Issue 3
September 2009
Editor: Garrett Brennan - Unrealg Layout and Design Team: Nathan Herron - CrayolaSmoker Cover Artist: Nicholas Kay - Klausmasterflex Artists: Nicholas Kay - Klausmasterflex Damon Drescher - Nomad77 Adam Richards - Mr Pokey Kurt Metz Writers: Jim Tiemann - aeroplane Mike Jacobs - txMaddog Lt.Gregor Dave Wasserman - Megad00mer Geoff Engelstein - engelstein Matthew “Maldus” Cicero - Maldus Christopher Jeschke - OldOneEye Dan H. - Trichloro Glen Ocsko - glenoxo Mike Thornhill - Aarkon Andy Rodriguez - Krug_666 Aaron Ree - ajree210 Proofing Team: Chad Campbell - triplare Scourge Simon Foley - Relentless Robert Edman - Griffsnog Ian Schlientz - Ulthanash Matthew “Maldus” Cicero - Maldus Dennis McCollum - Z|Insane HotPanda The FREEBOOTAZ WEBZINE is published every other month in association with 40k Radio. All text and layouts remains a copyright of the FREEBOOTAZ WEBZINE. The FREEBOOTAZ WEBZINE is an independent publication and its views are not the views of any company mentioned herein. All characters and artwork shown remain the © and trademark of their respective owners. No part of this magazine may be reproduced without the express permission of the Editor. The FREEBOOTAZ WEBZINE can accept no responsibility for inaccuracies or complains arising from editorial or advertising within the magazine. Please e-mail
[email protected] with any questions/comments/concerns . This Fanzine is unofficial and in no way is endorsed by Games Workshop Ltd. The FREEBOOTAZ WEBZINE is a non-profit production created by the Freebootaz of 40k Radio.
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The Freeboota
the freeboota Volume 1, Issue 3
Table of Contents Hobby U.
A Quick Guide to “Dipping” Your Minis Rippy Daggaz make ‘em R.I.P. Creation of an Alternate Chimera
Tips & Tactics
Using Tyranids in 5th Edition - Part 2 Wound Allocation for Fun and Profit Starting a 40k Club
3 6 7 13 17 19
Tweaking the Game:
Fargonne In’drinc Mission: Playground of Chaos
22 23
Top Shelf:
Message
from da
Kaptin,
Greetings 40kradio fanatics and thank you for reading the 3rd issue of the Freebootaz Webzine! I really want to thank all of the freebootaz who helped with this issue. You guys are awesome!
Book Review: Survival Instinct
Battle Report: Freeboota vs. Freeboota Fan Fiction:
Come to the Sabbath Last Stand Part 3
25 26 31 33
This issue is packed with amazing articles from painting techniques to creating your very own 40k club. We’ve also included a book review of “Survival Instinct” by Andy Chambers, as well as another battle report. And as always, we have some excellent fan fiction from the freebootaz. Continue reading issue #3, and look for issue #4 in the future!
Boss Edita UnrealG LEGAL MUMBO JUMBO: This webzine is a labor of love by fans of the 40K hobby. As such we offer it free of charge to like-minded individuals. We’re not looking to steal anyone’s IP or infringe on any copyrights. Nor are we looking to make any money through this publication. The publication’s purpose is to provide an outlet for those involved that, if we’re lucky, may help others to advance their 40K or Specialist Games hobby. Nothing more. Nothing less. Please don’t sue us. COPYRIGHTS All artwork and logos in this webzine and all the images contained therein have been produced either in-house or as work for hire. The exclusive copyright in the logos and artwork, including the images it depicts, is the property of Games Workshop Limited. © Copyright Games Workshop Ltd 2000-2008. All subject matter in White Dwarf is © Copyright Games Workshop Ltd 2000-2008. All artwork in all Games Workshop products, and all images contained therein have been produced either in-house or as work for hire. All rights reserved.
TRADEMARK INFORMATION Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, ‘Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. All Rights Reserved
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Hobby U.
the freeboota Volume 1, Issue 3
speed painting:
A Quick Guide to “Dipping” Your Minis By Aeroplane
Believe it or not, the Tyrant below was painted using a very simple paint job that looks like a million bucks with just a little bit of effort.
Clip the pieces off the sprue and then REMOVE THE MOLD LINES - it’s very important that you get the mold lines off the model because ‘dip’ really makes them stand out.
It was painted using a quick-painting technique called “Dipping.” “Dip” or “Dipping” is a technique that is easy to complete, saves a bunch of time, and looks really great on a variety of figures. This guide will paint a Carnifex to look like the Tyrant above.
Step 1:
Spray the lighter color on the model. I do this when it’s still on the sprue, but that is totally up to you. Don’t worry too much about an even, smooth spray job right now. Just don’t get it runny or gloppy.
Assemble and touch up the light color. On a bigger model,like this carnifex, do the legs/tail and body first, then mate them. Leave the head and arms off for now. At this stage you should have the body assembled and mated to the tail/legs. Paint the carapace whatever color you like (in my example, red) and then touch up the first color (tan). You can see a few spots that need to be addressed... It’s a lot easier to assemble and paint / touch-up without the arms attached. Once you are done with that, attach the arms. They were painted before assembly as well, along with the head.
If you are going to add any detail or accent color, do it to the head and weapons. They are the part that counts. The gun cables are a different color on this model because it is armed with a devourer - I made the cables and muzzle pink. It turned out looking like pepto-bismol, but worst things can happen! (my chief complaint is the lack of contrast, not the color) The gun cables on my other shooty ‘fexes are green. Again, this was just done for variety and to make the Dakka look different. Look at the pictures at this point; you see a paintjob that a 10yr old can accomplish!
The bulk of the model has 2 colors on it, and the detail work on the guns and head are very simple. So far, not including the time it takes for paint and glue to dry, I have about 45min-1 hour spent on this model. Note, a little bit of attention has been paid to the mouth and teeth -- nothing complicated. And I spent an extra 20 min making the devourer rifle...
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A Quick Guide.. (cont.) Step 2:
Ok, now for the last 10 minutes of painting... the ‘dip’.
long time to dry and is really tacky/sticky as it dries. Just leave it alone overnight. And that next morning it will look like this...
I use this stuff slightly thinned out with odorless mineral spirits (available wherever you get the ‘dip’) at a ratio of 10 :1, dip to spirits. Get it to the consistency of heavy cream - milk is too thin! I added 2 caps-full of thinner to the small can of ‘dip’. It will float, so shake well. Next, get an old brush and brush it on! In places where a bit more texture is welcome, glop it on. Legs, ribs, shoulders, etc... On the bits that you spent the time detailing, make a very light coat - it will act like a clear coat if you apply it thin enough.
P.S. If you don’t like the Gloss, hit the mini with a coat or two of Testors Dullcote. Don’t use anything else, the Testors is a superior product.
This Gaunt looks great, and has only the tan, red, and dip on it!
One more thing - on these Carnifex models, the bottom of the chest, where the row of spikes are, there is a seam where the chest pieces mate. That area is a low spot and will collect a bunch of dip and needs to be smoothed out about 15 minutes later. Take your brush with a bit of thinner on it and dab it off. You should be able to load your brush with the glop from that spot and then use it to get the couple of other spots that you missed! (trust me. 15 min later you will see some places that you were just sure you got!) After applying the ‘dip’ DON’T TOUCH IT FOR 8-12 HOURS!!!!! This is not our acrylic hobby paint, but polyurethane wood finish. It takes a
Same with these rippers. Tan and red on the body, black in the mouth, white on the teeth, dip. Thats it! One of these days I will finish the bases and they will look complete.
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Hobby U.
the freeboota Volume 1, Issue 3
A Quick Guide.. (cont.) These photos show that the ‘dip’ does not have to be really glossy. All of these models have a final coat of (fairly thin) ‘dip’ on them. These models also have more advanced painting techniques used on them than the above miniatures... Just wanted to show the versitility of ‘dip’ as a final coat/varnish. It has a specific quality in how it gathers in the cracks and creases that a water-based product just can’t do. Plus, no matter how much you handle your miniatures, you are not going to wear it off.
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Hobby U.
the freeboota Volume 1, Issue 3
Job’s a Good’un:
Rippy Daggaz make ‘em R.I.P. By TxMadddog
In this article, I will show you how, with just a few simple tools and a bit of planning, you can add a little extra “ZING!” to your army. We will be Konverting some plain old Ork Choppaz to a pair of coollooking Rippy Daggaz!
Clean up all the parts, remove all flash, and assemble the legs, body and head as normal. When completed, glue the boy to the base. Don’t glue the Choppa arms or the holstered Slugga on yet. We still have some work to do…
For this, we need a pair of nippers, an Exacto/ hobby knife, and some glue (in this case, plastic cement). The parts used are an Ork Slugga boy with two Choppa arms, and a holstered Slugga from the Nobz box.
Start with the left Choppa arm. Using your nippers, begin at the tip of the Choppa, and start cutting small wedges out of the blade. (It is important to start at the tip when doing this, as starting from the bottom can make the blade look funny if you don’t get your spacing of the teeth just right.) You may notice that when you cut into the plastic, one side of the cut is relatively smooth whereas the other is wedge-shaped. To prevent this from impacting the look of the Choppa, make the first cut, then turn your nippers over and make the second cut. This will prevent the appearance of the wedge-shape. When you’ve completed this Choppa, it should look something like this. You’ll want to take your Hobby knife and do a bit
of clean up between the teeth. I also brushed on some plastic cement between the teeth to smooth out any small burrs. Next, we’ll do the right Choppa arm. I wanted to have a different look for this one, so I used my hobby knife and, starting at the tip, I cut very small wedges out of the blade. As with the other Choppa, I brushed on some plastic cement to smooth out the small burrs of plastic. Here is the completed Boy with Rippy Dagga arms.
Next time on Job’s a Good ‘Un... Konverting a Baneblade to a Skull Hamma! - Part 1
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Hobby U.
the freeboota Volume 1, Issue 3
Scratch Built Fever
Breeding the Bulldog: step-by-step creation of an alternate Chimera By Lt.Gregor
Gosh, I’ve been trying to think of a way to write this tutorial. After a lot of thought, I decided to just write a description of the way I build them and then add in some fluff background for my army. The plain dirty truth is I wanted an army with a feel of its own and scratch builds fit the bill nicely. Well, now that I’ve gotten that out of the way, a little bit of fluff:
***The Vargast MR 2 mobile chassis, nicknamed the “Bull Dog,” is a troop transport produced on the forge world of Vargast before its fall. Similar in size and role to the Imperial Chimera, the MK2 frame lacks the exterior armor plates of the Chimera, instead favoring an exposed wheel and track system. This lack of armor plating drastically reduces the bulldog’s weight and material cost, making the MR 2 easier to produce en masse than the STC Chimera. The lighter weight affords an additional advantage in that the MR 2 can be readily deployed via air drop, making it the preferred vehicle for drop infantry Guard units. More information is still being processed.*** So, let’s get started...
Project Materials Supplies Plastic card (0.04” & 0.02”) Plastic rod & tube (varying) ½ rod 90° plastic card (extruded pattern) U-channel IG tank track IG tank wheels 2x Large 4x Medium 12x Small Leman Russ turret Misc IG tank gubbins IG heavy weapons Heavy Bolter
Lascannon Tools Steel Ruler (cork backed) Clippers Circle cutter Hobby knife (sharp) Super glue (NOT plastic) Sand paper Clamps Optional Tools Micro saw Micro miter box Pin vise “The Chopper 2” Hobby square
Step 1: Take a piece of the thicker card and begin marking
out the side dimensions, all dimensions are in inches sorry International guys. Also note almost all angle cuts in the tutorial are going to be 45s.
Step 2: Cut them out and clean the edges with sand paper, I used a sanding sponge cheap and easy to use:
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Breeding the Bulldog... (cont.)
Step 3: Clamp the sides together and trim. I use clippers, scis-
Step 4: Cut more of the plastic card into 2” wide strips.
Step 5: Next I cut the base plate and front plate for the tank,
Step 6: Take the 90 degree and cut a bunch of little pieces.
Step 7: Use the 90 degree pieces and use them to secure the
Step 8: Attach the front plate. Note that I did cut out the
Step 9: Cut out a segment for the front “sub-plate” and glue
Step 10: Cut a piece of plastic card to make the other side of
Step 11: Cut a back plate for the “cab”.
sors, knives and sand paper to make them match.
into position, to help this glue the other side plate on.
side panel to the base plate.
the front box, this will take a lot of time to get right it’s a lot of try and fail then glue into position.
notice that I’ve marked the front plate for a ¾” cut out.
notch. Also note I used paper to help the angle plate to hold.
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Breeding the Bulldog... (cont.)
Step 12: Cut out the back part of the front panel. I use the clippers and a knife.
Step 15: Cut panels of Plastic card and fill in the open spaces.
Step 17: Front wheel support, cut a wide piece of plastic tube then cut in half then glue onto a piece of plastic card.
Step 13: Cut out a front plate and glue into position.
Step 14: Cut out a back plate for the troop transport section, notice I marked the top 3/8” tall and cut out 2 panels then glue into place.
Step 16: Measure the ring of the Leman Russ turret, and cut a circle in a top plate for the cab, glue into place.
Step 18: Glue the support into place.
Step 19: Crew compartment doors, cut two long strips for
the top door, and cut the angled plate for the back door and glue them into place.
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Breeding the Bulldog... (cont.)
Step 20: Rear compartment detailing, to save time there is
no detailed description of the detailing, just use tube, rod, & strips of plastic card to create doors and pistons.
Step 21: The back compartment fire ports are made with thin card 0.02 into squares, and rod glued onto the back compartment to create the “hatch” feel.
Step 23: At this time glue 5 small segments of rack to the large wheel. Glue the long track segments on and the large wheel, the reason for waiting to glue the back wheel on is so he track can be tensioned correctly to reduced sloping in the track.
Step 25: Turret prep, remove the front tab on the turret lower
plate and shave down to allow the gun to traverse lower, then glue it together.
Step 22: Layout IG tank wheels on the hull - 2 medium
wheels in the front and 4 small wheels behind. Notice that the large wheels are not placed on the model yet, and space is left for them near the back. Glue the track into position.
Step 24: To make the main gun, a multi-laser, cut the battle cannon down & cut plastic tube/ rod into 4 long strips. Cut a las-cannon nose off, and glue to the plastic rod.
Step 26: Tank front prep, to give the tank front the ‘arder look use U-channel cut to size and glue the strips onto the front.
Step 27: Detailing… this is hard to explain exactly what to
do, the main part of detailing is rivets, but this could be adding extra tank bits, weapons, or prepping the model for paint.
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Hobby U.
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Breeding the Bulldog... (cont.)
Step 28: The finished Vargast MR 2 “Bull Dog”
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Tips & Tactics
the freeboota Volume 1, Issue 3
Tyranid Tactica:
Evolution: Using Tyranids in 5th Edition - Part 2: Troops, FA, & Heavy By Megad00mer
So last issue we went over the HQ and Elite choices for the Tyranids and my opinions on how to get the most out of them in 5th edition. In Part 2 we’ll be looking at our Troops, Fast Attack and Heavy Support choices. troop: Gaunts
With Gaunts the important thing to remember is that they aren’t in the swarm to kill things. They’re mainly there for two reasons, to take objectives and to provide screening for the units that do kill things. Gaunts are fast and cheap so they do both jobs very well. If your Gaunts happen to kill something consider it a bonus. When it comes to weapon options both the Spinefist and the Fleshborer are equally good in my opinion. On a Gaunt, the Spinefist is a 12” Str 3 AP 5 Assault 1 weapon that’s Twin-Linked and the Fleshborer is a 12” Str 4 AP 5 Assault 1 weapon with Living Ammunition so you can re roll wounds. Termagants (Fleshborers) are 1pt more than Spinegaunts (Spinefists) so if you want your Gaunts to have a little punch pay the extra point and go with Termagants. If you want an extra body or two then go with Spinegaunts. In the end it doesn’t make too big a difference. Some players take Devourers on their Gaunts, I personally think it’s a complete waste of points. On a Gaunt a Devourer is an 18” Str 2 AP- Assault 2 weapon. To make it even the slightest bit useful you also have to take Toxin Sacs to bump the shots to Str 3. That’s 9 points a Gaunt. Yeah it’s an extra shot at a longer range but that’s 9 points for a Toughness 3, 6+ save critter that’s still only
firing a Str 3 gun that’s missing half the time. Remember, they aren’t there to kill things. That’s what the rest of the swarm does. The tactics are simple. Take them in broods of 16-20ish. Any less and they die much too quickly and at more than 20 and they become unwieldy. Stick them in front and try to screen as much as possible. Anything behind them (barring Monstrous Creatures of course) gets a nice 4+ cover save. If any Gaunts survive the march across the table use them to grab objectives on the other side. Keep another brood of Gaunts behind to hold an objective in your deployment zone and be sure to keep some Synapse in range so they don’t go running at the first sign of trouble. Another popular tactic is to give them Without Number as it allows the brood to come back onto the table after they’re destroyed. Now this makes the Gaunts kind of expensive and it can be a bad thing in Kill Point missions but it can work well in objective games. WoN Gaunts work best in broods of 8 as this offsets the extra cost and when the time comes to sacrifice them they die nice and quick. Use them to screen as normal and send them to their death. As they come on the table in your following turn grab any objectives in your deployment zone. Again, try to hold some Synapse behind so they don’t go running in subsequent turns. If you roll a Kill Point mission hold your WoN Gaunts in reserve and bring them on later in the game when it’s a bit safer.
troop: Hormagaunts
They’re Fast. They have Fleet. They have a good number of attacks on the charge but they are horribly overpriced. Take a basic 10pt Hormagaunt and a 6pt Ork Boy. Look at what you’re getting for your points then softly cry into a pillow. Hormagaunts are one of those units that took a major hit due to the new 5th ed. assault rules. They’re just way too expensive for what they can actually accomplish in a typical game. They lack hitting power and have almost no staying power since you can’t take them in the numbers needed due to their cost. To make them a threat you are almost forced to buy Toxin Sacs so they become Str 4. Now they’re even more expensive and just as squishy. Hormagaunts are in a kind of “tactical limbo”. Any role they can fill in the army can be done better or for less points by the other Troop choices. They can grab objectives, screen and they’re fast but so are Gaunts and they’re half the cost and just as survivable. Hormagaunts can fight in close combat but so can Genestealers and they are a hell of a lot more effective. Hormagaunts are also Beasts and that means they’re stuck on the first floor if they enter Ruins. For all their problems Hormagaunts can be a fun unit to use. They’re fast as hell and allow you to roll a ton of dice when they charge. I use them from time to time in beer and pretzel games but I recommend leaving them on the Hive Ship for competitive games.
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Tips & Tactics Evolution: Using Tyranids... (cont.)
the freeboota Volume 1, Issue 3
ally all you need. If you have the points to blow then Scything Talons could be useful for an extra attack but it’s not needed. I’d use those points for an extra Stealer or two. Screen them on the way in and keep an eye out for important enemy targets. Once a suitable target is found take advantage of their Fleet ability to close with and destroy the enemy.
quick because of the Swarm special rule and the prevalence of Blast weapons in 5th. They also troop: Genestealers can’t benefit from immunity to Instant death Now we’re into the good stuff. 5th ed. has once due to Synapse. 3 wounds per Ripper base might again made Genestealers the heart and soul of sound great, but at only Toughness 3, they’re goany well rounded Tyranid list and I never leave ing to be getting insta-killed left and right. Any home without at least two broods of 6-8. blast template of Strength 6 or higher will be causing double wounds and instant death. They With Rending Claws, a Weapon Skill and Initiacan be fast if you give them Leaping or Wings tive of 6, few units can stand toe to toe with a If you want to be a sneaky bastard then give your but that just makes them more of a point sink. brood of Genestealers and survive. There are Stealers Scuttlers. This The real kicker here is that they can’t capture obtwo basic ways to use gives them the Scout jectives due to the Mindless rule. Using a Troop them. Either run them ability but more imporslot for a brood that’s super fragile and can’t hold up with the horde or tantly it allows them to objectives isn’t the best tactical decision. Invest have them outflank outflank. As discussed commando style. The with the Broodlord, biomorphs taken de“Raveners... another outflanking can cause pend on which tactic a player to freak out you choose, but one close combat brood by throwing a surpirse biomorph is an absothat’s taken a hit in 5th.” monkey wrench lute must. Always, alinto their plans. Give ways give them Feeder outflanking Stealers those points elsewhere Tendrils. At only +1pt Extended Carapace as a model, Feeder Tenfast attack: Raveners well since they won’t drils are the bargain of This is another Close Combat brood that’s taken have a Gaunt screen the century. Preferred a hit in 5th ed. It’s not that they’re a terrible unit and they’ll need the Enemy is huge since but rather they are too expensive compared to added resilience. A 4+ re rolling misses in their actual use. Like Hormangaunts, they’re save may not sound close combat means consider a Beast and that means they can move Genestealers: The heart and soul of Tyranid lists by Nomad77 like much but it means 12” when assualting. They can be equipped extra hits landed and that they’ll still have more chances to rend. with Rending Claws which goes nicely with the Remember, Feeder Tendrils also give any friendly a save against common weapons like Bolters, sear amount of attacks that they have. Overall Flamers, Shuriken Catapults, Pulse Rifles etc. broods within 2” Preferred Enemy as well. It’s a this makes them one dangerous unit. However, and have added survivability against things like one point per model upgrade. Why would you they’re only Toughness 4 with a 5+ save, so they Lasguns and Shootas. not take this?! have little staying power against any enemy retaliation even with 2 wounds each. At around If you’re going to run your Stealers up the table 40pts a model (closer to 50 if given a ranged troop: Ripper Swarms the ol’ fashioned way, then Feeder Tendrils is reweapon which I don’t recommend) they’re just Personally, I don’t use them. They die incredibly
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Tips & Tactics Evolution: Using Tyranids... (cont.) a horrendous point sink in most cases. They can Deep Strike but I really don’t see a use. They can’t assault on the turn they arrive and any ranged attacks they have aren’t dangerous enough to warrant the Deep Strike in the first place. All you really accomplish here is sending an overpriced unit to its death. If you must use Raveners, ironically enough I find they can work well with Hormagaunts. Since both broods are Beasts, they can keep pace with one another. The Hormagaunts can screen the Raveners on the way in and the Raveners can add some much needed “punch” to the Hormagaunt’s assault. If they wipe the enemy on the turn they charge this also presents multiple broods for your opponent to worry about in their shooting phase rather than just one which could easily be dealt with. This can be a useful unit combination but is horrendously expensive. I don’t recommend this tactic for competitive play but it can be fun every now and then in friendly games, if you’re looking for a bit of a “Assaulty Nid Nostalgia”. fast attack: Gargoyles
If it weren’t for the terrible top-heavy models, I think you’d see almost every Tyranid army take Gargoyles as they are one of the most cost effective units in the codex. Gargoyles have the Jump Intantry status and the Fleet special rule which make for a ridiculously fast unit. They carry Fleshborers, which are a good ranged weapon, and Bio-Plasma, which makes them pretty decent in close combat as well. Bio-Plasma grants one additional attack at double the model’s Initia-
the freeboota Volume 1, Issue 3
tive. This attacks hits on a 4+ using the model’s Strength +1. That means in addition to their normal attacks each Gargoyle is getting an extra Str 4 attack at Initiative 8. That’s not bad. If you can stomach the horrible models (you WILL be breaking flying stands left and right) or have the patience to convert your own out of Gaunts, Gargoyles are a great unit with tons of tactical flexibility. Use their speed for contesting objectives late in the game or tie up dangerous enemy units like Devastators.
The “classic” Zoanthrope layout is to give them Synapse Creature and Warp Blast. Having extra Synapse creatures in your swarm is never a bad thing and Warp Blast is a versatile shooting attack that can kill MEQs with a 24” Str 5 AP3 blast or maybe pop a tank here and there with the focused blast, though it can be a bit unreliable as it first requires a Psychic Test and then it’s only a single 18” Str 10, AP2 shot at BS3.
Another very effective tactic is known as the “Psychic Choir”. What this entails is taking 3 Zoanthropes and giving them Psychic Scream. fast attack: Spore Mine Clusters Psychic Scream is a persistent Psychic ability (no Moving on… test required) that reduces the Leadership of any enemy unit within 18” heavy support: Zoanby 1. It’s also cumulathropes tive so having 3 ZoanThese floating fethropes with this powtal brain bugs are a er traveling together solid Heavy Support would reduce enemy choice that can fulfill Leadership by -3. You a few different roles can even give this depending on the power to Hive Tyrants Hive Mind Powers you as well for a possible -5 give them. They’re a (3 Zoans + 2 Tyrants) 0-1 choice and up to almost guaranteeing 3 can be taken in a that your opponent’s Heavy Support slot. unit will be falling back Each Zoanthrope acts if forced to test morale. independently during Use this choir of doom the game which is cool Zoanthropes: Floating fetal brain bugs... by Nomad77 in concert with Barbed but it also means that Stranglers and even single Heavy choice is yielding up to 3 Kill Points more fun ensues. As long as the choir is within to your opponent. They come with Warp Field as 18”, enemy pinning tests caused by the Stranstandard and that 2+/6+ inv makes them pretty glers are taken at -3. Using this combination (as hardy. In addition to Warp Field you can take up long as the enemy isn’t fearless) can force enemy to two additional Psychic Powers. units to Go to Ground, effectively taking them
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Tips & Tactics Evolution: Using Tyranids... (cont.) out of the game for the next turn. heavy: Biovores
the freeboota Volume 1, Issue 3 heavy: Carnifex (Heavy Support Version)
Heavy Fexes are the “Land Raiders” of the Tyranid army. Big, scary and tough, these are the consummate Heavy Support choice.
Biovores are a unit that I advise strongly against taking. Biovores were a lot better in 4th ed. Having a 48” Barrage weapon meant they could safely hide behind terrain and lob clusters of Spore Mines at the enemy the entire game. If the cluster didn’t explode on impact they formed a unit of Spore Mines that gave your opponent something else to worry about as they could drift into him next turn as well as forcing Target Priority tests and blocking movement. Now with the prevalence of Deep Striking and Outflanking units, Biovores are easily taken out even if hidden behind terrain or in cover. They have virtually no survivability against even the weakest of enemy fire and almost no ability to defend themselves in melee. You need to keep a “babysitter” unit back to protect them but they aren’t worth holding that unit back in the first place.
For Shooty Fexes nothing beats the Gunfex. Gunfexes are armed with a Venom Cannon, Barbed Strangler and take Enhanced Senses for a BS bump to 3. These are hands down the most cost effective build of any Carnifex in my opinion. Venom Cannons on Fexes are 36” Str 10, AP 4 Assault 2 guns. Yes, Venom Cannons can only Glance most vehicles but at Str 10, you’ll have a very easy time doing it. Barbed Stranglers will be 36” Str 8, AP5 Assault 1 Large Blasts that cause pinning (great to use in concert with the Psychic Choir). Gunfexes are incredibly tough, versatile living gun platforms, able to disrupt enemy armor or blow holes in enemy infantry. They also cause Instant Death against things like Oblits, Broadsides, Nob Bikers etc. as long as they fail their save.
On top of that, in Annihilation games, Biovores literally fire Kill Points at your opponent. A Kill Point is gained for each enemy unit or independent model killed. If a Spore Mine cluster does not explode on the turn it’s launched, it forms a new unit. Spore Mines are Toughness 3 with no armor save and even if there are three Mines in the cluster, the death of one causes them all to explode and die. So a single shot fired at them will give your opponent another KP. Compared to what Zoanthropes and Carnifexes can accomplish in game, I just can’t see why anyone would voluntarily use up a Heavy Support slot with Biovores.
For Close Combat Heavy Fexes there are tons of options. The Godfex seems to be a popular choice because people love to make giant, invincible monsters from hell. A Godfex is basically a CC Carnifex with as many scary biomorphs you can slap onto it. It’s meant to scare the bejeezus out of your opponent and distract him from the rest of your army. Typically Toughness 7 with 5 Wounds, a Godfex can be tough to take down. Good in theory but personally, I rarely take Heavy Support Melee Fexes. They’re slow and in most games they won’t see combat before they’re taken down. They’re survivable and can take a lot of punishment but they’re also very ex-
pensive sometimes approaching a Land Raider points wise. An Elite Ninjafex is still Toughness 6 with 4 wounds and a 3+ save, so it can still soak up a lot of fire. It’s statistically just as effective on the charge and it’s only 113pts. A much more reasonable amount to spend on something that’s primary job will be to distract enemy fire and die, probably before it ever sees assault. Why spend so many points on scary CC biomorphs if those biomorphs will never get used in most games? If you really want to take a Heavy Melee Fex, I suggest keeping them around 200pts or less. Extended Carapace is good option as a 2+ save makes them a lot harder to kill. Reinforced Chitin and Bonded Exoskeleton are good too. Toughness 7 makes any attack of Str 3 (or less) completely useless against it and having an extra Wound isn’t a bad idea. Other than that no other biomorph is really worth its points and tends to be rarely used and/or complete overkill. Well, that about wraps it up. Keep in mind that this article was just my opinion on how best to use the bugs in a competitive sense based upon my 12 years of experience being a dedicated Tyranid player. Whether this article piqued your interest in starting a Tyranid Swarm, or you think I’m a giant schmuck who has no business using Tyranids ever again, I’d be happy to discuss things in the Tyranid section of the Freebootaz forums or Private message me with questions, comments or scathing insults. As always, happy devouring.
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Tips & Tactics
the freeboota Volume 1, Issue 3
Bury My Dice at Wounded Knee:
Wound Allocation for Fun and Profit By engelstein
The wound allocation rules underwent a major revision in 5th edition. Understanding the procedure and the impact on force construction is an important part of optimizing your play. The To Hit and To Wound procedures are very similar to 4th edition. However you now allocate wound dice against particular models before rolling for saves. Each model in a unit is assigned a single wound. Then when each has one wound, you can start putting a second wound on a model. Similarly you can’t place a third wound on a model until all models have two. Wounds are treated equally – If you’ve got two wounds from a bolter and two wounds from a lascannon hitting a model of only two models you are perfectly free to place both bolter wounds on a single model, leaving the other unfortunate to take the lascannon hits. This is true even if a wound would cause Instant Death – You can place two Instant Death wounds on a single model, which is often good to do. Once the wounds are allocated your models are divided into groups. Each group consists of models that have the same stats, and are equipped identically. Even a small equipment difference will place a model into a separate group. Each group then rolls for saves against the total wounds applied to models in that group. Unsaved wounds can only affect models in their group.
So that brings us to tip #1:
Tip #1: Use the Soak-Off to your advantage
The term ‘soak-off’ comes from hex-and-counter wargaming, where a weak unit would take on some strong defenders, so the main attack could punch through. We are flipping things here, but to similar effect. Let’s say you have a unit that has three singlewound models that are all identical, and you take six wounds, with a 4+ save. You would only have one group, so you would roll all six dice and lose one model for each missed save. Here are the chances of losing units: # models lost
Probability
0
1.6%
1
9.4%
2
23.4%
3
65.6%
So there is a 65.6% chance of losing the entire unit. Now, let’s look at the same unit: three singlewound models, six wounds, 4+ saves, but now they all have different equipment. So here each unit is rolling it’s saves separately: # models lost
Probability
0
1.6%
1
14.4%
2
42.2%
3
42.2%
Quite a difference! Why is this? Well, now the rolls are ‘allocated’. So, for example, if you end up with four unsaved wounds, there is a possibility that only two units are killed if all of those wounds are on just two units. The third unit skates off unharmed, whereas if you just rolled all the dice together for identical units, four wounds would kill all three. So giving 3 units different equipment reduces your chance of the unit being completely eliminated by almost 1/3. That’s a big difference in keeping some firepower (or a scoring unit) on the table.
Multi-Wound Units
You have even more flexibility and gain more benefit from the wound allocation rules if you have multi-wound models. This is because the rules say that within a single group you must remove full models if possible, but you DO NOT have to do so between groups. In other words, if you have a unit of 3 Crisis Suits (2 wounds each) that all have the same equipment, and you suffer 3 wounds, you have to roll for 3 saves. If you fail two you will have to remove a model. However, if all three are equipped differently you cannot lose a model. Each model counts as a single group, so each group only receives one wound. Worst case, if you miss all of your saves, you would end up with a single wound on each model. This can be a HUGE advantage, as you opponent will either need to dedicate another unit to
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Tips & Tactics Wound Allocation... (cont.) attack them to try to destroy some models, or you will have another full turn of use of all of them. Let’s look at some more numbers. Let’s say a 3-model unit, with 2-wounds per model and a 4+ save is hit by six wounds. So we allocate two per model. If there is one big group (all identical) we have: # models lost
Probability
0
10.9%
1
54.7%
2
32.8%
3
1.6%
If there are three groups (all models different) the results are quite different: # models lost
Probability
0
42.2%
1
42.2%
2
14.1%
3
1.6%
You quadruple your chances of not losing ANY models, and the average number of models you lose drops from 1.25 to 0.75. Effectively by equipping your models differently you gain Feel No Pain for free. That’s a pretty good deal. Another advantage of multi-wound models is that you have flexibility if some models have a wound already and others don’t:
the freeboota Volume 1, Issue 3
Tip #2: If you have one wounded model, and
get a large number of wounds, place the extra wounds (or wounds from tougher weapons) on the wounded model. You can dramatically decrease the total number of models you expect to lose by doing this. With only six turns, anything you can do to keep a unit alive even one more turn can be critical.
Tip #3: If you have one wounded model and
get just a few hits, put them on the unwounded models. That way you guarantee that you won’t lose any models at all.
Tip #4: If there are wounds from tougher
weapons you gain flexibility depending on the situation. Depending on the situation, you can choose to place them on your better models, so that you have a better save or avoid instant death, or on worse models so that your unit loses less punch. Let’s take a quick look at the other side. If you’re facing a unit of 2-wound Ork Nob Bikers, what is your best approach to kill it?
Tip #5: Volume of fire is important. The more
shots, the better I won’t bother going through the math, but as the number of wounds on a unit increases, the expected number of losses for units with a bunch of the same models or different models begins to converge. If you land 12 wounds on a 3-unit model, the fact that they each roll for saves individually against four wounds is less important than it is if you land 6 wounds. Volume of fire lessens the importance of uniquely-equipped models.
Tip #6: Instant Death is your friend
If you can Instant Death a model you go a long way to reducing the unique-model advantage. Also, try not to mix Instant-Death with other hits. It can be annoying when your opponent is able to put two instant death hits on a single model because you threw in a bunch of bolter hits.
Tip #7: Use good AP or cover-save-reducing
weapons when possible If your target isn’t getting any saves, at least they’re getting wounded. Even if you end up with 3 models with a single wound on them it will make it that much easier to clean them up in the next shooting or assault phase.
Conclusion
All of the advantages outlined above are gained when you equip your units differently. So the lesson is clear: Differentiate your models as much as possible. This may have to be balanced with tactical, load-out, and point considerations, but maximizing the number of different models you have on the board will pay big dividends in survivability over the course of the game. Some may say that this is ‘cheesy’ or ‘unsporting’. But for me, the rules are the rules, and the way you play should reflect them. This isn’t a loophole or combination that someone missed. This technique is hard-baked into the rules as GW wrote them, so this tactic is clearly within the intent of the designers. Any questions or comments? Contact me on the Freebootaz forum or by email at engelstein@alum. mit.edu
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Tips & Tactics We Happy Few...
the freeboota Volume 1, Issue 3
Starting a 40K Club
So what does all that mean? Let’s dig in a bit…
Warhammer 40K is a vast hobby that attracts people of all ages and walks of life. Occasionally, groups of these devotees begin to clump together until one day someone utters out loud the group’s unspoken thought, “Hey! We should form a 40K Club!”
Far be it for me to tell folks how many people truly constitute a “Club”. However, my experience is that a Group of Friends is less than 8 people while a Club is 8 or more regular attendees at meetings. And yes, you probably realize that for there to be 8 regular attendees means you need 10-12 members on the roster. So before you worry about the rest of the things you need to do to get your Club off the ground…see if you have enough interested, committed people!
By Maldus
For some, formalized organizations of game playing doesn’t sit well. Many enjoy their 40K with their close knit group of friends. Others prefer the joy of a relaxing uncomplicated hobby where their artistic endeavors are distraction free. Me? I like a room full of people when I play!
Do You Have Enough People?
Put Someone in Charge
Someone has to take the responsibility to not only organize the Club but to also deal with any I like Clubs. I enjoy meeting up with a mediumissues that arise within the Club. This is not as large group of people bonded together by their easy as you may think and the entire Club needs common enjoyment of something. So the ques- to be willing to defer to this leadership…or you tion becomes, how does one go about forming a will spin your wheels. A lot. Large Clubs often 40K Club? have several people who help make decisions. Small Clubs generally start with one or two motivated leaders. Most Clubs have a single person Building Blocks Let’s start with the basic things you need to think who breaks ties and who sets the pace and the atmosphere for a Club. about when pulling together a 40K Club. 1. Find out if you have enough people. 2. Put someone in charge. 3. Determine exactly what sort of Club you wish to have. 4. Set up a Club Codex. 5. Set up a meeting schedule. 6. Establish a place to call home. 7. Determine if and how you will fund Club activities. 8. Set up a way to communicate.
The best way to choose a leader is to elect one. Gather the Club members on the first meeting and vote. It is, in my opinion, important to elect the leader of a Club…the members deserve the right to choose that person. If that newly elected leader needs some support, I think it is a good idea for him to be able to choose the people that will help him run the Club. That way, people who are motivated, interested and, most importantly, get along well with the leader…can add
their effort to making the Club succeed. And yes, the reality is that a Club’s first leader is often the person who sets the thing up.
Determine the Nature of the Club
A Club’s nature is the way you want its members to interact. It isn’t about which aspect of the hobby you enjoy…it’s about how you get on with your fellow members. Clubs tend to fall into a few broad categories: 1. Hard Core: This is the Club filled with intense people trying their hardest to be the very best at what they do…be it painting, gaming or fluff creation. These folks are competitors and honing their skills to the highest degree possible. Such Clubs are highly charged and fastpaced as much as they are fun. 2. Social: This is a Club where folks feel the social aspects of the Club are just as important as the 40K hobby. This group enjoys relaxed meetings where people are not so intense. This kind of group also sets up events in non-gaming environments such as Bitz Swap BBQs. Members tend to become good friends outside the Club. Club meetings often end with a few beers at the local bar. 3. Diverse: This sort of Club enjoys 40K… and a lot of other games. The membership has a lot of interests and the Club leaders rotate their game sessions to allow each game system to get its time in the lime light. Members enjoy the Club because it provides a large group of players who are all interested in a variety of game systems.
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Tips & Tactics Starting a... (cont.) Perhaps I am oversimplifying things since many Clubs will have an element or two from each type inherent in them. Nevertheless, you can see the importance of being up front and open about the nature of your Club. It will be hard for a Diverse Gamer to get along with the 40K Hard Cores, especially when he asks if the group might have a go at Necromunda next meeting. It would be equally tough for the Hard Core gamer to be inspired by the laid back approach of the Socialites when they decide to skip the last round of gaming in favor of an early round at the pub. Figure out how you want your Club members to interact and then form your Club around that vision…it will save a lot of heartache later. If you want to take the extra step, set up some basic goals for the Club to follow or aspire to… goals that can be easily incorporated into a Club Codex to help get the message across.
Create a Club Codex
Clubs don’t need a lot of rules, especially if you have a strong and respected leader. Still, there are a few which help to smooth things over when difficulties arise. Clearly state the purpose and goals of the Club. (Thus establishing its nature.) 1. Define how you elect and, if necessary, remove the Club’s leader. 2. Define membership in the Club…specifically, what requirements are there
the freeboota Volume 1, Issue 3
for membership. 3. Briefly define how you will deal with disagreements among members. 4. Define how the Club finances will work. 5. Add in anything else you deem important…code of conduct, etc. The SoCal Freebootaz have a simple Club Codex (attached at the end). We also have a basic Code of Conduct. They help define who we are, what we hope to do as a Club and basically, how we will do it. It may seem overly officious to some… and perhaps you are right. But I think a simple page or two does wonders for setting expectations among the membership. Set Up a Meeting Schedule Clubs need to meet on a schedule. There is nothing worse than Club meetings that are determined a few days before they happen. Set up a schedule that the Club, as a whole, is willing to commit to. If nothing else, start small and build up. The SoCal Freebootaz meet once a month, usually on the last Saturday of every month. Everyone knows that and it helps when folks are trying to schedule personal commitments. It really helps to keep attendance high. Establish a Place to Call Home A Club needs a home. Sure, this can actually be someone’s home if that works for you (and someone has a largish place to set up tables!) More likely, this home is going to be a game store or GW store. Choose your home wisely. People like to travel a max of about 60 minutes to their hobbies. Beyond that requires exceptional behavior, steadfast dedication and impressive commitment. Don’t count on it. Choose a
location that has the following elements for the maximum appeal: 1. 2. 3. 4.
Enough space to play comfortably. A temperature controlled environment. Availability of 40K supplies and models. Close proximity to local eating establishments. 5. A bathroom. 6. Good lighting. 7. A friendly, 40K-supportive owner. (Really, really important.) These elements make for a very good Club environment. One which members look forward to journeying to for their fun. Now granted, not everyone is lucky enough to have such a good location for their Club. So you make the best of things. The Club leader should make a Herculean effort to set the Club up in the best possible location. Funding Club Activities This is one of those issues that can tear a Club apart. As soon as money is involved, people can become uncomfortable. This is not such a big deal if you have chosen your leader wisely or in a group that is familiar with each other. The first thing to do is to determine what you need money for. Do you wish to buy prizes for tournaments? Do you wish to buy terrain for the Club? Once you figure this out, you’ll have a much better idea as to what sort of money you require. Raising money can be challenging. Here are a few ideas: 1. Everyone contributes a fixed amount
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Tips & Tactics Starting a... (cont.) each year as Club Dues. 2. Folks pay a fee to participate in each Club event. 3. The Club creates and sells painted models or terrain. 4. The Club obtains sponsorship. 5. The Club designs Club merchandise such as t-shirts or beer mugs. Every Club is different and so it is important to figure out how best to support your Club’s financial needs up front. Also, be especially careful of two things. First, not everyone can contribute the same amount to a Club so don’t set the bar so high that you exclude people. Second, make sure the person who handles the Club funds (usually the leader) is very reliable and open about the accounting (another good reason to elect your leader). Set Up a Means to Communicate Establish a website for your Club. There really is no better way to get information out to your members and to allow them to discuss issues. You will need at a minimum, a forum and a way to communicate across the group via email/ twitter/texting/etc. Keep people informed. Encourage discussions and idea sharing. Have a calendar with all Club events posted to it and reminders sent out before events. I’m not sure I need to talk about this much since the details for each Club will vary. Suffice to say that if you do NOT have a common communication platform for your Club, it will be very difficult to keep the Club in coherency. And we all know how bad that can be in 40K.
the freeboota Volume 1, Issue 3
Creating a Club for 40K or any other common interest is a lot of fun. I encourage everyone to be a member of some sort of Club to share ideas, have fun and make friends. If you don’t have
a 40K Club in your area…think about starting one…even if you only have 4 people. After all, well-organized Clubs tend to attract people… before you know it, you’ll be needing more tables!
THE SOCAL FR
EEBOOTAZ CL UB CODEX
Vision The SoCal Free bootaz Club is dedicated to fu ing the Warha rthermmer 40K hobb y. Goals 1. Have fun. 2. Play honora bly. 3. Help its mem bers develop th eir hobby and gameplay skills. 4. Expand the Warhammer 40 K community. 5. Expand the 40K Radio com munity. Club HQ The SoCal Free bootaz Club sh all be led by an pendent Chara Indecter, elected by the active mem ship. The IC may berappoint up to four individual serve as his re s to tinue and to he lp fulfill his du the Club. Toge ties to ther, the IC an d his retinue are Club HQ. the
and his retinue must all be mem bers and remai members thro n ughout their te rm. In an oppo election, the w sed inning candid ate must receiv majority of vo ea tes to become IC. A runoff vo top two candid te of the ates may be ne cessary in a m candidate elec ultition. If the IC sh ould no longer able to serve, a be special electio n will be held next Club mee at the ting to elect a new IC to serv current term. e out the
Membership SoCal Freeboot az Club membe rs must be curr registered as a ently 40K Radio Free boota and mus participate in a t Club event or meeting at leas every six mon t once ths. New mem bers must be no ed by a curren minatt member, in pe rson at a Club or meeting, in event order to join. Individuals seek The Club HQ is ing to particip responsible fo ate in Club even do so without bein r organizing all events and mee ts can g required to jo Club tings, maintaini in in the Club. Su di vi du als, whether th ng Club contac and forums, m ch ey be new play t anaging mem ers, friends bership, handlin lists of members or former necessary Club members, are g any finances and re to become mem encouraged solving disput agreements be bers at the earli es/dis- How tween membe es t op ev portunity. er rs , only members . The HQ is oblig to directly supp may vote in Clu ated view th ort the Vision an b elections, e Club forums or d Goals of the Club. tests. participate in C lu b conElections The IC shall be elected to serv Club Finances e a one year te normally begi rm, nning on June Th ere are curren 1 ea ch year. Electio shall be held at tly no plans fo ns a Club meetin r Club dues. Any ev en t requiring finan g in May of each and all active m ci ng year w embers are en ill ne ed to include a means to supp couraged to vo person or by si ort the event fin te in gned written de an cially. cl aration. Candid for IC must be nominated by ates Amend on m e member and ents seconded by an other member. This Codex may Candidates for be amended at IC any meeting of membership by the a 2/3 vote of th e eligible mem bers.
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2
Tweaking the Game
the freeboota Volume 1, Issue 3
New Unit:
Fargonne In’drinc By OldOneEye
Fargonne In'Drinc WS BS
S
T
W
I
A
ing list (‘Drunkard’s Walk’, ‘Fortune, Guide’, ‘Mind 45 POINTS War’) for the point cost listed in the Craftworld Eldar Armory. LD SV
Fargonne
5
5
3
4
3
5
1
10 4+
Warlock Buds
4
4
3
3
1
4
1
8
Unit Type: • HQ Unit Composition: • 1 Fargonne In’drinc • Up to 5 Warlock Buds
4+
Special Rules: • Independent Character • Psychic Powers • Warlocks
Wargear: • Rune Armor • Any wargear allowed by the Craftworld Eldar Armory Options: • May take up to 5 Warlock Buds at +13 points each.
Wargear
Rune Armor: Gives the Farseer an invulnerable save of 4+
Special Rules
Independent Character: Unless accompanied by 1 or more Warlock Buds, the Farseer is an Independent Character and follows the Independent Character special rules as given in the Warhammer 40k rulebook. Psychic Powers: The Farseer must choose between 1 and 4 psychic powers from the follow-
Warlocks: Warlocks are independent characters. But may not move on their own. They must either remain with the Farseer, or they may be assigned to join a Wraithguard or Guardian Squadron as indicated in the appropriate entries in the army list. With the exception of the Farseer’s Buds, you may not have more than 1 Warlock in a unit. Each Warlock also must choose 1 Warlock power from the following list (Conceal, Destructor, Embolden, Drunkard’s Confidence) at the points cost listed in the Craftworld Eldar Armory.
herency must be maintained. Effects last only during the figures next movement phase. In addition, for each point they fail their Ld roll by, they must take a penalty of -1 to their BS and WS (minimum of 1) but get a +1 to Ld. If this bonus would give them a 12+ Ld score, they act as if they have And They Shall Know No Fear for the rest of the current turn.
Warlock Powers
Drunkards Confidence: 20 Points This Warlock power allows the recipient to alter its basic stat line for 1 phase (except for Sv). Target unit can raise a single stat 1 point, but 2 points must be subtracted from another stat. See chart for stat adjustments. Effects last for Dedicated Transport current phase only. Increased W capacity does The Farseer and Warlocks may be mounted in a not affect total wounds received in that phase Wave Serpent for 110 points. and will affect figure at end of phase. If more Psychic Powers than one stat is given, the player must choose Drunkards Walk: 40 points one to subtract points from. If the stat becomes The Farseer sends out a psychic blast of drunk0, the figure is dead and removed from play imenness to attack his opponents. In game terms, mediately. designate a target and use the small blast template. All models touched by the template must +1 to -2 from make a Ld test. All Space Marines (except for WS I, A, Ld or BS Space Wolves) have a -2 Ld penalty for saving. BS WS, S or T Those that fail, react in this way on their next S W movement phase. For each inch of movement T W that is taken by the figure, roll a scatter die and W S or T move the figure 1” in the direction of the arrow. I Ld On a “HIT” result, the figure does nothing and A S, WS or BS loses that inch of movement. Units affected by Drunkard’s Walk MUST be moved first and coLd I or A
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2
Tweaking the Game
the freeboota Volume 1, Issue 3
New Mission:
Playground of Chaos By Trichloro
Overview: Playground of Chaos is designed to capture the feel of fighting on a world heavily tainted by the forces of Chaos. Much as the machinations of Khorne, Tzeentch, Nurgle and Slaanesh are continuously shifting and incomprehensible to the mind of man, so is this battlefield. Deployment: Each player rolls a D6 for deployment zones, and takes the corresponding deployment zone from the list below. When deploying you must be at least 12 inches away from the enemy, this is important if the deployment zones over lap. Roll 1-2 2-3 5 6
Deploy 12 inches from long board edge table corner 15 inches from short board edge Dawn of War - half of the board edge - Deploy 1 HQ and 2 Troops, everythig else (except reserves) comes in round 1 from board edge
Special Rules: Reserves, Deep Strike, Outflank (scouts and infiltrators), Night Fight (see below), Tainted Objectives (see below) Night Fight:
Every round starting with round 2, roll a D6, on 5+ that round uses Night Fight rules.
Tainted Objectives: At the beginning of every round roll a D6 for
every token and on a roll of 5+ that token is moved by the Chaos gods. Roll a scatter die plus 3D6 and move the token according the scatter die, even if a hit is rolled just follow the small arrow. If the token goes off the board or hits impassible terrain then it is destroyed. If it lands on top of another model, then place it 1 inch away from that model. On a roll of 6 the objective and its controlling unit are moved. If it is contested then the unit closest to the objective is moved (note this can only be units holding the objective, so only scoring units). If a unit is moved with the objective scatter as normal but follow the Deepstrike rules for the entire unit with the token. If the unit is destroyed, then token is destroyed with it. If Delayed is rolled, the unit only must go back in reserves and they Deepstrike back automatically the next round. Then the token is placed 1” away from what caused the mishap. Setup: Place 5 tokens in a star formation (pentagram) with each being 12 inches apart. The center of the star should be centered on the table.
picks their deployment zone and their opponent’s deployment zone based off of the roll above, as needed. So, after determining what sort of zone you get, the winner of this roll determines where you actually deploy, for example the first player has the long board edge and the other player has the table corner, the first player picks his side and then picks which corner their opponent sets up in. Victory conditions: Holding the most objectives at the end of the game. Game length: Starting in Round 4 roll a D6 and consult the chart below: Rnd 4 5
Roll 2+ 3+ 1
6 7
4+ 3+ 1
8
3+ 1, 2
Effect game continues game continues Chaos gods obliterate everything and the game ends in a tie game continues game continues Chaos gods obliterate everything and the game ends in a tie game ends Chaos gods obliterate everything and the game ends in a tie
First Turn: Roll off for first turn/deployment. The winner
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Top Shelf
the freeboota Volume 1, Issue 2
Book review:
Survival Instinct By glenoxo
Not only am I going old-school here, but I’m in danger of not even seeing this in print. You see, I’m submitting a review of a Black Library book first published back in 2005 entitled Survival Instinct – yes, it’s a Necromunda novel by the venerable Andy Chambers. Please Spencer, at least it’s not about wood elves and skaven! As it is set in the 40k timeline and universe I will begin and hope that I don’t lose too many readers at this point. Following a mini-quest by ‘Mad’ Donna Ulanti, Survival Instinct tracks her efforts to track down the person or people who are trying to kill her and get in first. Along the way various elements of her back story are dropped in, in an attempt to explain why a girl who seemingly had it all would give it up to become a legend in the Underhive. Starting in the thick of it, the book wastes no time in setting out some of the parameters it is working towards, namely that the lead character is the focus and nothing or no-one will get in the way of the exploration of her past and her motives. Whether it is hired guns, armies of scavvies or mutant crocodiles, there is nothing that really fazes this legendary gang fighter-scum-legend in the Underhive. As far as things go, it’s a straightforward concept quite tidily done. The plot seems deliberately focused, with little to no distractions from pushing the story on to the next encounter, often to the detriment of context.
Whilst generally done well, there is a bit of a feeling of confusion around the lead character. Throughout the book she is described as fairly level-headed and a natural fighter who uses her head as much if not more than her physical skills to win the day. However, this is flipped entirely on an inconsistent basis, with descriptions of some fights (notably one in a bar with no shooting allowed) almost going beyond the realms of comfort. If this was a regular occurrence throughout the book it would be easier to track and to accept, but her motives and mentality shift just a little too much for my tastes.
the right cord in my mind. Donna reacts in the way I would expect her to react when she really shouldn’t, the female mind to me is as alien as an ork in a tutu. Overall this feels like an extended short story, aiming to establish a character you can then go on to play in the game and nothing more. To that end it does the job well, it just left me feeling as if I had just read a comic book. Sorry, graphic novel. 6/10, but good for a no-brain read should you ever need one.
I know it could be argued that this is a fair description of a mad woman hell-bent on her prize, but in a story of such focus on an individual person that person needs to be fully believable and understandable, if not always predictable. There are some interesting side characters met along the way which, had the book been produced now rather than so many years ago, would have been fleshed out further and better integrated into the storylines. There was some opportunity here to view the dark, dirty world of the Underhive through so many eyes that I felt a little bit cheated. *Imagine Batman but with no scenes without him in them – nothing really from his enemies, colleagues or even random passers-by. It wouldn’t quite give you that rounded view of the situation, of him and of who others really perceive him to be. This book also suffers from a classic blockage to believability – the lead is female while the author is male. It takes an exceptionally talented writer to successfully transcend the gender divide, and whilst Mr. Chambers is a good writer he just doesn’t quite strike
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The Freeboota
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Battle Report:
2000pt Freeboota vs. Freeboota Battle Report By Aarkon
Farseer Aarkon looked over the desert wasteland. His Seer Council long since decimated. The Spirit Stones of his loyal Warlock Council have long since sat in the Wraithbone constructs known as Wraithguard. Farseer Aarkon could see the remains of a long since abandoned Imperial City. The Eldar of Craftworld Ulthwe was unable to detect the ancient webway gate with the heavy infestation of mon-keigh. However now that their city has long since been reclaimed by the desert, the Eldar can once again reclaim what was once theirs. However shortly after Farseer Aarkon and his people landed close to the site where the webway gate was detected they came into contact with a detachment of Black Templar Space Marines who have landed at the site as well, investigating the devastation to the city. The Black Templars have detected the Eldar, and having such in-born hatred for any for the ‘witch’ have decided to cleanse this planet in the name of the Emperor and remove the foul ‘witches’ from what was once one of the Emperor’s holy cities. This is the story of that conflict…
This is a 2000 point battle report between two Freebootaz. Myself, known as Aarkon to the Freebootaz and a good friend of mine, known to the Freebootaz as Deadshot. Deadshot will be playing his Black Templar list and I will be playing my recently painted Eldar Ulthwe list. We rolled the dice and the game was decided. We would be playing Annihilation. We would be deploying as per the Pitched Battle rules. Here in Canada we also use the Hall of Heroes Secondary Objectives to break ties. So we rolled for our Second-
ary and got ‘No Quarter Gained’. Which means we’ll get a secondary point for any troop in one of the four table quarters.
Farseer Aarkon’s Ulthwe • Avatar • Farseer: Runes of Warding, Spirit Stones, Singing Spear, Doom, Fortune • Dire Avengers (10): Exarch, Two Shuriken Catapults, Defend, Bladestorm • Wave Serpent: Twin Shuriken Cannon, Spirit Stones • Guardians (11): Shuriken Cannon, Warlock, Embolden • Rangers (5): Pathfinders • Wraithguard (10): Warlock, Singing Spear, Spiritseer, Enhance • Fire Dragons (10): Exarch, Flamer, Crack Shot • Wave Serpent: Twin Shuriken Cannon, Spirit Stones • Dark Reapers (5): Exarch, Tempest Launcher, Fast Shot • Wraithlord: Bright Lance • Wraithlord: Bright Lance
Marshal Deadshot’s Black Templars • Emperors Champion: Accept any challenge no matter the odds • Chaplain: Master of Sanctity, Bolt Pistol, Frag Grenades, Melta Bombs, Holy Orb Of Antioch, Bionics, Terminator Honors, 3 Cenobyte Servitors • Crusader Squad: Initiates (10), Neophytes (10), Power Fist, Melta Gun • Crusader Squad: Initiates (10), Neophytes (9), Power Fist, Flamer • Crusader Squad: Initiates (10), Neophytes (10), Power Fist, Melta Gun • Sword Brethren Terminator Assault Squad (6): Lighting Claws (5), Thunder Hammer, Furious Charge • Venerable Dreadnought: Tank Hunter, Missile Launcher and Lascannon • Predator Annihilator: Lascannon Side Sponsons, Smoke Launchers, Extra Armor • Land Raider Crusader: Smoke Launchers
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The Freeboota 2000 pt Freeboota vs... (cont.) The terrain was set up and we were ready to play. We roll off to see who goes first and the Eldar win the day. With the Black Templars failing to steal the imitative we move on to turn one... Eldar turn 1.Farseer Aarkon deploys along with the Spiritseer and the ten Wraithguard. The Avatar is directly in front of him. The Farseer attempts to cast Fortune on the Avatar knowing that the Black Templars will try to kill the Avatar early. Rolling a twelve is a fail, not only that but a perils of the warp attempt is made. However being a Farseer with a Ghosthelm he is able to avoid the perils on a roll of 3+. Rolling a five the Farseer is ok. The Dark Reapers and Pathfinders who are set up in a crumbling building take aim on the Emperor’s Champion and his large squad. The Dark Reapers kill six Neophytes and the Scouts only manage one wound and a Marine who makes his armor save. Both Wave Serpents fly ahead of the slow Eldar advance. They both fire their twin linked Shuriken Cannons at the Chaplain’s squad killing one Marine and two Neophytes. Both of the Bright Lances from the Wraithlords take aim at the
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Predator, however both shots bounce harmlessly off the walls in front of the tank. The Guardian Squad take aim and fire their Shuriken Cannon into the Chaplain’s Squad killing another Neophyte. After the smoke clears the Black Templar squads that took casualties rolled for their Righteous Zeal. The Chaplain’s Squad runs forward seven inches and the Emperor’s Champion’s squad runs forward two inches. Black Templar turn 1. Most of the Black Templar squads along with the Land Raider rush forward. The Dreadnought and one Crusader squad held back to hold one of the table quarters. The Dreadnought took aim at one of the Wraithlords and wounds him once with his Lascannon. The Land Raider fires its smoke launchers knowing that the Wraithguard and Wraithlord in front of it have no trouble dispatching tanks, even those with armor 14. The Chaplain’s squad rushes forward the Chaplain saying a mighty prayer before hurling his Holy Orb of Antioch wounding the Avatar.
The Emperor’s Champion runs forward, rolling a one. The Predator took aim and fired all three Lascannons at the Wave Serpent full of Fire Dragons knowing that they spell its doom if they make it
across the field. However the shots are unable to get through the energy field that protects the front of the Wave Serpent.
Eldar turn 2. The Farseer casts Fortune on the Avatar and also casts Doom on the Chaplain’s squad. The Dire Avengers quickly exit their Wave Serpent. One Wraithlord and the Wraithguard move towards the Land Raider. The Fire Dragon’s Wave Serpent travels flat out to position itself behind the Predator. The Wraithguard and Wraithlord pour everything they have into the plume of smoke where they saw the Land Raider last. However due to the nature of the Black Templar Smoke Launchers, they are only able to stun it three times and blow the Multi-Melta off the top of it. The Avatar and the other Wraithlord advance towards the Chaplain’s squad shooting the Melta, Bright Lance and Flamer killing three Neophytes. The Pathfinders and Dark Reapers took aim at the Emperor’s Champion’s squad. Killing nine in a torrent of fire. The Dire Avengers standing in front of the same squad take aim, the Exarch commanding them to Bladestorm. A storm of shurikens later there are seven wounds, two more Marines die to the hail of shurikens. Leaving the Emperor’s Champion and two marines
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The Freeboota
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2000 pt Freeboota vs... (cont.) with him. The Dire Avenger’s Wave Serpent shoots into the Chaplain’s squad causing a wound however the Marine’s armor saves him. The Guardians shoot their Shuriken Cannon at the Chaplain’s Squad however not wishing to hit the Avatar and Wraithlord they miss their target. The Assault phase starts; the Exarch of the Dire Avengers seeing the Emperor’s Champion Squad down to three members calls out for the Dire Avengers to charge in. The Avatar and the Wraithlord charge into the Chaplain’s Squad. The Avatar and Wraithlord kill two members of the Chaplain’s Squad and take no wounds back. The Dire Avenges kill one Marine and the Dire Avengers lose three of their own, the Exarch is able to keep them in the combat.
The Land Raider spins up its twin Assault Cannons and fires into the Wraithguard with no effect. The Predator rotates to face the Fire Dragon’s Wave Serpent, three Las-Blasts flash from the Lascannons immobilizing Wave Serpent, causing it to crash into the Desert due to its high speed. Two Fire Dragons die in the explosion as they try to crawl out of the wreckage. The Terminator Squad furiously charge into the Wraithguard and the Wraithlord. Black Templar Turn 2. The Assault Terminators thunder down the assault plank of the Land Raider and get ready to assault the Wraithbone constructs. The Dreadnought and Crusader Squad kept holding their table quarter but the Dreadnought took aim at the Guardian Squad, killing one.
The Farseer impales a Terminator with his Singing Spear, the Wraithguard and Wraithlord kill another two Terminators. The Terminators kill four Wraithguard. The Terminator with the Thunder Hammer swings his mighty hammer and wounds the Wraithlord. Another Wraithguard dies due to ‘No Retreat’. The Avatar and Wraithlord kill six more of the marines from the Chaplain’s Squad. The Chaplain is able to rally his troops to cause two wounds on the Avatar however two more Marines die due to ‘No Retreat’. The Emperor’s Champion kills two more Dire Avengers. They fail to kill any marines, the Dire Avengers Exarch calling for a retreat, however his squad is caught and cut down by the Black
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The Freeboota 2000 pt Freeboota vs... (cont.) Sword of the Emperor’s Champion.
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Marines and the Wriathlord misses with his attacks. The power fist Marine wounds the Wraithlord, and no one manages to wound the Avatar. The Wraithguard manage to slowly pull down the Thunder Hammer Terminator and with him died the hopes of the Assault Terminators ever killing the Wraithlord. The Terminators in return wound the Farseer and kill two more Wraithguard. Another Wraithguard dies to ‘No Retreat’.
Eldar turn 3. The Wave Serpent, the Pathfinders and the Dark Reapers all unload at the Emperor’s Champion and the one Marine in his squad. The excessive fire power makes short work of them both. The Fire Dragons move up and shoot the Predator at close range. The Predator explodes in a ball of fire and wreckage taking three Fire Dragons with it. In the Assault Phase, the Avatar kills two more
Black Templar turn 3. The Dreadnought shoots the Guardians killing another with a powerful Las-Blast. In the Assault Phase, the Avatar and the Wraithlord manage to kill everyone in the squad leaving the Chaplain by himself surrounded by a sea of dead Black Templars. The Farseer and two Wraithguard die in combat against the Terminators, they make all their saves against the Wraithlord.
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The Freeboota
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2000 pt Freeboota vs... (cont.) Eldar turn 4. The Guardians run four inches trying to get away from the Dreadnought that keeps killing them. The Fire Dragons hop the wall the Predator was behind and run up the boarding ramp into the Wave Serpent that was once the Dire Avenger’s. The Avatar and Wraithlord make short work of the Chaplain and sweep towards the Land Raider. The Assault Terminators kill the Spiritseer, the Wraithlord misses on all of its attacks as the combat swirls. Black Templar turn 4. The Dreadnought, still in range manages to kill another Guardian before they can run too far. The Land Raider backs away from the Avatar and Wraithlord and opens up with its assault cannon on the Avatar, the shells bouncing harmlessly of its flaming body.
In the Assault Phase, the Wraithlord fails to hit the Terminators, however luckily for him the Terminators aren’t strong enough to hurt him.
Eldar turn 5. The Guardians again make a mad dash away from the Dreadnought. The Avatar and Wraithguard shoot the Land Raider, they manage to only stun it. They charge into assault. The Avatar isn’t able to hurt the Land Raider, and the Wraithlord totally misses it. The Wraithlord fighting the Terminators misses both of his attacks again against the Terminators. Black Templar turn 5. The Dreadnought shoots the Wave Serpent with Missile Launcher and Lascannon. Missing with the Missile Launcher and failing to hurt the Wave Serpent with the Lascannon due to its Energy Shield. The Land Raider again backs up but fails to hurt the Avatar again with its Assault Cannon or Bolters.
In the Assault Phase the Wraithlord again fails to kill any of the Terminators in combat. Deadshot rolls the die to see if the game ends, rolling a one ending the game on turn five. Conclusion. The Farseer Aarkon and his Eldar manage to pull out a minor win with five kill points to four kill points for the Martial Deadshot and his Black Templars. I fear a re-match won’t be too far off. This was a close game, with most of the game being bogged down with the two major Close Combats. With both of us having to keep some troop back to hold table quarters in the event of a tie. So much toughness 6 and toughness 8 proved to be just to much for the Black Templars to deal with fast enough letting me tie up key units of his. Especially the Assault Terminators. This is a Key unit, that without their Thunder Hammer, they were locked in combat with a Wraithlord they couldn’t hurt. I felt bad for the Chaplain as he had to stand back and watch the Avatar and Wraithlord just slowly pick away at his huge squad as they were having too much trouble dealing with the high toughness units. Deadshot is a great player and we have many a grudge match now, this will just be another to add to the pile.
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Fan Fiction
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CHAOS Short Story:
Come to the Sabbath By Krug_666 Art by Klausmasterflex
The Death Walker crew emerged from the smoke-choked battlefield. Their black and crimson armor shone in the waning dusk. Waiting at the entrance to the ancient Stormbird was Kefron, a wise and most evil sorcerer lord. The followers of Khorne cared not for magic, but Kefron had promised them power of unimaginable heights. He knew of dark and forbidden places few remembered. He promised them the Blood God’sfavor. “Is it done Gath? Do you have what I asked of you?” Kefron groaned. “Aye, wizard I do. But take me for no fool; I shall let you have it soon. Take us now to this altar you claim.” Gath said prominently. Kefron paused, looking over the remaining World Eater party. There had been at least sixty when they landed. Now only twenty remain, Gath included. “Worry not Gath. I know the way.” They boarded the Stormbird, heading north over the vermillion sea. Kefron once belonged to the Night Lords legion, but over time he grew mad with his pursuit of knowledge. He ventured from world to world, lending his black arts to the Traitor Marine Lords. Nothing seemed to quell his appetite for all things arcane and magnificent. In previous times he used the Night Lords to fulfill his wishes; now though, he used any that answer his call. Many did, so long as they too reaped powerful rewards. Such is the fate of Gath the Death Walker. “There it is!” Kefron groaned, pointing out the hulking stone edifice. It was ominously antiquated, covered in thick, web-like moss. The Stormbird descended to the rocky hill top,
as the planets emerald sun vanished beneath the horizon. The Berserker party trudged down the ramp, holding their position at the vanguard of the titanic temple. The crude steps leading up to the passageway were littered with weapons, armor and bones of another era. Kefron stood behind Gath and whispered, “So, my friend, now your fate stands before you. Shall you answer the call of your god?” Gath turned to the sorcerer, raising a leather bloodstained pouch, “This shall be yours once we return to our ship.” Kefron frowned, and nodded. Wielding Snaga in his right hand, Gath continued, “Lead the way wizard.” Kefron lumbered up the steps careful not trample any objects, “This way my friends. Come; come to the Sabbath of Khorne.” With a wave of his hand the rotted moss parted, revealing a rusted egress emblazoned with the symbol of Khorne. Gath and his Berserkers stopped short, unsure of themselves. The brazen door opened slowly and Kefron ventured into the gloom. Gath followed suit, wondering what lay in the heart of this shrine to the Blood God. The long hallway seemed to stretch out into another realm altogether. Reaching what appeared to be the main chamber, Gath heard…no, felt voices in his head. “Come; come; feed me; bring me skulls.” the voice beckoned. Gath shook his head and gripped Snaga tighter. He looked over his shoulder; Jagee and Fausto had obviously heard it too, for they stood with their backs to each other, waiting for an attack. Vaakon, Bael and Xerzes had also stopped in their tracks. Gath slowed his pace; still heading towards the dimly
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Fan Fiction Come to the... (cont.) lit altar that Kefron now kneeled before. Gormaar, Torg and Harek flanked Gath. The rest of the Berserkers waited in the darkness. “Kefron,” Gath whispered, “what now?” Kefron rose to his feet, and lit a large candle. It illuminated the chamber, revealing blood stained walls and mounds of skulls, human and alien alike. Kefron pulled a silk cover to the floor, revealing a grim brass statue of a horned and mighty daemon. Axe in hand, he sat, hundreds of skulls at the base of his feet. “Your Lord Khorne;” Kefron began, “Here his presence is felt like no other. Stand before him Gath Deathwalker, receive his blessings and do his biddings.” Gath knelt beneath the blazing idol. Silently he spoke to Khorne, asking for power; strength to defeat any who stood before him in battle; strength to suffer grievous wounds and fight on. The temple quaked. A harsh hot wind rushed in, blowing out the candles. Thunderous laughter shook the altar, “Bring me his skull and it shall be done.” the voice boomed in his head. The Berserker party backed way from their commander, who now glowed red in the pitch black of the shrine. Striding towards Kefron, Gath switched on his double-headed chain-axe, savoring the thought of killing the sorcerer. Kefron, sensing he was endangered, leapt backwards, unsheathing his great sword. He cleaved a Berserker’s head clean from his shoulders and cursed the Blood God. “Bring me the wizard!” Gath shouted to his troops, his voice deep and twisted. Several Berserkers rushed him, chain-swords and axes wailing. Kefron unleashed a pulsating wave of warp energy. The Marines fell; their heads exploding in a shower of crimson. Gath leapt over his fallen comrades, wildly swinging his axe. Kefron blocked his attacks, desperately trying to escape. The World Eaters stood watching the mighty battle, Kefron and Gath both glowing in the darkness. “Fool! You attack me after I have led you here! Your power you owe to me!” Kefron bellowed, deflecting the onslaught of blows. “This matters not to Khorne; only that your skull sits at his feet and your soul reaped in his name!” Gath proclaimed. Kefron kicked out, knocking Gath to the floor. Kefron ran for the hallway, stopping short he began an incantation, trying to bring the wrath of his magic upon Gath, “Your parlor tricks won’t work on me wizard…Khorne commands this hall. Tonight you sleep in Hell.”
the freeboota Volume 1, Issue 3 Kefron began to panic, falling on his ass and begging for mercy, like a dog. Gath raised Snaga and drove it into Kefron’s breastplate, splattering bone and blood across the floor. Kefron screaming in agony, Snaga bit down again, nearly cutting him in two, the ancient chain-axe screaming and spitting sparks. Choking on his own blood, Kefron reached out for Gath only to be swatted back to the gored stone floor. Gath delivered the killing stroke; the sorcerers head rolling back down to the altar, his life force spilling everywhere. Gath walked back to the altar, still glowing, his men standing about in confusion. He placed Kefron’s decapitated head at the feet of the idol. “Yes.” the voice boomed in his head. Gath stood in front of the altar, his body violently shaking. His men began running for the exit not sure what was going on. Kefron’s carcass hovered above the floor, electric currents running over the body. Gath was suddenly thrust to the ground; the chamber began to hum and vibrate. Looking up, Gath saw the very fabric of reality tear, the warp spilling through into the shrine. A whirlwind of colors surrounded Gath. He dragged himself to his knees, struggling to see what was happening. Kefron’s body was being dragged into the warp by the hounds of Khorne, their daemon master howling and laughing. Gath finally rose to his feet, gazing into the Immaterium. The giant daemon saluted Gath, his hounds still fighting for Kefron’s body. Gath was thrown across the shrine as the portal closed. Stepping out into the rising dawn, Gath walked past his crew. Only eight now remained. Their eyes followed him as he boarded the Stormbird. “What is the plan Captain?” Vaakon asked, unsure if Gath was even coherent. He reached into one of his satchels and produced an ornate amulet of shimmering violet. The Berserkers all stared at it, dumbfounded. “The wizard said this rune was a key. To what I know not. I do know his next destination was the Purgatory system. He was to liaison with a Night Lords force en route. I say we join them; take skulls for Khorne and see what this key opens.” In the depth of space, amongst the stars, Gath sat listening to the voice, “Skulls; skulls for my throne…blood for the Blood God….skulls for my Sabbath…” ‘Come to the Sabbath…’ Gath remembered the wizard saying. The Sabbath of war is all Gath the Death Walker shall live for.
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the freeboota Volume 1, Issue 3
IG Short Story:
Last Stand Pt. 3
By Ajree210 Art by Mr Pokey, and Nomad77 Be sure to read part one & two in our previous issues! The howl that erupted from the orks was as if death itself was screaming over the war torn planet. The ground shook as the shockwave of awesome vocal power surged towards the Imperial line. The screeching howl permeated into every living soul and viciously ripped all hope from them like a wolf tearing flesh from bone. Men stood frozen in fear, tanks stopped firing, and voxcasters went silent as the blaring noise shook the very roots of the Imperial’s spirits. Nothing would stop the orks now. The cry sent shivers of cold fear through Kreen’s body. He tried to focus on the oncoming horde of green muscle and dust as it slowly filled his vision, but the noise made his ears ring and his hands unsteady. Suddenly, the ork’s cries were covered by the sound of thunder, thousands upon thousands of boots stomping across the dry earth, sprinting towards the humans. Crude engines and other twisted contraptions plowed forward. The rusty engines spat dark, billowing smoke from multiple exhausts and their drivers unheedingly flattened those who got in their way, speeding ahead to bring death and carnage upon their foes. Large, pounding tremors shook the ground as a lumbering Stompa Titan grew behind the green curtain, rising above the foot soldiers. It madly fired all of its guns at the Imperial Line, recoiling sharply as its giant cannon lobbed a smoking ball of metal and explosives through the air. The poorly aimed shot landed far over the Imperial lines, but the shockwave from the blast knocked the wind from Kreen and dropped him to his knees. Death was coming, and Kreen knew it. Kreen looked over at his old friend Bren. Bren turned, as if sensing Kreen’s gaze upon him. Their eyes met and a feeling of both fear and bravery surged through them, empowering each other through an invisible force. Both men knew what was coming. They knew that they were going to die. A smile crept onto their faces as they realized they were thinking the same thing; with the Emperor at their side, they can make it.
“Looks like this is it old pal.” Bren said, his voice carrying over the roar of the oncoming horde as if it wasn’t even there. “We’re gonna need all our luck to make it through this.” Kreen nodded, his helmet bobbing lightly,” Yeah, we can do it. Let’s get this Bolter up and hold this line. For the Emperor!” As Kreen yelled his final words, Bren did the same and moved to the trigger handle of the Bolter, holding the grip with his good arm, bracing himself to fire the powerful weapon. Kreen grabbed an ammo box and loaded the large, explosive rounds into the side chamber. Bren loaded a round, glanced down at Kreen and said,” Let’s do this.” Kreen nodded, and the shells began passing up from the case, through his hands, into the Bolter and out the other side as hot, spent cases. The sound of the bolter tore at Kreen’s ears, but the pain didn’t faze him. His view was fixed on the distance, staring at the bloodthirsty horde about to descend on their company. Time slowed as he was drawn into a trance, gazing out into the sea of death. He saw their bolter shells ripping into green muscle and bone, separating limbs and flesh from their bodies. He saw Nobz with sizzling Klaws and huge axes crush their own boyz as they charged forward, doing anything to get to the enemy. A trukk erupted into orange flame and flying metal as a direct hit from a lasconnon slammed into the hull, throwing orks into the air and flattening those around the trukk to the ground. Those unlucky orks that didn’t get up in time got trampled by the tide that surged behind them. As far as Kreen could see, green ground and gray sky filled his vision. He looked up
and said a silent prayer, hoping for some miracle from the Emperor. Kreen’s trance was broken suddenly as the sound of the Heavy Bolter stopped. Kreen looked around the trench for another ammo crate, but to his dismay, he found nothing. Hessav’s body still lay on the back wall of the trench, the blood now dry on his uniform. Kreen noticed two frag grenades on the dead man’s belt as he hurriedly searched for more rounds, and stooped over to unlatch them. He placed them in an empty ammo bag on his belt and leaned away from the stinking body, repulsed by the stench. Bren called out, trying to alert someone to bring them some ammo, but none came. Kreen pulled up his lasgun and stuck on his sharp bayonet, looking at his reflection on the silver blade. He prayed he wouldn’t need to use it. Bren drew his laspistol and loaded a fresh cell. He turned to face Kreen. “This is it, Kreen old pal. Either we hold this line or we get trampled by these green bastards and in my opinion, I like the first option better.” Bren said, chuckling. Kreen laughed, surprised how even in the face of death, his comrade Bren can still sustain his usual humor. “I agree, so let’s kill us some greenskins!” Kreen replied. Kreen pulled up his lasgun and looked down the olivecased gun. Green bodies filled his few as he switched from semi-auto to fully automatic. He grinned as he spoke to himself,’ Die, greenskin filth!’
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the freeboota Volume 1, Issue 3
Last Stand... (cont.) His rifle lightly kicked back into his shoulder as the red lasrounds seared through the air, cutting into green flesh. He saw one round blow the top half of an ork’s face clean off and watched it disappear under the thundering tide. It seemed as though for every ork he killed, three replaced the dead one. His gun ran dry and he ducked behind the dirt wall and replaced the old cell with a new one from a bag on his side. The hissing of slugs passing overhead and the thunk of dirt on metal made Kreen hesitate from standing back up. He glanced at Hessav as he felt the frags in the other pouch, thanking the man for the supplies. Before he could stand back up and fire, a figure swiftly dropped into the trench next to him, followed by another guardsman carrying a voxcaster on his back. Kreen looked up at the black-coated man and was shocked to see the Commissar of his Platoon standing next to him, bolt pistol and power sword ready to kill. “Sir!” Kreen hollered, scraggily saluting the Commissar. The Commissar nonchalantly glanced down at Kreen and huffed. “You, stand up. Right now you should be worried about the orks rather than saluting your superiors! You can salute me all you want once we push these beasts back!” Commissar Olgrav yelled to Kreen, firing his bolt pistol into the tide. Kreen stood and began shooting, dropping a few more greenskins as his cell once again neared empty. The sound of an Autocannon sounded behind him somewhere in the network of trenches but was silenced soon after as a lucky mortar from an ork wagon struck the weapon team. A lucky shot, Kreen thought. As Kreen ducked to reload, he noticed that Bren wasn’t standing next to him. He turned and gasped. Bren was sitting against the wall of the trench, a large gash on the left side of his head above his temple. Blood flowed rapidly from the wound, cascading down his grizzly face and onto his breastplate. Kreen knelt beside him and was relieved to see him move. “Just…Just got lucky…my helmet got nice n’ smashed but
it saved me…Emperor protects…” He said shakily. Kreen looked at the helmet on the ground and saw a large dent from a slug that, luckily, deflected off the helmet instead of punching straight through. Before Kreen could help his friend, the Commissar hollered, “Incoming!” Kreen stood and looked at what the Commissar saw. Kreen’s face went white. A huge, hulking figure was smashing its way through the charging mob, a large boss pole with skulls and other grotesque trophies swinging wildly on the beast’s back. The giant Nob broke away from the green pack, charging towards their trench, its massive chain axe spinning wildly, whining as it hungrily awaited for it’s chance to chew into flesh. “For the Emperor!” The Commissar screamed as he jumped out of the trench, unloading the pistol into the monster. The rounds didn’t seem to harm the Nob but only make it angrier. Its maw opened wide, huge brown and yellow teeth lining its jutting jaw. Large globules of slimy spittle flew as it howled in both pain and anger. Its beady red eyes locked onto the Commissar. It was ready to kill.Kreen was unable to reload in time to assist in bringing down the monster. He could only watch in anticipation as the Commissar and Nob closed together. Olgrav tossed his bolt pistol aside and two-handed his power sword. The Nob did the same, revving the chainaxe as it prepared to strike. As the Nob hefted the massive axe over its head to strike downward, Kreen saw the Commissar feign right then hop left as the axe swung down. Confused, the Nob turned his head round and tried to pull the axe from the ground. Even as strong as it was, the Nob had buried the axe head deep into the dirt and the engine clogged and died. The
Nob left the weapon and turned to face the Commissar but was a split moment too slow. The sword swung down and separated the Nob’s right arm from the shoulder down. The beast screamed in pain. Kreen hollered in delight, throwing his fist in the air, but was shocked as the Nob began fighting more furiously as before with its remaining hand, wildly punching and kicking at the dodging Commissar. It suddenly moved to the right with blurring speed as the Commissar dove forward for the killing blow, his sword slicing through air. The Commissar didn’t have time to scream as the massive, studded fist of the Nob slammed into the man’s face, shattering his jaw and snapping his neck, killing him instantly. The Nob picked up the dead man, and to Kreen’s horror, spat on his body and nonchalantly threw the corpse into the oncoming tide. With a sudden burning hate, Kreen threw his lasgun down and pulled out the two frags. He screamed pure hate as he pulled both pins and threw the frags as hard as he could. The grenades bounced near the gloating, one-armed Nob and both grenades landed by its boots. It looked down in confusion at the small devices and was shredded to small, bloody ribbons as the twin blasts erupted. Shrapnel and dirt flew into the air and as the dust cleared, Kreen saw the gory remains of the Nob spread across the dusty ground. Kreen slumped down into the trench, suddenly dizzy and tired. He turned against the wall and slowly moved towards his bloody friend. Still alive, Bren turned and smiled weakly, the left half of his face red with fresh blood. Kreen looked to his left and saw the man with the voxcaster lying dead on the ground. A slug had torn through his exposed uniform and ripped open his gut. The man had died trying to stuff his intestines back inside his body, pale hands still
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Fan Fiction Last Stand... (cont.) coldly clutching at his stomach. Kreen looked away and nearly vomited, forcing the image out of his mind. Kreen spoke to himself, as the sound of thunder grew louder in the distance. “Please, Emperor, guide and protect us. We need your grace now more than ever!” Kreen said, his head slumping forward into dirty hands. Hot tears welled up in his eyes as the thought of being killed here, in this cold, dirty trench, filled his thoughts. A single tear cut a wet river down his face. The small drop held onto his chin for a moment and then fell to the ground. Suddenly, a small tap on his shoulder pad brought Kreen up from his hands, wiping the tears away so Bren wouldn’t see. He turned to his friend and notice he was craning his neck upwards, looking up into the sky.
the freeboota Volume 1, Issue 3 “We did it! We’re alive!” Kreen cheered happily. “Yeah yeah, but you’re crushing my arm!” Bren replied, wincing. Kreen hopped back, realizing he was crushing Bren’s wounded arm between them. He laughed and slapped his hand on Bren’s good shoulder. They both smiled and looked out into the distance, watching as the drop pods slammed into the earth, sending dirt and orks flying though the air. The pair watched as crimson soldiers killed orks by the dozen. The sun shone down across the battle-
field as more pods cut gaping holes in the sky, creating rays of holy light around the descending warriors. Kreen looked into the glorious radiance and said a quiet thank you. “For the Emperor,” Kreen said quietly, watching as more crimson pods and streaking missiles fell, crushing the orks.
“Look,” Bren said calmly. Kreen looked up and the sight that was above filled his soul with renewed vigor. The gray sky was popping, as if bubbles in the clouds were bursting and creating holes in the sky. Out of those holes fell what looked like crimson tears, white flames shooting from the droplets. Kreen had only heard stories and tales of what he was witnessing, tales of giant heroes dropping from the sky and saving worlds. His prayers had been answered. The sky cried red drop pods, carrying the Imperial’s saviors. Kreen stood suddenly, the dizziness and fear subsiding, replaced by joy and happiness. The huge Stompa turned its guns to the sky but suddenly erupted into flames and debris as a massive strike missile plummeted from the sky and slammed into the behemoth. Kreen watched as orks, once filled with battle-lust and rage, suddenly look up and hoot in fear, watching the pods as they headed straight for them. A cheer was slowly rising from the Imperial lines, and Kreen joined in. He yelled for victory, for the Emperor, for the people who died making their last stand on this bloodstained planet. He heard a familiar voice as Bren slowly stood next to him, joining in the chorus of cheers. Kreen turned, a huge smile spread across his face as he hugged his friend.
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The Freeboota
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