armies total po ints on me rcenaries. Mercenaries must be assembled usi ng the Mercenaries Section detailed clswhere in this volume. The player ma y choO!;c mercena ries from the fo llowing lists: Giants Half Orcs Hobgoblins
--c: BAGGAGE (," WFB, p102) ~
Ogres Orcs
The rag-tag followers Ih:u lrail after :m arc & Goblin army are \'i!e, destitute and quarrelsome beyond even the d isgust ingly low standards set by O re warriors. Heavy and multiple·duggC'd
--c: H OS'CS ("C WFB , p24 0) ~
Ore womenfolk make up the majority of the baggage train. Their ml.'wling off·spring, the aged, w helps and assorted hangers-on make up the rest . T hose too infirm , o ld or stupid 10 be drafted
Go blinoid shamans may bind a monstro us host. The player may spend lip 10 one quarter of the army's total points on /Jasts. A list of permissible c reatures, and their numbe rs is given below. The host mus t be assembled subject to the rules pro,'ided in t he Warhammer' Bestiary. and s ubjec t 10 the guidelines on alignment given under H oUi to lise Ibe Army Lists.
into the army can make a good Ii\'ingby 'workin' the baggage'. Drh·ers. cooks, leather wo rkers. smiths, bunko-artists. a nd aU manner of wo rthless scum can profit by hanging round the army. Taldng advantage of the confusion. they 1001 . pillage, burn and steal along with the rest of the army as well as sharing in the fun (torturing captives) and s poils (eating captives). An Orc baggage train is represented by a single squalid wagon and 5 followers for every 1000 points woeth of rank a nd fil e troops in the army. Baggage followers always include at least lOre and I Goblin model. plus any o ther modclsofagoblinoid race. represented in the arm)'. Baggage followers:tK unarmoured and use improvised weapons.
The QlOnSUOUl hoSt may contain. 0-40 0-30 0-8 0·40 0 -'
Boars Giant Bats Giant Sp iders Giant Wi) lves Swarms
Polrtts cost pel' model 6 2
4, 8
250
,""""'ob'
In a world as rich as the onc we have crcatn1 ~!'YO'" expect to have 10 buy a dozen volumci of SurprJlingly, you doo' i . AU tbe ruici. backgrowld come in jusl one book. while tuppot1: advmIurcs and supplements bave a dl~"b.""'''' ,md richness of atnlOIphcte nevtt seen before. At the end of
c:omprrbens.lvc
...... furious and, thanks to
cririal hit
experienced gamer.
And thac 's not al1. by an epk C2Dlpaign • Tbe Enemy Witbln . This a series of intricatel}' designed and inter· linked to present you with the greatest threat of Cha05. a stand·alone morc of 0
of and
the campaign untH it's unique. Choice is JhcludW all ~ W2}' along.
~ 'T~0f:ff~W~i~th~"'~p2En~d~'d~"'~C~k~""'~Utn~d~I~~~~
on The Empire· differcm 10 scm before, an early '\be of magic contrast with gunpowder .A strange coincidence with a ncr'l-,(,' wracking investigation at the highesl levels of a society get your adventurers embroiled in a ler"r~':b:I'::e::~~,~i~;W~!h~':C~h provides the fl"t hint that corruption and C' 0
least c:xpectCd.
From tbe market town along the mighty river Rcik you dasfl; WIth me hideous occupants of whole city to Its of the city's famous· find the root of the danger and'.~i<'''"'ub'' sWfldeot poUticallever.agc to stir the authorities the
;wo~.:~th~~~lt~~~£~~
1}c supplenxnas come packed and aids.advenrurc (rom colour maps, pla)O er handouts chanctcn to specially designed Ooorplaru accessories like Ooor pack (containing revised Citadel miniatures for C\'C:ry key in the WFIlP range. nuking this the most ever developed.
(
•
.
\ ,i7'3fl"f ""
•
SUpport brought its. readers tbe best in cleven )'nm, and the WFRP world iSsue. Whctberifsadventumi, of rules points · if you play WFRP, White
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•
,•
, , . ....
'.
, .I
J
THE SHAPE OF WAR TO
COME
WACE WAR WITH THE RHINO· THI!: MOST VERSATILE F'UlHTINO MACHINE OF' THE .... 1ST MILLENNIUM I INITIALLY ACTING ... 8 A RAPID DEPLOYMENT VEHICLE' TRANSPORTINO SQUADS OF' MARINES ACROSS THE aATTI..EF"ELDS OF' COUNTLESS, WAR-TORN WORLDS' THE T£CH PRIESTS OF' THE ADEPTUB MEeHANICUB HAVE SINCE ADAPTED IT TO ... MUL TIPLlCtTY Of" COMBAT ROLES. Ttl!: RHINO US NOW SO SUCCESSFUL. THAT IT '8 POSSIBLY THE MOST WIDESPREAD COMBAT VEHICLE IN THE: IMPERIUM, ABLE TO TRANSPORT A FULL SQUAD OF' MARINES TO ANYWHERE ON THE BATTLEFIELD. Tl:N THOUSAND YEARS OF' COMBAT HISTORY HAS MADE THE RHINO IDEALLY SUITED TO ITS ROLE. WELL.· ... RMDURED. " ... ST AND HH3HLY MOBILE, THE TRACKED CARRIER S"F'ELY DEL.IVERS TROOPS TO WHEREVER THEY ARE NEE:DED. AND WITH REINFORCED WEAPON MOUNTS, THE VEHICLE ALSO DOUSLES AS A HII3HLY MANOUEVRASLE WEAPONS' PLATFORM. EACH SOX ENASLES YOU TO CON8TRUCT NO LESS THAN THREE COMPLETE RHINOS MODELLED TO AWESOME DETAIL SY THE CITADEL DESICJN TIEAM, PACKED WITH OPTIONAL EXTRAS (DOZER SLADES, FULL COLOUR DECALS, SOL T CJUNS, SMOKE AND CJRENAOE LAUNCHERS), THERE'S EVEN A FULL COLOUR POSTER.