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The Tyranid Hunters of the Ultramarines.
This mo the Dok looks at slate.
Chapter Approved: Death Watch Updated rules for the Chamber Militant of the Ordo Xenos. BaHle Report: Kluctmeir's Last Stand Owen Rees battles Phil Kelly in this Tyranids versus Imperial Guard bloodbath. Index Astartes: Purge the Alien Ultramarine veterans of the Tyrannic War.
WARHAMMER
Sea Raiders How to convert the Black Corsairs, and model their dread ships - just in time for our Corsair-themed roadshow!
THE ASTRONOMICAN Events Diary Events, Clubs, Tournaments, Warhammer World and more! Games Workshop Direct All our mercenaries, be they Dogs of War or Kislevites, have been repackaged. Get them here!
Warhammer Chronicles: Zombie Pirates Avast! Rules for a full army of rotting seamen, plus modelling tips a plenty. Arrrrrr!
Store Finder Find your nearest Hobby Centre.
The Wayfarer's Companion: The Temple City of ItIa The first in a new series of articles detailing the exotic destinations available to adventurers with a gold crown or two to spare.
Gaming Rooms Fancy a battle on some cool terrain? Want new opponents? Here's where to find them.
A Tale of Four Gamers The gamers clash over Lustria's treasure.
Hobby Supplies Top tips on basing your models using a variety of flocks, paints and clever I tricks.
THE LORDOF THE RINGS Conflict in Middle-earth It's here at last! All the information you need to take part in this massive, online campaign.
Fuel for the Furnace Huge The Lord of The Rings displays, painting sailors, and Elysian Drop Troops discussed.
BaHle Report: Ride to Ruin Greg, Nick, Rudgie and Christian take their Battle Companies into the wider field of epic conflict.
Subscriptions and Next Month Take us up on our top subscriptions deal, and learn what awaits you in WD307.
www.games-workshop.co.uk/whitedwarf 1
EFROM THE ONLINE STORE There are far more than Elves living in the depths of the Loren Forest. Swelling the arboreal ranks of the Wood Elf host are the dark and dangerous Treekin. "They are the physical embodiment of the spirit creatures dwelling in Athel Loren," says Mat Ward, who co-authored the forthcoming Wood Elves army book with Anthony Reynolds.
If you've on to the Games Workshop online store recently you'll have noticed that, like the website,it's been through a few changes.
The Treekin bear some resemblance to Treemen but are much smaller, and their differences do not stop at their size, as Mat explains, "The Treekin and Treemen are essentially the group consciousness of the forest. The Treekin are spirits that inhabit dead branches and can enter and leave them at will." This is unlike Treemen , who have possessed living trees and are bound to them forever.
The site has undergone a redesign in keeping with the style set by the web team, to make the store look congruent with the main website. But more importantly than the aesthetic overhaul is that the Online store is now much faster than ever before and organised to make a hobbyist's visit a pleasant one with user-friendly and logical menus.
Like you'd expect a creature made of solid wood to be, Treekin are tough in a fight. "They're a combat unit," Mat tells us, "their Ward Save and bark Armour Save makes them very durable. They're one of those types of units that can take damage and hit back."
TICKETS FO GAMES ~ Games Workshop and videogames publisher Namco Hometek Inc. recently put pen to paper in a deal to develop games based upon the Warhammer world, and the renowned Japanese publisher is already lining up a Warhammer title to spearhead a worldwide assault on the PC gaming market. "Warhammer is considered among the greatest fantasy gaming brands in the world," says Grantley Day, Director of PC Development for Namco Hometek Inc. "We plan to extend its rich characters, environments and lore to the videogame arena, with some blockbuster titles for the PC." The move into PC games is a major step for Namco, whose videogame heritage encompasses •
New Warhammer games will join the ranks of other Namco classics such as Tekken and Soul Calibur.
2 THE NEWS
arcade and console classics such as Pac-Man and Tekken. "Namco has created some of the greatest videogame franchises of all time," says Jon Gillard, Games Workshop's Business Development Manager. "We are confident they'll make some incredible games set in Warhammer's rich and engaging world." These new PC games will pave the way for Warhammer titles appearing on console and handheld platforms too. But for now, those of you itching for dark and bloody adventure within a digital Warhammer world will have to wait as Namco remains tightlipped about game specifics. We'll bring you more details as soon as they emerge.
Games Day 2005 is fast approaching. All our White Dwarf subscribers can beat the rush and buy their tickets from 23rd May.
These changes mean that more than ever the Online store is the best way to order all of your hobby products from miniatures to modelling tools. Advanced order models, classics and components are all just a mouse click away. The site address remains:
Call Direct on 0115 914 0000 if you're a subscriber and you can order your ticket and the special Games Day model too!
www.games-workshop.co.uk /store
SELL·SWORDS FOR SALE There's never been a better time to hire some Dogs of War for your Warhammer armies. As of 6th June hobbyists will be able to order Regiments of Renown from GW Direct as boxed sets with full command. This will effectively replace the separate components, which will no longer be available except in the case of the unit captains. You will be able to get separate blister packs to bolster your mercenary units. This means that complete regiments are much more affordable than they were previously so you'll be able to use them in your army without the need for your own personal Paymaster! If you want to order any of the regiments, log on to: www.games-workshop.co.uk/store
ADVANCE NOTICE On 4th July, Games Workshop will be changing its prices across its Northern European regions. We have listed the major changes below:
New Warhammer World exhibition opens! For many years now, Games Workshop has been in possession of one of the finest collections of painted miniatures in the world. Despite being extensively photographed, and often appearing in this magazine or the various codexes and Warhammer army books, the full collection has remained hidden away in the Design Studio, inaccessible to all but a few lucky visitors. But that is all set to change ... In April this year, work commenced on the creation of a new gallery at Nottingham's Warhammer World, dedicated solely to displays of the finest painted Citadel miniatures on the planet.
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Robin Dews, who is in charge of the project to create the new Citadel Miniatures Hall, explains. "For many years now we've had an ambition to create a dedicated exhibition area where we could display some of the thousands of beautifully painted miniatures created by the 'Eavy Metal team. Our aim is for this to be a permanent public exhibition that celebrates and showcases the art of the painted miniature. "The visitor centre at Warhammer World attracts thousands of people a year, including many Tournament players, casual gamers, club members and of course their friends and families. Our goal has always been to constantly improve the facilities on the site. We'd had the present exhibition set-up for quite a while now and so it really was time for a change."
feel I was after was that of a gallery, where you go to look at exquisite pieces of art. The impact of 36 metres of mirror-backed cabinets has been to create a shimmering palace of light!" In addition to the work of the 'Eavy Metal team, the new display will also showcase models from former Golden Demon winners and highly individual painters, modellers and artists such as John Blanche. This will finally give all visitors the opportunity to view new and historical miniatures and models they would simply never otherwise see. Robin continues: "In essence the whole idea is elegantly simple. I see this as our crown jewels display - an exhibition of the finest painted miniatures in the world, on show in a gallery setting and presented with gravitas, history, purpose, place and respect ... "
Warhammer plastic regiment sets will be changing from price band J to K. Warhammer 40,000 plastiC bailie squad boxed sets will be changing from price band J to K. The Lord of The Rings plastic boxed sets will be changing from price band H to I in The Netherlands, Belgium and Finland. Individual paint pots will rise to 25kr in Denmark. A range of smaller price adjustments will also take place on this date. For a full listing please go to our website at:
ne.games-workshop.com Prices quoted are for products sold by Games Workshop through its own stores, catalogue or website. Independent stockists are responsible for determining their own • pnces.
The new Citadel Miniatures Hall is due to open in early June and will be free to visitors during normal Warhammer World opening times. We'll see you there. Right: Robin's early concept of how he envisaged the exhibition. Robin loves making models and it was so cool we just had to show you it. But don't worry, there'll be no real vampires waiting for you when you look around.
The space above the store where the new Miniatures Hall has been created was actually quite a gloomy space with no natural light. In order to house the new collection the room has been stripped bare and the walls on three sides of the room have been covered with illuminated, mirror-backed cabinets. "I wanted the whole effect to be sumptuous," enthuses Robin. "The
A graphical representation ofthe Citadel Miniatures hall, with numerous cabinets and leather benches.
www.games-workshop.co.uklnews 3
The Fanatic team have been busily working away on their first new major section of the website - The Battle of Five Armies. "This is really a preview of what we will be doing in the future," Andy Hall, Fanatic Editor says. The new site is the template of how the overall Fanatic website will look. "The site is devoted to total hobby support," Andy tells us, "and for this reason we've combined the Battle of Five Armies store with the web content." In an unobtrusive sidebar you'll find the game and the miniatures. One click and you can order them as you're browsing the site. "You're going to get lots of content too," Andy assures us. You'll find loads of articles that can be downloaded at a glance as PDFs with an overview and preview. There's also some new stuff in the form of two Battle of Five Armies reference sheets, detailing the
characteristics of the armies on one side and the rules and scenarios respectively on the other. The new material also includes expanded scenarios that will compliment the extended range and a full Battle Report, including maps, by Rick Priestley. Check out the Battle of Five Armies website now at: www.thebatlleoflivearmies.com
THE WAR OF THE RINGTM HAS BEGUN! The war has begun and people from all across the country are already posting their results! You can register if you want to join in. All our Hobby Centres throughout the UK, not to mention the clubs and Independent Stockists, will be running The War of The RingTM events. Find out more on the website or see page 90. www.lhewarofthering.co.uk
WHITE DWARF WALLPAPERS Another month and we reveal the second wallpaper in our mighty batch of 13! The fact that these feature Skaven and there are 13 of them is no coincidence (honest govnor! - Owen). This
In last month's news we revealed the expansion to Dawn of War - Winter Assault. This addition to the game is set on the ice worlds of the 41st millennium and includes the Imperial Guard as a new fully playable race! You'll be able to command just aboul every regiment you can find in Codex: Imperial Guard, like Sentinels and Enginseers. Here are screenshols from Ihe new game expansion, featuring some of these regiments, to whel your appetite. II will be out by the end of this year.
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4 THE NEWS
month we reveal wallpaper number two ... www.games-workshop.co.uk /whitedwarf
52 WEEKS OF THE YEAR The Web Team always make sure there's something new online for hobbyists, with weekly updates of News, Hobby Articles, Sneak Peeks, Events and the infamous Poll of The Week. To get all this and more sent to your inbox sign up to the Inquisitor Newsletter! www.games-workshop.co.uk /news www.games-workshop.co.uk , /inquisilornewsleller Check out page 143 for the latest from the UK Web Team.
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Guy: Released this month is the most deadly creature in the galaxy: The Tyranids. I say creature because each Guy Haley beast is but one cell of a vast organism, driven on by the implacable will of the Hive Mind, invading worlds and stripping them bare ... Anyway, you can read that kind of thing in the excellent codex (it's chi stuff). In the real world, we can be thankful of the joy of a great new army, and not worry about being rendered down for our genetic codes. I've been fortunate enough to get hold of one of the stunning new Carnifexes, which I spent one very happy evening putting together for a future issue of White Dwarf. I've honestly not been so excited by a model for years, (though obviously various strains of greenskin have come pretty close). Not since I stuck together one of my first real models, a plastic Tyrannosaurus Rex kit, 20
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years ago have I been so overcome by hobby love. It was so much fun that I had to grab Jes Goodwin, the sculptor of the monster, and congratulate him on doing such a top job. It's one of the best kits we've ever made.
BASES Tonight sees me take to the field as a general in one of a series of irregular mega-games. 2,000 points of Goblins require a lot of big movement trays, so I've been tarting up some of myoid card ones so as not to embarrass myself. On page 138 you'll be able to find a whole load of tips on basing your models, but you can also apply these to the edges of your movement trays. Applying flock and sand to them makes your models look even better, and gives a good grip, very important when you are shifting units of metal miniatures by the power of your fingertips alone! Lucky for you, we've recentlystarted making pre-textured movement trays. These save you a fair bit of bother, as they only need painting, and have plenty of nice touches modelled onto them, These are available in Hobby Centres now. Anyway, below you can see one of my movement trays before tinkering and one after - splendid!
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GAMES
Rudgie: This
Speaking of playing games, it's been a blessedly big feature over the last month, (once we got past WD304). I've played five games, losing just two, and only one of those due to the infamous Haley luck. Against Steve Cumiskey's Tomb Kings, I failed nearly every single Animosity test. That includes three successive failures for my big unit of Boar Boyz, who, paralysed by internal bickering, were surrounded, roundly trounced and sent scurrying off the board, I don't like having a Black arc leading them - it doesn't fit in with my army background. They will be taking The Bashin' Flag of Bark in every game from now on though, There never was a wiser spend of ten points. My other loss was against George Dellapina's Ravenwing Army - 12 Landspeeders and six bikes! That was nasty, and, for my poor arks, pretty much unbeatable. I am ashamed to say I got rather grumpy about it... Still, more wins than losses this month, Keep on gaming,
Guy Haley Editor
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You can see more of him next month.
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month sees the final part in the Battles Companies saga and what a finale it's set to be, with both Paul Rudge myself and Christian fielding a combined force of Evil against Greg and Nick's Good. To my joy the points totals have jumped to 500 a player, allowing me to finally deploy the dreaded MOmak, As there are a considerable amount of rules for the MOmak, I thought it wise to playa few .test games and one of the highlights of doing this was in a game against Christian's Isengard horde in which Saruman was reduced to a red stain below the MOmak's foot. So I guess the question is, will my unbeaten run continue unabated? You can find that out later (on page 98), Battle Companies may have finished but the army is not. As I still want to be able to field a 500 points force that does not include the giant grey steamroller. I've been busy painting an allied contingent of Easterlings, For a colour scheme I am using the same one as I did for my Harad in an attempt to make them look more like an elite unit in this force, rather than a completely separate unit.
Top Tip: A few Easterlings can go a long way! The weakness in a Harad army is the lack of armour and shields. However, rather than painting an Easterling army with an allied MOmak, I use a few well placed Easterling warriors to shield my weaker Harad spearmen, who in turn add to the fighting abilities of my Easterling warriors.
A Harad-Easterling shield wall,
6 THE NEWS
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Christian: I have played a lot of Warhammer 40,000 this month, so to mark the occasion I have added a couple Christian Byrne of models to my Black Legion. First of all are some more Raptors (bringing the squad up to seven, with another three waiting in the wings), and a new Chaos Lord (seen opposite) , whose arms were cannibalised from my Red Corsair Champion from WD303. I'm not doing an army of Corsairs, and it seemed a shame to let George Dellapina's sculpted pelt go to waste. I added some extra bits myself, such as the eyes and the lens on his shoulder and chest. As for the painting, the colours and icon were inspired by Adrian Smith's depiction of Horus from the cover of the Horus Heresy art book. This month I've also completed my Uruk-hai army, so to celebrate I have started a Dwarf army, because they are hard as nails and the models are some of the nicest
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Nick: Holy monkfish , this month has been a hot one for gaming. I've had to put my dice inacupof water to cool Nick Kyme them off! First stop on the war gaming express was the Border Princes and the campaign that's hurtling across the office like a freight train driven by manic monkeys . Yet another Chaos champion
sculpted for The Lord of The Rings. So far I have completed three Warriors and one Captain. As for Warhammer, I am entering the final phases of my Chaos Horde - an army I hope to take to London Conflict. Last week I completed a Chaos Warrior unit, an Ogre unit, a Chaos Giant and a second unit of Chaos Hounds. My Chariot conversion is entering the last stages of painting, which leaves one more unit of Hounds, some Furies and some Marauder Horsemen left to do. It's going to be a busy month.
Christian's Dwarfs - there 's plenty more on the way.
Greg: It's been a great month on the battlefield for me. Rudgie's MOmak was turned to soup as me and the Greg MacGregor Kyme-ster took it down in ·our Battle Report warm-up game. In a fantastic display of tactical astuteness, myself and Kyme easily won our specially-tailored scenario. Prince Imrahil and his Swan Knight cohorts smashed their way through Rudgie's cavalry before getting stuck into Christian's Uruk-hai and helping us to secure the vital game-winning objective. Nick's Boromir held up the Mumak splendidly, before my King of the Dead sauntered over
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to deliver a knockout blow to Rudgie's pride and joy. Back to the circus for you, nelly. You can see how we got on in the rematch on page 98 as we played out the real thing. Apart from rapidly assembling another five Knights of Dol Amroth , five Army of the Dead and two Gondor Fiefdom warriors over the last four weeks to join up with my Battle Company, I've also been painting a new Viper for my Eldar. I've decided to re-do the runes on some of my skimmers, to better reflect their Ulthwean heritage.
I fought two more opponents this month, first tangling with Sally Walton's horde of Chaos Undivided. I put my faith in war machines and Thunderers (surprise, surprise) and luckily for me the gamble paid off. After the powder smoke had cleared and my eardrums stopped ringing from the furious fusil lade, there was nothing left, not so much as a mutated pinky. Huzzah! My next challenge was the greenskin mob of Chris Lane. This proved to be a tougher contest (owing to the fact I wasn't as flukey with my missile fire - boooo!) . The Dwarfs scraped a victory once more though, due to the surprising heroics of a unit of Crossbowmen duffing up some Black Orcs! It's three wins out of three so far. It's Guy next - I'm trying not to get too excited ... The main event though this month was The Lord of The Rings Battle Report. Greg and I pooled our forces together to fight against the might of Rudgie and Christian in a 1,000 points monster game. You can read all about it in our The Lord of The Rings section - it's a hum-dinger. Looking back on the White Dwarf Battle Companies odyssey I'm really pleased with my Gondor force. Thanks to a few dedicated months of painting I've got 500 points that I can add to at my leisure. As a bit of a footnote, I've not been neglecting Warhammer 40,000. Work continues apace on my Sisters of Battle. You can see one below.
Next up, our Battle Companies hit the road to take on all-comers as we visit a few Hobby Centres. Watch this space to find out how we got on.
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Nick's latest Sister of Battle.
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www.games-workshop.co.uk 7
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CODEX:
IDS
The Tyanids are the most rapidly evolving race in the galaxy, super-predators destined to hunt all others to extinction. From the cold darkness of the void they come, a race of ravenous aliens, a numberless horde governed only by the instincts to hunt, kill and feed. Each Tyranid is a living weapon, perfeclly adapted to its designated function, but each creature is no more than a single cell in a galactic entity governed by a monstrous Hive Mind. As the Tyranid hive fleets drift through space they strip all life from the worlds in their path, leaving nothing but scoured rock in their wake.
LIST The complete Tyranid army list, which allows you to choose your forces for a tabletop battle. Also included are comprehensive lists of biomorphs and weapon enhancements with which to equip these murderous alien broods, giving you enough options to constantly evolve your army to better destroy your opponents.
BACKGROUND The history of the invasions, from first contact to the galaxy-spanning war that threatens to consume the Imperium of Man.
SECTION Tyranids showcased, with guidance on the colour schemes of each of the major hive fleets and how to paint their constituent warriors. CODEX: fiRANIDS ........................................ .£12.00 -
Denmark Euro
kr 125.00 € 17.50
Sweden Norway
kr 150.00 kr 150.00
ID HIVE TYRANT
The Hive Tyrant is a large and massively powerful Tyranid creature, the closest thing to a leader of a battlefield swarm yet seen. Like many Tyranids they seem able to mutate rapidly, and several different physical characteristics have been reported. All Hive Tyrants are highly psychic and their relationship to the Hive Mind is closer than even that of Tyranid Warriors. The Hive Tyrants embody the Hive Mind completely, but their destruction does not diminish it in any way. This mUlti-part boxed set contains 1 Tyranid Hive Tyrant, sculpted by Jes Goodwin. This model requires assembly.
-, . ...... ................................. ~~().()O Denmark Euro
kr 250.00 € 35.00
Sweden Norway
kr 300.00 kr 300.00 •
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INDEX ASTARTES 4
The Index Astartes series focuses on the finest warriors of the Imperium, the Adeptus Astartes, delving into the backgrounds, doctrines and tactics of the various chapters .
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This volume includes the Raven Guard, Salamanders, Crimson Fists and many more. Also covered are former loyalist chapters, now the Word Bearers, Black Legion and Alpha Legion. There is also a section on Renegade chapters and the Space Marine Predator. 4........................................£10.00 Denmark Euro
8 NEW RELEASES
kr 125.00 € 17.50
Sweden Norway
kr 150.00 kr 150.00
Pictures for illustrative purposes only. Product contents may vary. Products sold unpainted and unassembled. Certain Citadel products may be dangerous if used incorrectfy. Prices correct at time of going to press. please contact us for current avaifability and prices. Prices quoted are for products sold by Games Workshop through Its own stores, catalogue or website. Independent retaifers are responsIble for determining their own prices.
GENESTEALERS The Imperium first encountered Genestealers on the moons of Ymgarllong before they were alerted to the approach of the hive fleets. Only with time has it been learned that Genestealers are vanguard organisms for the hive, created to seek out and undermine potential prey-worlds by infiltration. Genestealers are legendary ferocious close combat opponents, with lightning fast reflexes and deadly claws capable of ripping through the thickest armour. This multi-part boxed set contains 8 Tyranid Genestealers, sculpted by Mark Harrison and Jes Goodwin. These models require assembly. t
GENESTEAlERS ...............................................£15.00
Denmark Euro
kr 200.00 € 27.50
Sweden Norway
kr 250.00 kr 250.00
TYRANID BATTLEFORCE The Tyranid menace is much feared throughout the Imperium. Entire planets have been consumed by this alien race, powerless against the numberless, ravenous hordes. Only the most determined resistance can hope to stand against them, and even then the chance of victory is slim. This boxed set contains 8 Genestealers, 3 Tyranid Warriors, 8 Hormagaunts, 8 Termagants and 1 Carnifex, sculpted by Mark Harrison and Jes Goodwin. These models require assembly.
Denmark Euro
kr 650.00 € 80.00
Sweden Norway
750.00 kr 750.00
°ictures for illustrative purposes only. Product contents may val)!. Products sold unpainted and unassembled. Certain Citadel products may be dangerous if used ·ncorrectly. Prices correct at time of going to press. please contact us for current availability and prices. Prices quoted are for products sold by Games Workshop through its own stores, catalogue or website. Independent retailers are responsible for determining their own prices.
www.games-workshop.co.uklstore 9
TYRANID TYRANT GUARD
Tyrant Guard are living shields, whDse resistance to injury is amazing. Blind and ultimately cDntrolied by the Synapse creatures they protect, these half-sentient but ferociDus beasts appear tD have been biD-engineered specifically to CDunter anti-Tyranid doctrine.
This blister pack contains 1 Tyranid Tyrant Guard, sculpted by Mark Harrison. This model requires assembly
TYRANID Denmark Euro
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€
115.00 15.00
Sweden Norway
.£10.00
kr 140.00 kr 140.00
SPACE MARINE C
BAT SQUAD
Once a warriDr has proven his cDurage in the SCDUt Company, he is elevated tD the rank of battle brDther in Dne Df the chapter's Battle Companies. This multi-part boxed set contains 5 Space Marines, sculpted by Jes Goodwin, Mark Harrison and Dave Thomas. These models require assembly
SPACE
Denma':'= rk= Euro
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=-' 115.00 15.00
Norway
kr kr 140.00
PLAGUE LORD NURGLITCH
Nurglitch was the first Df the Plague Lords of Clan Pestilens, and was responsible not Dnly for their ascensiDn as a clan and their seat Dn the CDuncil Df Thirteen , but also for the cDrruptiDn that gnarls their bodies and marks their sDuls. This blister pack contains 1 Plague Lord Nurglitch model, sculpted by Colin Grayson. This model requires assembly. .
EPIRATES OF THE VAMPIRE COAST
The dread ZDmbie Pirates ravage the coasts of Lustria, attacking the ships Df explDrers and intruders making landfall Dn the island. They can Dften be seen materialising from the watery depths Df a pool or river, wreathed in ethereal mist. FDes witnessing this dire manifestatiDn must use all their cDurage Dr flee from it.
This mUlti-part plastic conversion kit contains 3 Empire Militia and 2 Zombie sprues which when combined can be used to make 20 Zombie Pirates. This kit is only available for a limited period.
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Euro
200.00 € 27.50
Sweden Norway
kr 250.00 kr 250.00 "
This model is available for a limited period in Hobby Centres, after which you will only be able to order it from GW Direct.
These models require assembly.
_.,£15.00 Denmark Euro
kr 200.00 € 27.50
10 NEW RELEASES
Sweden Norway
kr 250.00 kr 250.00
Pictures for illustrative purposes only. Product contents may vary. Products sold unpainted and unassembled. Certain Citadel products may be dangerous if used incorrectly. Prices correct at time of going to press, please contact us for current availability and prices. Prices quoted are for products sold by Games Workshop through its own stores, catalogue or website. Independent retailers are responsible for determining their own prices.
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SKAVEN PLAGUE
KS
Plague Monks form the bulk of Clan Pestilens's troops. They wear robes and bandages to hide their horribly bloated, sore-covered bodies. So used are they to living with constant pain that they are impervious to it and must literally be chopped to pieces before they stop fighting with their characteristic fanatical zeal. The putrid stench and swarms of flies that always surround them are a feared sign of the presence of these acolytes of pestilence on the battlefield. This plastic multi-part boxed set contains 20 Plague Monks, sculpted by Colin Grayson. These models require assembly.
Denmark Euro
kr 225.00 € 30.00
Sweden Norway
kr 270.00 kr 270.00
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SKAVEN RAT OGRES AND GIANT
Rat Ogres are the masterpiece of Clan Moulder's mad research. They are massive hulking monsters, created from a mix of different creatures. Those that survive to maturity become a mass of sinewy muscles and razor-sharp claws, driven by a strong instinct to kill but utterly dependent on a Packmaster's guidance. Clan Moulder has also grown giant rats to the size of wolves. A seething mass of stinking fur and sharp fangs, they can overwhelm even the hardiest of enemies. This box contains 2 Rat Ogres, 6 Giant Rats and 3 Pack Masters, sculpted by Colin Grayson and Martin Footitt. These models require assembly.
SKAVEN-
Denmark Euro
RATS.___ ..£18.00 kr 225.00 € 30.00
Sweden Norway
kr 270.00 kr 270.00
Pictures for illustrative purposes only. Product contents may vary: Products sold unpainted and unassembled. Certain Citadel products may be dangerous if used incorrectly. Prices correct at time of going to press, please contact us for current availability and prices. Prices quoted are for products sold by Games Workshop through its own stores, catalogue or website. Independent retailers are responsible for determining their own prices.
www.games-workshop.co.uk!store 11
LIZARD EN BATTALION The Lizardmen are an ancient race, created by the god-like beings known as the Old Ones to be the guardians of the Warhammer world. Their age-old civilisation is based deep within the steaming jungles of Lustria and the Southlands, where their mighty temple-cities rise from the ancient trees and cloying swamps. This boxed set contains 24 Lizardmen Saurus, 24 Lizardmen Skink and 8 Lizardmen Saurus on Cold One. Sculpted by Colin Grayson, Aly Morrison, Trish Morrison and Martin Footitt. This model requires assembly.
LlZARDMEN BATTALlON .................................£SO.OO Denmark Euro
kr 650.00 € 80.00
AQUILA
Sweden Norway
kr 750.00 kr 750.00
CASE
Three times the carrying capacity of a standard Games Workshop figure case, this new army case with Imperial Eagle symbol can transport an entire horde. One half has enough room for 128 models, while the other contains foam that can be easily adapted to safely contain the largest tanks or monsters. With a hard-sided canvas shell, the Aquila is especially hard-wearing, ensuring your models get to the tabletop in one piece. The Aquila Army Case is only available for a limited period. AQUILA ARMY CASE ......................................£60.00 Denmark Euro
kr 900.00 € 120.00
Sweden kr 1000.00 Norway kr 1000.00
DWARF COLLECTORS' GUIDE
This vital tome for any hard-core Dwarf player contains the entire range of available Dwarf miniatures including current, classic and collector's models. There are great models like High King Thorgrim Grudgebearer, the Goblobber and even Bugman's Beer cart. The book also contains a background section examining the Dwarf Realms and a showcase featuring collectors' armies and models.
DWARF (OLlEOOR'S GUIDE ...........................£S.OO Denmark Euro
kr €
60.00 8.00
Sweden Norway
kr 70.00 kr 70.00
RS AND MERCENARIES COLLECTORS' GUIDE This collectors' guide is a collection of all the available Dogs of War, Kislev and Ogre Kingdoms models in the current range. Within its pages you'll find the likes of Borgio the Besieger, Kislev Winged Lancers, Ogre Maneaters and more. Included is a detailed background section for all of the above races as well as a showcase of collectors' armies and models. MONSTERS AND MERCENARIES COLlECTOR'S GUIDL.£S.OO Denmark kr 60.00 Sweden kr 70.00 Euro € 8.00 Norway kr 70.00
12 NEW RELEASES
Pictures for illustrative purposes only. Product contents may vary. Products sold unpainted and unassembled. Certain Citadel products may be dangerous if used incorrectly. Prices correct at time of going to press, please contact us for current availability and prices. Prices quoted are for products sold by Games Workshop through its own stores, catalogue or website. Independent retailers are responsible for determining their own prices.
NK WARCHIEFS
Skinks are small, agile, intelligent creatures bred by the Old Ones from the giant amphibious creatures that have inhabited the Lustrian swamps since the dawn of time. In times of war, Skinks often take up their weapons to fight alongside Saurus, yet they are not born warriors and their skittish nature will often see them flee from strong resistance. Despite this, they are stealthy and swift creatures, and can be deadly when using their favoured weapons.
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This blister pack contains 2 random Skink Warchiefs, sculpted by Juan Dial. This model requires assembly.
Denmark Euro
kr €
75.00 10.00
Sweden Norway
kr 85.00 kr 85.00
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TEHENHAUIN, PROPHET OF SOTEK
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Tehenhauin leads the faithful of Sotek in their ceaseless wars against the vile Skaven of Clan Pestilens. He is a living manifestation of the vengeance of his kind, and his destiny is to bring about the incarnation of the Serpent God himself. Tehenhauin leads his kin, the Red Crested Skinks, in battle after battle against the Skaven, taking captives where he can, and offering them up as sacrifices to Sotek. Though the Siann Mage-Priests may not yet have realised it, Tehenhauin is the greatest hope of the Children of the Old Ones, for his role in combatting the blasphemous and unnatural rat-spawn is pivotal to the Old Ones' plans for the world.
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AVAILABLE FOR A LIMITED TIME ONLYI •
This blister pack contains 1 Tehenhauin model, sculpted by Juan Diaz. This model requires assembly. •............... ~jr.(J() I
Euro
€
90.00 11 .00
Norway
kr 100.00 kr 100.00
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Gimli on dead
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Uruk-hal This blister pack-contains 1 , . Gimli on dead Uruk-hai. Sculpted by Michael Perry.
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This model is only available from Games Workshop Hobby Centres or Independent Retailers participating in The Wrath of Umbar Roadshow (for full details of venues and dates see page 117), and will only be on sale in those stores the day the roadshow visits. It is also available from GW Direct from 15th July to 31st August (see page 126 for contact details).
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This model is available for a limited period in stores, after which you will only be able to order it from GW Direct.
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, Pictures for illustrative purposes only. Product contents may vary. Products sold unpainted and unassembled. Certain Citadel products may be dangerous if used I incorrectly. Prices correct at time of going to press. please contact us for current availability and prices. Prices quoted are for products sold by Games Workshop through its own stores, catalogue or website. Independent retailers are responsible for determining their own prices. I
www.games-workshop.co.uklstore 13
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fiction comic. Dan has written and continues to write some of their biggest strips, including Judge ... Dredd, and is responsible for creating some of 2000AD's best-loved characters, like Sinister Dexter. "2000AD is a forum for wild and sometimes wacky explorations of what comes into the parameters of science fiction," Dan says. "Warhammer 40,000 has a flavour all its own. It's not so much a case of finding new things as finding new ways of describing an already well-defined universe." One series of novels written by Dan that does just that is the Eisenhorn trilogy. "It was less about the Imperium at war and more about societies and cities," Dan tells us . The stories typified by Gaunt's Ghosts essentially dramatise the games fought on the tabletop, but it is the environment away from the battlefield that offers more opportunity to develop the 41st millennium, as Dan describes. "If you take things to a city, you can pretty much mirror anything in modern society. It's the stuff people know in their hearts has been there all the time, they'd just never heard anyone describe it - 'before." An example can be found in the follow-up to Eisenhorn - Ravenor, in which one of the main characters is a street kid, living in a hive city. Not something you'd ever encounter in the game.
Gaunt's Ghosts at Games Day His Last Command, the follow-up to Traitor General and the next in the Gaunt's Ghosts series, will be released at Games Day. Also released will be the Sabbat Worlds Crusade background book. Charting the first ten years of the conflict, this book will be accompanied by a huge Sabbat Worlds campaign map. It's also rammed with extra background detail and cool new artwork visualising lots of stuff not seen before, like some of the alien races, Stalk Tanks, Saint Sabbat, Warmaster Slaydo and more!
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novels and helps achieve a kind of pseudo-realism. "Moulding Thunderbolt pilots to be like Spitfire pilots, who have the same concerns, do the same activities and have the same long periods of stress, is very useful." This injection of realism that Dan puts in all of his books is something that is afforded to him by tlle way the Warhammer 40,000 universe works. It is part of the appeal in exploring and expanding upon it with his novels. "There.'s something in particular about Warhammer 40,000 that I enjoy - the mix of the gothic and science fiction," he explains. "It's not just what the next book is going to be about, what they haven't seen before, it's about where we can push it next." This is quite different from Dan's experiences at 2000AD, Britain's wellknown and award-winning science
16 FIRST AND ONLY
Characters are at the heart of Dan's novels, and this is certainly the case in latest book in the Gaunt's Ghost series, Traitor General. "The plot is hurled forward by simple character choices and decisions. It all came out of the characters," Dan says. Traitor General begins a new sequence of events called 'The Lost', which are further developed in the next three books. These happenings are also part of the Sabbat Worlds campaign story arc. The second book of 'The Lost' is His Last Command. "This book will answer all tlle questions set-up in Traitor General, some of the answers to which are going to be quite surprising," Dan tells us. "It's also the second most ominous title of the four books."
And the most ominous? That would be the final instalment, Only in Death, which opens with - brace yourselves dear readers - the death of Gaunt! Before this, Dan is heading out to the open sea with another novel. Fell Cargo is based, in part, upon the Inferno! short stories of the same name and tells of the adventures of swashbuckling pirates in the Warhammer world. "I really enjoyed it," Dan says. "I set out to put in every single pirate cliche that I could possibly imagine." Everything is there, either cunningly veiled, or as a Warhammer equivalent. "The only one I didn't put in is women dressed as men."
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With this whole raft of new books following in the wake of numerous others, there seems to be no stopping Dan. If you've got aspirations to follow in his footsteps then he offers this advice. "Read and absorb stuff and see what ideas you get, but most importantly, just write. I firmly believe that with writing you just do it. Exercise your writing muscles so you can do it more easily, with more fluidity," he says, "70 per cent of writing is stamina and the ability to keep at it."
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From the cold void of space, bring the army in line with the updated edition of Warhammer 40,000. The new book Mankind's doom approaches. The has a number o! significant alterations, Tyranids - an utterly alien race making the Tyranids even more.horrifically intent upon nothing less than the alien and dangerous than they were before: , . consumption of every Ii"ing thing in { . the galaxy - are back. Andy Hoare .Tyranids have been with'WarhamQ'ler 40,000 talks to Phil Kelly, the author of the . in one form or arrot.Mer·since the first edition , . new Codex: Tyranidsi Jes Goodwin, ' . of the gante, 'but it .wasn't until . the thied. leading miniatures designeri a,nd edition of Warhaminer.40,OOO that thJlY
"Tyranids are the ultimate bad guys" says Phil enthuSiastically, He explains that this is why they were chosen 'for their app~arance in The Battle for Macragge.· "You don't, : need to . , explain who or what they'are, which makes • them the ideal adversary," the exact opposite , of the noble Space Marines against whieh .. they are pitched in the boxed game. . .
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How they are going to do is down to a little bit of clever tinkering. "The main 'point about the army list was that because Andy • • Chambers had done such a good job last · , time round w.ith the biomorph system,' it . didn't need rewriting from s9ratch. Most of ...,..,. ...• the cha~gell\.are, cosm~tic," says Phil. He's a .Tyrar:Jid player himse.lf, and has had many . ..' I long eorl)lersatipns with othe'r" Hive Minds, ;/..~.~: ,~ building up picture of whaf players felt .::: : : ', needed working on , , .. One .majer effect of these':-:::,';, .., J discussions 1s, that Custom Hive Fleets have ,. '," become a fully integrated • . . teature of the codex. Due to the enthusiasm o,f.Tyranid '; players for that element of the army, the /armf,'., " is more c.ustomi7f1Dle than :Il~er. , . . ',..~~ }j~l::;'i
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"We wanted a bit of'a change 'of pace, as the . Space Marines had just had·their big release. , It was definitely tim,e fo switch the limelight to the gr.ibblY side oUhings," And gribbly the • new codex mQst,certainly is. "Tyranids have been beaten on for too long - now it's time they beat back!" .. .
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became-the customi..sab'le forc~ they are · Robert~ Cir~.ilo, Games Workshop's .. . -today. Game.s Developer Phil took over the .... ":;;' :~:nitwest~rtist extraordinaire: reins of the Tyranid~l proje'cUrom "Andy . ., ....('~~.' ,. '" . . ~.. 'ChamBers, to become' brdodfather of the • • • hE!' release of the new Codex: " Tyranids as'we know them now. As Phil is a ·, Tyranids this month provides us with huge 'fan-of tb'e race j bis'was a golden . •. • .· ', ' " .. .. - ,.. more than just the opportunity to ' - opportunity for him. '. ' . r
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With the CUSfOfTl Hive Fle~t section gone, the the customisation rules are now built into the ' army list enth for each brood type. This means that players no longer need to flick .. . between different sections of the book, I something no doubt you'll all ,appniciate! The' emphasis of the customisation has also . · , shifted from mutants within ',broods to,..broods of mutants. "When we sat down and thought .'. . about it, we·came to the .conclusion that the , . . ~ive Mind, consisUng as it does of a gestalt.. '."COhsciousnells pf ~illions upon s of .. ' component brains, spread out over countless ... ';" light years, is unlikely to experiment aHhe ., . level of the individual creature, or follow the' : . ,. progress ot-single beasts as they make their ' •
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- 18 TYRANIDS DESIGNER'S NOTES
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Another area that has received a lot Qf , .' attention is that of Instinctive Behaviour, As · . . "/ . existing Tyranid players know, the Instinctive the bulk1lf Ph Ws~work ' was ·the '-" ' ' . Behaviour rules were intended to reflect the. deitelo[lm~nt of the li§t1tselfi ' . • nature of the Hive Mind's control over the .' .. . . ' /' : . " . ; I, , broods - if the control was wea~ened by .th~ "We've Cha~ged-th'B·way:spor~ M!n~s :. ,( destruction of certain 'Hive Node' creatures, work, " says Phil, "as we found-,that too many , the lesser broods were wont to behave in .a' in play at once could bog tl:!ings down'ill . . far less controllable fashion. Since the~e .last wh~t we .came to call the 'Spore M~~ e phase!' ' . . . rules were written, they !lave, generated 'a . ' . \ Spore Mines can now be deployed'Hl broods, ' . .. • number of qUllstions toat have n,eE)ded . . which Deep Strike onto the table CCiusillfl all' . .. . . , • ' attention. in eXtensive FAQs. Phil ~sef o,u1 \0 .':' - . .soc,1s....o'fl1avoc for the enemy. Yo'u still . ' . ' , ' ..... "a,ddress this, and s09n found that a new rule · . ' 'Mploy them the old way at course,'Via the : ' . ':' , , . •'~ :' was req!lired, rather'than a fix 111the.old one,' . ~ / Biovores, but this new option opens up all . , " ':" . T.he new Instinctive BehavitJ,lJr rules!are ',_ manner of possibilities," . .~ " . . each Licto~ allowing y ou tgJer.r.oll on:e . .:, simple and.tied to .tlie existing Morale I. :' : Reserves rQIL T,his neatly· co~mlj.FlicaJ!ls/~ ·, ~ · system, sO' Rlayers QO lon'ger have to refer to , You can als~ sa¥ hello to t.h ~'~ foo?~6rd, This tile characte( ofthe .creatlire, emphasising, ~ - . . ' , ·: ... a tabl~, f)l!d;:iJ.art1e, If a JYninid brood outside ' new HQ chOice IS a supeyGen~stealer ...:: the tlie'fact-that its rell): i.S·fo rang/f.ah.ead
guaranteed to 'The \ r SHI .' ,HEW ~ . : ' , ' ~ .' ..~, fact that. it (:an, • arrives \ " . I~ The r~t thing'~ la~ers ~ilj. notic,!l :upon" . '. means tpe' . as.it.:ever was. • , 'ope.njng the ne. , Godll~ is~that fhere 's a' , .' • ' " weaifhi of lilac'kgrtlund ·material to get stuc~ .. Another thing about the Lictor is its . cool , ~ -:. '''1don't wa~t to give too · , b~! P~ero.mone Trail..Tpis is ~a.-~imple rule, with , . ~ . . ", ~ . \ ~ '. . , . ... . . . ' . • • • . J . , ' • • ... . . . . . • • . . -,. . --., ' . .,. . ", , • . , . • , .' , • . , . ,( . . ... .. .. . • , • • ,.,, . www.games-. w orshop.co.ukltyranids 21 . '.. .' , • • " ..... .' , • , . ' • . ..' ... • ' . . , , • • , , • , . • -.:. ;,. -. • .,-? I , • , .' • • . . . -. .. ., • • " , , , ,• -: " . . \ l ...... ,."~ '. • •
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. special rule Leaping allows Hormagaunts to move 'like quicksilver'and attack,.their files, from further away. You may want your broods --', to look like they ,Ire bounding along in greafleaps, and descending on the'enemy i!1 a flurry of stabbing talons. By attaching the body of.a, Gargoyle to.a norm..il round base by its tail, rather than a flying base, it's easy, enough to have a Hormagauntleaping up and over his'foes. . This' lo1o.ks g,reat wh~ri your Gaunts all pile in a~ainstthe enemy, giving the effect that the foe is drowning under a cascade of sta~bing, slashing Tyranids', ' ' . ' . . .
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All models not armed with a specialNeteran weapon may be issued with one of the following special ammo types: metal storm ammunition at +5 points, infwno bol~s. at +5 pOints, or kraken bolts at +5 p<:Jints. Note that the same ammo must be used th r.oughout the squad. See boxout below for rules and details of these weapons. •
• The Captain can be upgraded to a Librarian . (Codi~ierr at +40 points. As a Librarian he is · now eq.uipped with a fo~ce weapon and . psychic hood, He may use the Psychic Power · 'Storm,ot-the Emperor's' Wrath'. He may . replace this power with an alternative power • at the points cost listed on page 21 of Codex: , Space' Marines. He may select Librarian only item'~ from the Spac.e Marine Armoury.
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Number/Squad: The Deathwatch squad . consists of one Spac~ Marine Cap)ajn and. between 4 and 9 Deathwatch Sp'ace Marines. fhe ,Captain (or Librarian) is an Indep.endent .' Character and may not leave the squad, If all the members of his squad are killed, he acts as an Independent Character as, normal. .
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Deep Strike. The Oeatnwatch have many ways of reaching a I'lattlefield ,by surprise. • Unless they are mounteTI i ~ a Rhino, treY: '. may always start the game 'in reserve an'd' arrive by"Deep Strike, Whether this is by. teleporter, terlTlite,., alien technology or grav- • chute is up to the player. • •
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Phil: Yes, it may sound • like a dodgy manga · ,I film, but that title's • • , there for a reason. . ,• Tyranids have always " I ' " "1 ',,4 . . been the province of , one Andy Chambers, ,, uritil recently the Warhammer 40,000 I Overfiend and long-term mentor of us young , whippersnappers in Games Dev. After he left the company.: lastyear, the Tyranids project landed squarely in' my lap (me having a penchant for gribbly monsters and all). I , really wanted to d~ his beloved 'Nids proud, and this revision of the codex was a chance , • • ,to do just that. So I had a few words in a few ears to make sure its inaugural Battle Report would be a big one. This was going to be a • 2,500 pointer against an old gaming buddy, complete with special scenario - a classic • • match-up between Humanity and the invading alien horde. . r
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The Sewerstalkers: A Broodlord and his retinue of super 'stealers will infiltrate near the enemy lines, popping up through the tunnels and forcing Owen to split his fire or .' watch them chomping on vulnerable rear armour and squishy weapons teams.
inevitable counter-attacks. This way there will be plerity of squads drawn into a nice messy melee when the Stealers and Warriors arrive. The Tankbusters: Tyranids struggle with taking out tanks. As a result I took two Zoanthropes - their close-range S10 Warp Blast is about the only convincing ranged anti-tank capability the 'Nids have. I also took . a trio of Raveners with rending claws - these are just fast enough to converge upon the Inquisitor's transport and rip its hull open to get at the juicy goods inside.
The Phantom Menace: A single Lictor will play hide and seek and jump out on any Guard squads or passing tanks presenting their vulnerables to a piece of terrain . The Warrior Elite: Two chunky squads of Tyranid Warriors, one shooty, one fighty. They're pretty tooled up (devourers and rending claws respectively) and with 26 Wounds between them they will ensure my. Synapse web stays intact. Being slow, they will try and head Owen's Inquisitor off at the finish line. My six bases of Rippers with the Leaping ability "'iill bog the Deathwatch down nicely if they interfere.
The Carnifexes from Hell: Okay, I've a • confession to make. In the spirit. of taking everything, I should have taken Biovores . .1 usually do. They excel against Imperial Guard. But by now you will have seen the new Carnifex model and 'Eavy Metal had two painted up, ready to roll. Could you .have said no to those killing-machines' eyes lo.oking up • • at you? No, me neither. I' took both. •
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.. 'I' conc~nt~ated IJilY firing on'tlieGaunts 1his ' and the heavy bolters another three, .I 'was , impressed! Second Pla~oo'n Joined i~' the fun , , ' , turn, ~beir po~ential to tie Up,mY u~its, w~uld , ,Owen; My luck ,fpile,d on ,the roll for first turn , ' prove lethal if,' not dealtwith(quickly, The and r~ally hammered home the point, ,' -like I didn't s,ee that one coming! Mind you, Leman Russ 'o'n t~e left,toablm"at the ' another eight. At the end of th'e t Ufn, most of " ", Killing, a. ~ingle Guardsman and disabling a Hormagaunts in tIre outhoJse building; it. hit a th~ m~jof ,Gau~t broods had been tliinned ',. It "dow)'i nicely ?cross t~e board, '~ .' " t'(Irrerisn't much t6 write home to th~ Hive " ~espectable seven' but Phil fua~e all his 4'!, • , , , , , Ffeat about. The Tyranids' were a lot closer - -~-' ' Cflver '$aves, I had a Sinkfng\feeli,Pg, as the' , , ,, , • • • , • , , ndw"and sonie of them would even get a ' Con.scrjRts achieved nothing~ther,; , • , " , , , , , , ,, ' • .... charge in,next turn (those nippy , . " "\" ", " , , , , , " Ho~magaunts, for example), "hadJdthin the Both' the other Le[llan Russ tanks fired on' th : , :, ;' !l4IJitleS$; ~nd fast, or ,KluCtmier would ,end Spinegaunts heading 'towards. the landing , , ~~ ,.:.UPthlr~ame consistency as'th,e' anti-alien,goo pad" slaying eight in lotal and woulJ,ding the . : Jw,~as' ean:ying , ' , .' ' " ,, " nearbY,Carnifex twice, It was at thi~ pointthat • :::.: • " , '~:,. " 'f ,:: , :!, ,, ' ,I dis'Covered that Phil 'hadn't taken 'extended " ~ifst move hp'd to ~b~ th~ Inqu~itar, going lull , carapace (which would have given a 2+ Save This restricte'd-the line of against . -peltJIn .' his Chimera, . ' . battle cannons)! I was in with a : ,sight of the"Conscripts, put not ;;I: momerit-- ,~~ ,chance of slaying one of these big brutes on ... " cg'l M'be wa,sted .... Jf 1dallied even,q,little all ,/ Turn One and gaining ,a fantastic moral :..vv,puld 'be lost. I di n't botlfer with: smoke this "vi GtQry early on, Third ~Iatoon would have , ,\ fyrn as thos,e venohl pall !'lGps,,could only ' / the hono~r of this ta,sk 'and let fly,. ~ith , , ,.., : gfance.anyy.rayand I migli~ nefla:tha~e . ' ' lasg,4n'~"last'lnnons , krak missile!l ~cmd tQ.e launehers lat~ r!' " ' " ', , 'r, odd special weapon, As ,lh\)' dust settled tile brute was stiV,tn.ere - it flaB,n't taken a single J I:rno'IJed the a~tad fo a better , :, wound, It t@ok all my willpower to restrain ' shGt ' ' its 'nat firing everYthing else I had at it. After all 'it of-them ~ .: wasn't in charge range T .what could it do? , moved;tieh'nd ' ;4 " \' " ', •... ,...' ,, ' , , j tlieir ,n;torale ~igh if . .' First Platoon :tOClk, down -fIve ,of ,th~' souped-up , , • moved ,them away from ' and , Hormagalints 1.\lr.kli:trJ in,.the 'buildlng, I ~is I!l~~es, A~d\h,at was it "- 'it may take ages " , finished off with tlie.,cie~t~watch, who had a " to·set up (U~\wjri!'army to begin,with, but the crack at the Termagants in front of the \ Movement phases do ' tend.',~o ' up',' . Ty,ranid Warriors ,pjling do~n towards the ' • , ' ,, ,, " ' ' , . lariding p~d , The inferno 'b?fts,claim,ed five
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\ Phil:-Cninch time, That of _' ' '.• conwetenJ;e frQm the Guard really hurt (damn •' ' . . thos~ Ogryns hit hard!) but I'd have my icky , . .l reven.ge et\ IDe ,Lictor ,entered play thi~ turn, i and with the Storm Troopers proving " • • .. .( themselves such a thorn in my side, I elected -:to _have it jump out from tlie spore chimney , • (it's behind you!) , The Rippers diverted to ) back him up; and on the left flank the Broodlord, built for strength not speed, finally made it into assault range, Everyone else , advanced, the left, , , flank well in range of assaulting the Imperial Guard who had , , somehow killed off even my elite • , Hormagaunts with their counter-charge. .' •
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The payback began with the Hive Tyrant . Ievelling his venom cannon at the Ogryns and three of the lumbering brutes in 'an explosion of toxin·laced blood. Whee! I do love fleshy targets,
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Someone had to have a crack at the careening Chimera though , so the . . regenerating Carnifex (who had yet ,to ' showcase this took a couplei of . .. desultory pot"shots at it. He got a glancing • • ~<, bit, ,w.hicl) ! inally destroyed the thing. The ' . ...; ;!',rZoafl,thropes tr ied to fry a battle tank each, . ", .) ,....., ~butthe Deathwatch Librarian was having • ~" .nobe of it: iiullifying their powers with his " ',: ' psychic hood. The barbed strangler-armed ,':: ., .' Carnifex fired off another seed pod , taking 'out • no less than eight Gua~dsmen from 3rd . Platoon's squad one. Those things rock! The • • • · ,... .; . . ! ,
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Termagants opened fire on 2nd Platoon's , Command Squad, all but one of them (mmm, re-rolls). and it was time for combat. • ,. • By the spore chimney, the Lictor neatly snipped the head off of a Storm Trooper before the Rippers fell on them in a stabbing, hissing mass, pulling down six and devouring them there and then . The Storm Troopers • broke, and the Initiative 6 Lictor caught them with ease, What a team,
The main event was yet to come. My Raveners and Genestealers assaulted Inquisitor Kluctmier, who wC)s nestled in the cover of the Chimera chassis, I used the bonesword's psychic power, Catalyst, to ensure that the Ravener would get to strike • l:1ack if he was killed , but it was I by the Librarian. Kluctmier showed us how psychics were done, the surviving Ravener towering over him with his force s~ord then going on to wound the other. The wounded Ravener was denied its revenge by the Inquisitor's 4+ Invulnerable Save, but the Genestealers efficiently tore his retinue apart, The InqlJisitor stood firm - but not for long,
Meanwhile the shooty Warriors smashed into the tattere!;! remains of 2nd Platoon fighting under the landing pad, two Guardsmen as they finished off the last. two Spinegaunts. The Hive Tyrant, for an encore, assaulted the Ogryn Bone'ead. He inflicted two wounds and Owen was just about to roll for his return attacks when I gleefully informed him that the Tyrant had an implant attack and therefore those wounds counted double, Splat! • . , Over on the left1lank, the Gargoyles charged in, taking out one of Owe'n's HQ with their , bio-plasma attacks, .following up by slicing apart two.more of the HQ with their claws. • • The Broodlord and his Genestealer retinue got their-claws into the Conscripts, an' d in a • flash of rending claws too~ down lieven of them before they could :even cry for help, The Guard Colonel, understandably miffed, cut two ~argoyles down' with his power sword, but by the time the dust hIla settled he was ' . the 'only Guardsman left in the combat, He stood firm, ensuring that my brOQd.s wouldn't gift shot up in Owen's next turn. .. . • "
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confines '. player; . be(:o,mi Ii lot more, as . newIPherom oe' Tr~U allows :a . roll on those failed Reserve rolls: ., .
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Inquisitor Kfu!(tl1]ier is attacked by a
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Since Phil was lording jt with his ids, I , one turn and fIred the second Leman Russ' 'battle carjnori"at it. Alas; .1 rolled the inevitable r.easoned it would nofhurt to·rock the boat a , It was looking bad for t8e Guard. The ' little .. l:ieutenant Ashbridge took ailT) with his 1 on the 'to .wound' dice. . ' " I,ngui?itor's ~rClnsport ha~ ~een nobble.d ana plasma pistol and promptly took dqwn the ;. ~•• h~ iSjfighting for his life again$tthe Raveners Carnifex - one shot, one kill, ' . This duly set.the stage for the Assault phase, ::', aM.Genestealer.s: : r .haa' nOJ Bi,lLcounter-attack . ' , . . 'There wasn't much I could do; the ',4 ,..Ieft..Jhe Conscri~ls fwere Qone, aha thfl.:, '. • Next on the endangered specjes list were the Genestealers had a.massive Initiative ' : • CorAQ1and.HQ wasnlt faring too weJI either:-I .' fighty Tyranid Warriors with scything talons. advantage over both the I,nquisitor and my "'" h'!,d tie'e ~ w~i and truly overw~et'me,d, "F,here / The Deathwatch startep proceedings by Colonel (basic troops with 16 - mental), They ::' ,wa,'$' jllsf''no way I c,Duld get Kluctmier out of ;taking one of the ugly ,brutes down. The promptly tore Kluctmier to ribbons with three ,. ,thjs mess. Lpob like !~·.wa's .damage ' ' , / '. Leman Russ on my far left took a,long shot rending hits, inflioting four other wounds too. 'l,~liriiitatiQn ~r~m here on in, ,I ha,Cfbtry .and ' . ,with. it,s';battl ~ cannon, slaYing a.n~l1er, I tren " He ,didn't even have the chance of a glorious stop Phil achi~ving his secCindary goa) of r , ordered a' full br.oadside,VOJ:i1 the entirety of end, oh the ignominy! Meanwhile the t ' j wr opping me" '. '., ' ,'" , .- . ' , :,First Platoon / 1was really ~oping they'd take Broodlord and his cronies finished off my , " r " -~ ' .' . " ~ " , .. ott another ,two models here, One,was left, Colonel. To toP it all off, the remaining two My :Mo~ement phase cOQSist!ld,0f'very little ' .. but I reckoned'1:he Qeathwatch could handle Tyranid Warriors fighting Second Platoon leally in ftie 'waY'of aytua lii'oying';!llY .' . ' t~is last one with ease, r, : " wiped theni out when they tried to retreat .jplatoons, re ain.ed" w~ere)~ey:wer~~TQI C", ./ l, '" ::' '_~ " after losing two of their number. I maxilJl~m s ' oElting, and 2nd'.Platoo,n's· " I still had two' Leman Russ left'ano,a whole , I Command sqU~d'$. sole-~urv~vir19"merriber, bunch of tightf}t :pac~e,d J¥ranid m,6nsters to This turn I had ,lost the game, but I once t ieutenant Ash~ridge " moved irito range of , , reckon with, Tne fir.st snell fired at the again had blown big holes in Phil's force, Phil . .' .-\ ,.., ~' the badly woonded Carnifex with the nasty _ Carn1fex wounded it (only one Wound left had to slay all the soft things for a Victorious , , Strangler. The .', now), and also clipped a (3e.nestealer: I 'Slaughter, Of course'that included the forward to get into t~e ' couldn 't resist trying for two' Carnifexes' in Deathwat~h, , ,
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Kill-team Zapherion takes qn all-comers.
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:' Phil;;-As.1 wjite,t.his Battle Report up', I'm I • _ ... : lookiqg. down; ~!.-owr ldetaile.d maps '- red for .Tyranids·, . "', blue for Guard.. It's' mainly red·. But · ... ~.. there's.this little blue patch,' right in/the ' .. \ ' mid.dle. of all the red.,It has the' letters E) -and ' W.iJtit: . I do not like that patch. •
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1'II .take out that'last bothersome tank, I . thought. Surely this time the Zoanthropes, botti of whom are in range, could make their mafk. The word •NUl:L1FIED spr1lng nimbly , . • • ,into · the fray, yet. ,again.-The Hive Tyrant, . .J·-·rbarirm if].triump,h fro'm the top of the ,,' , re:§earch~station, failed to take it out Jiith 'his Venom cannon either,. but what did he . · care; he didn't' have thl! Deathwatch to worry . , abouflike i did. ' . . •" . , . •
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'::.:,; ' ~h~.(ja[9'oy'les zoomed, over to the'fightf'~. ,01aybe bio-plasma' could sav'e the day. Guess ' " . what? It-didn'Vlnstead', the Libfarian took out ;'-;"',fjye. af thenU)n his\ow~:'the Ripper&, mO'stiy , " destroyed las,t tunt,,finaUy biUnB'-dust, falling 'I ,.t6 th,e' rest of the Deathwatch as'Oid .tl1.e·Iast • . . '. Ga~~o.Yle. T.he LictoJ, leaping dramatically' " : .•.. frgm tfi!vooj.ot. on~ Of the outhou~~s.,· c;aughf .:' .a Row'er-flst in the ohops and 'died: At tl-lis , pOint I believe r m~ ,have,said a bad word: . ~./' 1 \ •• • '•. • ... - - ' . . .... I· .. .". .. Pd thrown ev~hing I could a.rt~e . . r . . . • -! Deathwatch, and th'~y were ,stiJI..goin·g strong. . ... .: _. · ~ TftOllgh I'd won I~still feltlike the . :~P1Jcking with "the' Ripper Swa'rm and the Lictor by destroying the apparently untouchable • • eveJ-.tenaciotis .Qwen ed . • to ·boot. The Librarian had also, yet again, Genestealers. Genestealer no like heavy • Ithe day.' ~. ;. , ,: ' .... : . .done his Psychic mirtlna~tic~ and taught bolter, hee hee hee. The Deathl[llatch, having ., . '. • . ,·triose Hive Mind\S.uper-~~aY'!~.s a.lesson in the cut their way through half a dozen broOds, also had the chance to fire - this time at a ways of the. warp"by nullifYi~g .both, their nearby Zoanthmpe, taking a wound off it and . - , heavy duty War(t.lilla;sts. " .' Uwen: was' . .~ . . ~, . -.: ,:. .~! then subsequently charging it. The Librarian .... . . .; .:telej!)ortingl,the had.survived , _ My shooting was beautifully simple, with the \ didn't, even break a sweat, destroying the 'beast with his master-crafted force sword. ? a!)pther turn"and .had also comp ',: Leman Russ finally .findin~he right kind of . '.· l3J1Ltlie smackdow(1, sendin . . . target to shoot at and claiming another ' u nit With that,last.dice throw, the game was over. ., . .. .- .. . I' . • , . ... • •• • r. , • . . .... • •. ,\ ' .. . " . . .. , '. • . ..,.. . . . . ". . . www.gam:es-wo~kshop.co.uk/warhammer40k 49 . • . . ' • • • , • • .' . . . • • '.. . ._ .. ..' , • • • , . ... • , ... • • •• • • • • • • • • • , • • • • • • ..... • • • •
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The Ultramariries have fought the Tyranid swarms since Hive Fleet Behemoth smashed into the realm of Ultramar. To stem the Tyranid tide, Chaplain Cassius formed an elite cadre of warriors. Graham reveals •• ,the origins of these brave Space Marines. ,
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n the 250 years since the arrival of Hive Fleet Behemoth, Ultramar has been the bastion of the Eastern Fringe, Time and time again the Ultramarines have sallied forth to face the Tyranids, sparing others the terror and death that accompanies them,
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But the price has been a steep one; during the Battle for Macragge the Ultramarines First , Company was utterly wiped out in a heroic '. last stand beneath the northern polar fortre,ss, The First Company contained the chapter's finest veteran warriors equipped with Terminator armour, a precious and ever· dwindling resource, Such losses of men and , materiel are not easily replaced" ,
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The su rface of Macragge had been ravaged by the Tyranid attack, though nowhere near as thoroughly as worlds more ; . comprehensively enveloped, Once the . , ,
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The Ultramarines would never allow such losses, however grievous, to deflect them from their duty and Chapter Master Marneus , Calgar immediately commanded that a new First Company be recruited, Captain • Agemman of the Second Company was honoured with command of the First Company and, together with Calgar, began the long, arduous process of rebuilding it.
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emerged, Known as TYrannic War Veterans, remains.of the dead ,lllieri~had : been . " ,', --;' The'woHds that cOJTlprise' Ultramar providl;l , these npw ~quads were a departure for the destroyed gr removed for study: the 'planet : . : ' • 00 shortage of neophytes, but the initiation • was deemed cleansed hy both the In'quisition " process takes many y,ears,and even then Ultramarines, a chapter for whoro such ' , sPllcialisation was,almost unheard of, Two arid the Ultramarines, The Ultramarines' dead ' decades of combat experience are needed to , , facto'r~ gave the appropriate weight t.o the were taken in gloomy' pro'ces!,ion from t~e ' harden them to the rigours of war"until they argument.for their form~tion; first; the depths of the northern defence fortress and are consid'er~'tl worthy member.s of th~ " necessity of having a full strength N'eterafj.· -l ' ,: " returned with full hon'ours to the Fortress, of, chapter. To accelerate the process Maroeus . -.-. . company available and second, iJ}Jl 'cila,pter
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thii" alien threat head'on,
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www.games-workshop.co.uklspacemarines 53 ' . , ,
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invaluable, each warriol knew pre.cisely .where to their foes to cause maximum ,• .: ,damage and understood how the aliens _ '. " fought. Sucli was tHeir skill and training that • • not ~ single, warrior was lost in the battle. • • :. Withtolhe
had his.reflexes honed to incredible heights, that he might better fight the Tyranids in close combat. In addition, Tyrannic War Veterans are trained to utilise krak grenades in close combat, something normally only possible •when attacking armoured vehicles. They have proved that larger Tyranid creatures, that would be too huge to defeat with conventional close combat weaponry, can be brought down by the careful placement of a grenade somewhere vital. •
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Upon returni ~g to rylacragge, the value of the Tyrannic War V~t~rans could not now be doubted and thei?,inc,orporation into the Codex Astartes .lJ{as formally recognised by all the various Masters. Soon, the expertise • • gained from fighting the Tyranids was ' included within the training of all Space " Marines of the Ultramarines chapter. Tho~e who excelled in this field of warfare are now '. often seconded to units likely to see action against the Tyranids, in order to further hone their skills.
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The Tyranid hunters fight with a mix of close .combat weapons and long·range firepower that best exem how to defeat the Tyranids. They carry special ammunition for heavy bolters, known as Hellfire shells, which were developed by the Magos Biologis of the Adeptus. Mechanicus working in tandem with the Ordo Xenos. These shells are designed to shatter upon impact, shredding their targets with thousands of needles coated with a powerful mutagenic acid -lethal even to Tyranids. Flamers are an important part of their arsenal, as such indiscriminate weapons are deadly to the smaller, but no less dangerous, Tyranid organisms. •
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Tyrannic War Veterans are trained to work with other squads of Space Marines to utilise their skills most effectively, driving larger broods of Tyranids towards the guns of Devastator squads or guiding smaller ones onto the blades of Assault squads. Having now fought successfully in• several major engagements, it would seem that , the Tyrannic War Veterans are now an established part of the Ultramarines chapter.. , : ., • ,
But firepower alone will never be enough to halt a Tyranid assault, and each warrior is highly trained to .recognise and strike weak pOints in a Tyranid's body. Every. warrior has•
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56 INDEX ASTARTES
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ou might rtmtmbtr Gtorgt Dtllapina tor his ftral Orks, Spttd Frttks 'n Oomit Imptrial Guard armits wot Wt hallt shown bttort in dtst 'trt pagts. Gtorgt is a good pal Oil mint, doh ht's onlll a Pigdok, not a proptr Dok mt. nt'S bttn making anUlllltr armll, dis timt Oil datmons. Brrr. Not dat I'm stand Oil anllfink, lI'undtrstand. I'm an Ork.
by George Dellapina These resculpted Bloodletters are part of a brand new Khorne army George is converting and painting. The transformation was inspired by a piece of artwork in Codex: Chaos. "I wanted the models to look more dynamic, as if they're coming out of the Warp," says George. Each also carries two Hellblades.
ING SLATf BASfS 2
58 DOK BUTCHA
First of all, remove the tab from the model you wish to mount on the slate with a pair of clippers. Drill holes for pins into the feet (or foot, if only one will contact).
Glue the piece of slate, which is available from most DIY stores (or the ground, if geological conditions are favourable) to the base with superglue.
Drill a hole into the slate for each of your pins. Most slate is quite soft, so a pin vice should cope with it. However, approach it with care, lest you break your bit.
Make a pin from brass rod or a paperclip. Glue it either into the model or the slate itself. Allow it to dry.
Check the fit of the model on the base to make sure both surfaces are flush. If not, a little filing of the model or clipping of the pin may be in order.
Now glue the model to the base by filling the remaining hole with glue, thus making sure the pin itself is held fast.
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Shiver me timbers, there be Zombie This month's Warhammer Chronicles is a voyage into the murky waters off the Lustrian Vampire Coast. At the helm are Captains Hoare and Ward who, through many bold acts of piracy and bravado upon the high seas, bring you priceless treasure in the form of a new variant for the Vampire Counts army list using Zombie Pirates. Just don't ask 'em what happened to the crew...
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ndy: Whilst writing Warhammer Realms: Lustria, I grew more and more fascinated by the few, brief mentions of Luthor Harkon and the Vampire Coast. These were seeded in the background as far back as the early Nineties, but aside from the occasional reference, very little had been written about him. This subject had to remain an interesting sideline to the main events, which are of course the epic war between the 'Lizardmen and the Skaven and The Conquest of the New World. Though I knew I wouldn't be able to do much in the book on the Zombie Pirates, I kn<;:w they'd be an ideal subject
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Pirates on the shores of Lustria! Arrrrrrrgh! , to explore further in White Dwarf. With Hollywood showing a resurgent (and perfectly laudable) interest in all things piratical, we thought the time was right to dredge up this neglected element of the Warhammer background. After all, everyone loves Zombie Pirates, right?
EVERYTHING BEGINS
campaign. Knowing that this list would appeal to the type of player, who enjoys modelling every single miniature in his army and coming up with all manner of crazy conversions, I approached the guys in the US Studio, asking them to produce some interesting troop types that would work on a visual level, and then integrated them into the army list.
WITH AN 'R' With this in mind I recruited the aid of Mat Ward, an evil villain known for his love, serendipitously, of both pirates and the undead, and we set about working up a Zombie Pirate army list based on the Regiment of Renown we made for the Conquest of the New World
Almost everything the guys came up with made it into the list (we'll save the exploding pony for later lads!) and Mat has included a few more units that will, I'm sure, provide endless houFS of converting pleasure for t1ie mac;lder am0rtg you. When it comes to.the list •
itself, you'll notice that, in common with a n,u mber of variant lists we've produced lately, it relies on the presence of a I special character - in this case the , Vampire Lord, Luthor Harkon.
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Although this may at first glance appear restFictive, particularly if you plan on , taking the army to a tournament, it actually allows us to produce more and varied army list viU"iants without losing control of the massive number of lists we now have in the game. So, the army list, is 'offiCial', but mayor may not be usaIDle in an¥ given tournament, depefldi'hg on whether use of special characters is allowed. •
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ARCH GRAND COMMODORE • LUTHOR HARKON A Vampire Coast army can only be led by • t Luthor Harkon. If he is destroyed, the , Undead in the army will slowly start to l' Grumble to dust. To represent this, at the end of the phase when the General is killed, and at the beginning of every Undead turn thereafter, all Undead units on the battlefield must take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the number they failed the Leadership test by. No , saves of any kind (not even Ward Saves) are allowed against such wounds, eg, a Pirate Mob (Ld 2) takes the test and rolls a 7 : the unit suffers 5 wounds (7-2=5). Characters never suffer wounds because of a destroyed General. Units can use the Leadership of a character leading the unit for this test, as normal. Note that if ! the General is taken below one Wound, I but manages to regenerate enough Wounds to come back, this rule does not apply. The General has to be dead (ie, removed from the table) for this rule to take effect. AQUATIC Having risen from all manner of graves that share a watery characteristic, all models in the army can move over marsh, rivers, lakes or any other water features without penalty, and will benefit from soft cover while in such terrain. BRAINDEAD AIL models in the Vampire Coast army, excluding characters, are Zombies - so
Y SPEC
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slow that their opponents always get to anticipate their clumsy attacks. To represent this, they always strike last in close combat (even when they charge, even after opponents armed with great weapons, and so on, always!). If Zombies are fighting other Zombies roll a dice every turn to determine which unit attacks first. BLACK POWDER WEAPONS The pirates of the Vampire Coast carry a large assortment of black powder weapons, ranging from pistols to Great Cannon - not a normal sight in the retinues of more traditionally minded (and less clinically insane) Vampire Counts. Though Zombies are not normally known for their ability to shoot straight (or at all) Harkon has long ago " woven an enchantment that allows them to do just that, though even the misused magics of the Slann have a hard time making soggy and waterlogged black powder weapons discharge with any reliability. All black powder weapons that require a roll to hit will always hit on a roll of 6 if the firer has Ballistic Skill 0, regardless of any modifiers. However, any rolls of 1 will result in the gun misfiring - resolve the hit against the frring unit instead of the target.
62 DEAD IN THE WATER
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suffer one additional wound for point they lose the combat by of any kind, not even Ward Saves, are allowed wounds).
If characters are pr.l$ent in the . they are riding a n1P.~st~,4 the ' " controlling player ~~,n..d~Ci~!! ~~Yf;ot~\ ~\. , allocate the wounds atnof\gs~'ine~tm.ft;\.... \' .:,.\, .. It'lt 'r' '\ _. . . \. the monster and the characters. ,In,;: '-",. multiple combats, each Unc!.e ad u rlit
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Immune to Psychology: Undead are Immune to Psychology (see the Special , Rules section of the Warhammer rulebook). Charge Reactions: Undead can react to charges only by holding their ground.
UNDEAD AIL units in the Vampire Coast army are Undead and use the following rules.
Marching: Undead cannot make a march move unless they are characters or are within 12" of the General at the start of their Movement phase. Note that all the normal rules for marching will apply (for example, the presence of the enemy within 8" still stops them from marching, etc) .
Break tests: Undead cannot be broken, but Undead units beaten in combat
Fear: Undead cause/ear (see the Warhammer rulebook).
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RE COAST this seotion the Gommon magk are listed first (see the Magic of the Warhammer rulebook). are followed by a list of • 'Vampire Coast only' magic items. These items can only be used by models chosen from this list and must be selected within the points set by the army list. Note that all the rules for magic items in the Warhammer also apply to 'Vampire Coast only' magic items.
COMMON MAGIC ITEMS Sword of Striking Weapon: +1 To Hit
30 points
Sword of Battle Weapon: + i Attack
25 points
Sword of Might . + 1 Strength
20 points
Bhing Blade Weap0n: -1 Armour Save
10 points
Enclianted Shield Armour: 5 + Armour Save
10 points
Talisman of Protection Talisman: 6+ Ward Save.
15 points
MAGIC WEAPONS Bloody Nora 50 points This vicious Cat 0' Nine Tails lashes out at the Pirate's enemies, granting him + 2 Attaeks, increasing to D3 + 2 extra Attaclcs when he charges. piny Sec,p ent 50 points 'Lbis blade drips with brine and is overed in rust, but is capable of slicing through the thickest of armour. No Armour Saves are possible against it. Sloppy Cruickshank's Long-Lost Cutlass 25 points Sloppy Cruickshank's favourite weapon, the (;utiass that made the Pirate Captain the toast of a many drinking dens. The cutlass grants the bearer Killing Blow.
64 DEAD IN THE WATER
lucky levi's Hook Hand 35 point~ This crude but effective piratical prosthetic grants the user + 2 Strength, but he may not use any weapons or . items that require two (or more) hands.
Wharf Rats 25 points A swarm of scabrous rodents surround the character, granting him an additional D6 Strength 2 Poisoned Attacks, at Initiative 2.
MAGIC ARMOUR Bloody Bill's Buckler 25 points The character gains a Ward Save of 5 + , and a 6+ armour save that can be combined with other equipment normally:
ENCHANTED ITEMS Gentleman Jenkins' Trusty Compass 25 points Gentleman Jenkins was said to have voyaged the length (and depths) of the six seas, thanks to his trusty compass. The Compass grants the user the Scouts special rule. Mad Mullet's Spyin' Glass 10 points The Spyin' Glass allows the bearer to pick out characters from enemy units when targeting them with a ranged weapon.
Toughness t_e st, Oli 's~ffer a single wouo.d with no saves' of any kina allo:w.e d. Hard Stuff (one use only) 30 By drinking a drop of the hard stuff at the beginning of the Close G@mbat phase, the character gains + 2 Toughness until the end of that phase. However, he must pass an immediate Toughness test, or suffer a single w@und with no saves of any kind allowed. Moonshine (one use only) 15 pointS Upon drinking this bizarre conc0ction, the character undergoes a temporary, though terrifying physical transformation. Use at the beginning of the chaliacteli's Movement phase - he causes terrm' fOIi the remainder of the game tum. However, he must pass an immediate Toughness test, or suffer a single w@end with no saves of any kind allowed.
TALIS
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Ex-Parrot ~o This sad and dishevelled, but ever loyal bird sits upon its master's shoulder, granting a measure of protecti@n 1rom hostile magicks. The @wner gains Magic Resistance (2).
MAGIC BANNERS Black Buckthorn's Treasure Map 15 points You may add 1 to the dice to determine who chooses the table edge upon which to deploy. Slann Gold 35 points The character bears a sacred Slann artefact, though he thinks it little more than a pretty bauble. The Slann Gold turns the bearer into a Level 1 WIZard, who uses the Lore of Death. Firewater (one use only) 15 points By drinking this potent brew, the character may make a single, Strength 3 Breath Weapon attack, which counts as a Flaming attack, once per game. However, he must pass an immediate
Dead Man's Chest 35 Who knows what treasures are locked away within the Dead Man's Chest? Presumably tlle Zombie Pirates do, for they rally to it like the Reiksgt!lard to the Imperial colours. The Chest counts as a Magical Banner, and grants each model in the unit + 1 Attack in the first round of any hand-tohand combat. Ship's Colours 50 The vessels of Harkon's fleet fly a bewildering array of flags, but pirates aren't the most original of artists so each tends to display some variation on the skull and crossbones device. All models in the unit cause te1"1"Or.
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ARMY LIST ORGANISATION
CHOOSING AN ARMY
Special Units Special Units are your best troops and include the lethal (when they hit) Deck Gunners, and the nasty little Razor Tooth Rats. They are available to your army in limited numbers.
The army list is divided into four sections: Characters These represent the Vampire Lord Luthor Harkon and the powerful individuals in his thrall. They form a vital and potent part of your force.
Rare Units So called because they are scarce compared to your ordinary troops. They represent uncommon or unique creatures, such as the Rotting Leviathan and the highly destructive Queen Bess.
Core Units Included in this category are the most common fOllIlS of Undead Pirate Deckhands and Gunnery Mobs.
LORDS 1 ARCH GRAND COMMODORE LUTHOR HARKON .................................... 260 pts
HEROES "~I1llE 1r~~1r <:l\J?1r~
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; Both players choose armies to the same agreed points value. As you r must field Luthor Harkon with the army, the minimum size for the army is 2,000 points, but it can certainly be I a lot higher. Most players find that , 2,000 points per side provides a i game that will last an evening. Whatever value you agree this is the maximum number of points you can spend on your army. You can spend I less and will probably find it impossible to use up every last point. 1 Most 2,000 points armies will therefore be something like 1,998 or 1,999 points, but they are still 2,000, points armies for our purposes. Once I you have decided on a total points ! value for your army, it is time to \ choose your troops.
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Harkon's captains, or 'shipwights' are all carefully animatedjrom the mariners that he captU1·es. Given the Arch GI·and CommodOl·e's whimsical nature, these tend to be bloodthirsty souls whose grasp on mtional thought is a little less than solid.
; CHOOSING CI;IARACTERS I Characters are divided into two broad categories: Lords (the most powerful characters) and Heroes (the I rest) . The maximum number of ; characters an army can field is shown I ! below. Note that this table has been I formatted to reflect the fact that there I is only one (compulsory) Lord-level character available to the army.
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Fleet Captain
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Equipment: Hand weapon. Options: • May be equipped with a brace of pistols (+6 points) or an additional hand weapon (+4 points). • May wear light armour (+ 2 points). • May choose a mix of Magic Items from the magic items list with a maximum value of 50pts. SPECIAL RULES Wight Blades: Any hand weapon carried by the Fleet Captains counts as Magical and uses the rules for Killing Blow - this does not apply to any magic weapon bought from the magic items list. SYREEN ............................................................ ........... ................... . .. 90 pts
Tales speak oj the Syreens that lure mariners to theil· doom on the rocks along the Vampire Coast. These wretched creatures a/·e much akin to the Banshees oj the Old World, and are to be as jea/·ed on dry land as they are on the seas. M
Syreen
6
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3,000 or more I 4,000 or more , Each + 1,000 ,I
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I CHOOSING TROOPS Troops are divided into Core, Special and Rare units. The number of each 1 type of unit available depends on the i army's points value, indicated in the I chart below. I
Army Core Special Rare Points Value Units Units Units I I
2,000 or more I 3,000 or more I 4,000 or more I Each +1,000 •
3+ 4+ 5+ +1
0-4 0-5 0-6 +1
0-2 0-3 0-4 +1
In some cases other limitations may I apply to a particular kind of unit, I continued next page, .,
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An army does not have to include the maximum number of heroes allowed; it can always include fewer than indicated. However, an army must , always include at least one character: I the General, who, in the case of this I army, is always Luthor Harkon.
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Syreen's Call: This is a shooting attack that hits automatically with a range of 8" and does not require line of Sight. The target unit must pass a Leadership test or suffer as if the 'Doom and Darkness' spell from the Lore of Death had been cast upon them (see page 151 of the Warhammer rulebook) . This effect behaves in exactly the same way as that spell, although it itself cannot be dispelled.
0-4 0-6 0-8 +2
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SPECIAL RULES Ethereal: Syreens are insubstantial, ghostly beings that can pass through barriers as if they were not there at all. They suffer no movement penalties for moving over or through any kind of terrain. They never suffer any movement penalties, even from such things as magical effects. They can even move through impassable terrain, so long as they do not end their move within impassable terrain. They may not, however, move through other units. Nevertheless, Syreens do block line of sight (no one can see through them), and cannot see through anything themselves that would normally block line of sight.
Lords
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. This is specified in the unit entry. For , example, the massive artillery piece 1 dubbed Queen Bess is a Rare Unit choice that is limited to a maximum of one in the army, reflecting the fact I f that it is a unique war machine.
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UNIT ENTRIES i Each unit is represented by an entry in the army list. The unit's name is given and any limitations that apply I are explained.
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\ Profile: The proilles for the troops in i each unit are given in the unit entry. Where several proilles are required, these are also given even if, as in ~ many cases, they are optional,
r Unit Sizes: Each entry specifies the minimum and maximum size. Weapons and Armour: Each entry lists the standard weapons and armour for that unit type, The value I of these items is included in its I points value. Additional or optional equipment cost extra and are covered in the Options , section of the unit entry.
CORE UNITS Core Units are the most common unliving warriors in a Vampire Coast anny, There is a minimum numbel' of COI'e Units tbat must be fielded, as previously described. There is no maximum limit to tbe number of Core Units tbat can be fielded. ZOMBIE PIRATE DEC S MOB ...................................................... 6 pts Festooned with all manner of rusty and corroded weaponry, Zombie Pirates make up the bulk of Harkon 's damned followers, Unlike most reanimated vassals some vicious spark ofpel'sonality l'esides deep within their rotten souls, making them all tbe more formidable in combat, M
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WS 3
BS
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Ld 2
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Options: • Upgrade one Zombie Pirate to a Musician for +5 points • Upgrade one Zombie Pi~ate to a Standard Bearer for + 10 points •
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Options: The different equipment options for the , unit and any additional points cost for taking them. It may also include the option to upgrade a unit member to a musician or I standard bearer, f
t Special Rnles: Many troops have special rules which are explained in the army I special rules section, and are summarised the army list. I
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I It would be tedious to repeat all the f special rules for every unit within the \ army list itself. The army list is f intended primarily as a tool for choosing armies rather than for I presenting game rules. Wherever f possible we have indicated where I special rules apply, and where space 1 I ! permits, we have provided notes I' within the army list to jog your memory. Bear in mind that these descriptions are not necessarily I I exhaustive or definitive, and players should refer to the main rules for a 1 !f full account.
mob of Zombie Deckhands, made by Chad Mierzwa.
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Army Battle Standard: One Vampire Fleet Captain may carry the Battk 1 I I Standard for + 25pts. He may not • choose any extra weapons, magic or \ otherwise, or carry a shield,
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66 DEAD IN THE WATER
ZOMBIE PIRATE GUNNERY MOB ............................................................ 7 pts Though their weapons m'e l'usted and sodden, many of Harkon 's Undead Pirates cling to the guns tbey held so dem' in life. Wielding a shabby collection of black powder weapons long past their best, the zombies of the Gunnel'Y Mob still gain a small spark of tbe satisfaction tbey enjoyed in life through tbe random discbal-ge of noisy, indisCl-iminate fi1'epowel: M
Zombie Gunner 4
WS
BS
S
T
2
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W 1
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Unit Size: 10-20 Equipment: Hand weapon, handgun Options: • Any unit may replace its handguns with a brace of pistols (+ 1 points/model) • Upgrade one Zombie Pirate to a Musician for + 5 points • Upgrade one Zombie Pirate to a Standard Bearer for + 10 points
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, Mark Jones is crazy about Zombies. When he's not building the impressive terrain pieces you see in all our army books, he's raising the dead in the form of countless Zombie models ... Mark: Zombies, Zombies! Where do I begin? Since catching a late night horror fest at an early age, I've been hooked on these putrid undead creatures. The movie in question, a classic black and white ftlm made in the 60s, still captures my imagination to this day. If there's a movie with a title like 'Dawn of the Cursed Zombie Flesh Eaters Massacre', I have to see it.
It's no surprise that when I started to collect Citadel miniatures the undead, particularly the classic metal Zombie models, caught my eye. I've now built up a vast collection of Plague Zombies to shamble ahead of my Death Guard Chaos Space Marines and I always keep some Zombie bits to use elsewhere too. Although I didn't consciously decide to limit myself, in the end I only really used parts from two particular boxed sets: tile Zombie sprue (naturally) and the Empire Militia, who are remarkably piratical looking, with tricorn hats, cutlasses and other useful paraphernalia. ,
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DIGGING UP THE RAW MATERIALS
you say pirate, what immediately springs tQ ·mifld? The pirate image is of a swarthy figure dressed in bU
72 DEAD IN THE WATER
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To make my rotting sail0rs, I made several macabre piles of body parts from the Zombie and Militia sprues (see below) and mixed them up.
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All the heads were taken from the Zombie sprue. Zombie heads don't actually have a neck to fit into the Militia torsos. However, a simple solution soon presented itself.
There are lots of plastic beads on my desk from different modelling projects. They were a little on the large side to fit the socket, but with trimming and Green Stuff, I got them tQ bridge the gap between Zombie heads and Militia bodies. Heads
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Deck Gunners, by Rob Hawkins (no relation to jim).
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7bis scurvy crew have salvaged a cannon from theil'pirate ship and put it on wheels. Based on the Empire cannon and its crew, the models, made by Chad Mierzwa, have an Imperial look to tbem. Chad bas painted tbe gun-carriage's wood to look dank and rotten.
Gabrlo Tolentino converted this model to "epresent Lutbor Harkon. It's made from tbe Kislev Kossar Cbamplo17, with tbe bead from a Vampire Counts Necrarcb and tbe sword from the Uli and Marquand weapon sprue from tbe Fanatic Mordhelm range.
. HAVE A GO YOURSELF... OR YOU'LL WALK THE PLANK!
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In Hobby Centres for a limited time there are bags of Zombie Pirates to be had. Games Workshop Direct also have a whole bunch of components that will allow r
yeu to toss together your very own bunch of Scurvy-ridden Zombie seamen. There's a web page at www.games-workshop_co_uklzombiepirates devoted to the bits to build them. If the ideas online don't satisfy your thirst for ideas, take a peek at the Undead and Empire Collector's Guides. They are crammed with ever.y component for dIeir respective range.
Rob Hawkins's Fleet Captain conversion. ]be body is that of CI Gretcbin.
You also can contact the Hobby Specialists on 0115 9140000 for advice, or visit the dIe Undead and Empire sections of the Online Stere a~: www.-games-workshop.co.uklstore
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plaques and artefacts housed within the secret vaults beneath. Each day ceremonies are enacted upon the altars atop each pyramid temple and at certain days of the year, or at the conjunction of portentous stellar phenomena, the air sizzles with the power of the ancients called forth by their ever-loyal servants.
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Ruined Temples Many structures in and around Itza have been allowed to fall into apparent disrepair. The truth is that the Lizardmen measure such notions by different standards than Men or Elves. Some structures may be allowed to crumble almost to dust before being rebuilt to their former glory at the command of a Mage-Priest or the prompting of a prophecy. Many is the plundering adventurer who has mistaken such a ruined structure for an unguarded one, and paid the ultimate price for dleir ignorance as its sentinels strike to defend its riches.
Mage-Priests' Pyramids
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Although each pyramid temple is dedicated to a god, who will also be considered to be a manifestation or messenger of one of the Old Ones, it serves as a residence for a Mage-Priest. Exceptionally revered Mage-Priests may even have a pyramid temple built for them. The mummified relics of former Mage-Priests are hidden in crypts within their own pyramid temples, or the temples of the gods. From the palanquin chamber in dle temple atop the pyramid, the Mage-Priest can commune telepathically with other Mage-Priests on top of distant temples or even receive inspiration from the sun, moons, stars and planets to which the pyramid is aligned. The palanquin rests on a plinth enclosed by a sacred pooL Saurus guards and Skinks attend the Mage- Priest in the surrounding chambers and pillared porticos.
Avenue of Lizard-Sphinxes The great avenue that leads in to the First City is lined for many miles with great statues of mighty Lizards, hewed millennia past from single stones. Those few visitors who have returned from Itza have all told of the impression granted by these silent and unmoving sentinels, for they are all of nightmarish aspect and tower high above the mortals passing below. Some have sworn ~he monolithic heads have slowly moved to follow their passing. These travellers also report that the avenues are lined ' with cloying swamps that boil with carnivorous life reminding travellers that there is only one way into or out of, Itza - and that is travelled only at the discretion of the city's masters.
Many an optimistic adventurer bas marvelled at tbe Pil'st City of Itza, only to find tbere is mom than jewels bidden tbere.
The Bridge of Stars
would survive standing upon dle pyramid itself, so strong is its arcane, destructive potential.
Located several miles to the east of Itza, the Bridge of Stars is a structure as ancient as the temple-city itself, spanning a vast chasm rent in the earth aeons ago, before even the coming of the Old Ones. Located as it is at a major approach to the city, the Bridge of Stars is heavily defended by the cohorts of Itza, and has been the site of many a defeat for the Lizardmen's foes . It was famously held by the venerable Kroxigor Nakai during the Defence of Itza against the Chaos hordes when the Polar Gates felL So great was the tally of Daemonthings reaped by the Kroxigor that day that it is said such creatures fear the site as they do no other place in the material world, hearing the deadl knell of uncounted number s _of their kin echoing down the millennia. ~ - -. .
The Barrios of the Skinks The barrios of the Skinks form the suburbs of the city. Here the Skinks live and pursue their craft of making the artefacts of Lizardmen civilization. Itza has a teeming population of many tens, perhaps hundreds, of thousands, the majority being Skinks. In the open spaces around the barrios are kept the Stegadons and odler beasts needed for work in the vicinity of the city, or ready for marching out with the army. Others are kept in small clearings furdler out in the jungle, among the overgrown ruins on the edge of the city, or at the outlying stone quarries and mines. -
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Typical of many temple-cities, Itza occupies a c1earirig in the jungle bordered by swamps. The roads leading into the city cross over these by means of paved causeways, fl~nked by avenues of lizard sphinxes carved from massive , blocks of stone. The swamps are the spawning places of the city, where ' Lizardmen have been born since time immemorial at times decreed millennia ago by the Old Ones.
It was during the epic defence of Itza, when the Polar Gates collapsed and Chaos engulfed the world that Lord Kroak sat atop the great Pyramid of Itzl, a calm amidst the hellish storm. It is said that the pyramid contains the most powerful and arcane machineries of destruction, and that the first of the Slann Mage-Priests unleashed these in a cataclysmic tempest of mystical power that reduced the rampaging hordes of Daemons to ashes. Such is the power still contained widlin the pyramid to this day wizards and odlers with the mystic sight can sense its latent potency from many miles away. As they draw nearer to ' the source, they often experience a great deal of discomfort, and it is doubtful that any but tbe most skilled of mages
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Some of these places may have been enclosed by stone embankments and made into rectangular sacred ponds infested with piranha fish. Th~se haza'rd~ act as defences for the city, trapping unwary foes who try to approach through the jungle to . causeways' guards. •
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Representing the hosts of Itza on the tabletop is a simple matter of theming your force selections to the character of the temple-city and of the individuals who lead it.
Lords The most well-known of the leaders of Itza is the Venerable Lord Kroak, though obviously he is only available in larger games when Special Characters are in use. Lord Kroak only ever takes to the field of battle when the realms of the Lizardmen are under significant threat, and this is of particular relevance if you are playing a campaign based around Itza. More often, one of the lesser MagePriests of Itza will lead an army, though even then, it takes a dire threat indeed to rouse such a being from their deep
contemplative trances. Of the MagePriests who reside in Itza, it is the Lords Xlotc and Tepec-Inzi who are most likely to be found leading the host. Lord Xlotc has a particular interest in defeating the forces of undeath and is highly skilled in the Lores of Life and of Light as a consequence. Lord Xlotc is a Slann of the Third Generation. Lord Tepec-Inzi is a far 'younger' Slann, being of the Fifth Generation, and his reckless (for a Slann) pursuit of the Dark Elves who stole the Star Stela has led him to concentrate on the aggressive lores of Fire and of Death.
In addition to the Mage-Priests, there are a number of Saurus generals who are actually more likely to be found leading the armies of Itza. The Saurus Oldblood known as tlle mighty Lord Gor-Boq is such an individual, and this leader has reportedly served the temple-city for many thousands of years.
Heroes Itza is home to an unusually high number of both Skink Priests and scribes, and so it is not uncommon for large numbers of Priests to accompany
Andy Hoare Andy never leaves home without a substantial ski1'mish line of blowpipetoting Skinks. These little lizards gave his opponents many headaches during Ogre play testing,
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The eternal foes of the Lizm'drnen, the Skaven have long t"ied to overrun the Children of tbe Old Ones.
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80 THE FIRST CITY OF LUSTRIA
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Now they have completed the main body of their armies, the Four Garners are off to LUS'rri~~Jilk:-;eit:M \\' '; of loot. There's going to be a right royal Rumble in the Jungle as the forces of Asger Gran·erud>D.a¥~ '" d~ Allen, Stephen Green and Paul Scott battle each other over the treasures of the Old Ones. ' .~.~' -".,·i~' .' \ -I\
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ive months in, and the garners now have appreciably sized armies. They've demonstrated their respective painting and converting skills, now it's time to put their armies where their mouths are and take to the field of battle. Will they conquer all, or will their inability as generals only match their inability to hit a deadline? (I ask you, how long does it take to paint a handful of models, eh?). In Grombrindal's infinite wisdom, he had arbitrarily changed the rules. The Four Garners are now going to play The Conquest of The New World as featured in WD305, and thus have less time to concentrate on modelling from now on. From WD307 until the end of A Tale of Four Garners, they will have but £10 to spend a mondl. They must battle it out to the death, the one who carries off the most Lustrian plunder being declared the winner, Grand High Poobah of the New World and overall Master Diceman (Plus other, as yet to be determined tides). There is also the invaluable prize of taking part. Those lucky garners! Now, to the table, my plucky warriors, tropical mayhem awaits you ...
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Let the fun begin (our money's on a decisive victo')1 for Nurgle here).
The Lizardmen had come at them with desperate fury. but the battle was won. A sound that transcended ages escaped from Goshmaal's mouth as a hiss. With remembered ceremony. one of the Liche Priest's captains walked disjointedly up beside him and saluted. Bowing. he presented his master with an ornate obsidian amulet. Half of the artefact was missing. Geshmaal fdt its power and knew the other half was close. A stone temple loomed ahead. the one the Lizardmen were It bore the sacred effigies of the scaled beasts. The undead legians advanced into the vast temple mouth soundlessly.
82 A TALE OF FOUR GAMERS
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Black fire surged from Geshmnl's eye sotkcts and engulf'cd the warrior. It screamed. flesh and muscle stripped away leaving nought but a smoking skeleton. The Liche Priest stalked towards it and crushed the steaming skull beneath his boot. The burning sun above flickered through the jungle canopy. illuininating the battle scene. The Liche Priest looked around. cold eyes surveying the carnage. the heat above causing him neither pleasure nor discomfort.
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Within the temple a massive vaulted chamber stretche4 out before Geshmaal and his legions. A wide crack in the stone ceiling allowed a shaft of errant sunlight into the room. where it illuminated a partially shattered mosaic. It matched the half symbol on the amulet, The Liche Priest stalked forward but halfway to the mosaic he stopped. He realised suddenly the walls were daubed in a filthy residue. To mortals the stench would be horrific. almost unbearable. but Geshmaal's human senses had long since diminished. rotted away within the desiccated husk of his body. But he could fed the magic here. Eyes burning like balcfires. his Liche-sight penetrated the gloom and another symbol was revealed. scrawled on the facing wall. a cluster of tllree orange orbs. He realised abruptly they weren't alone. Creatures loomed out of the darkness. misshapen daemons riven with pox and clutching plague-tainted blades. The Lizardmen weren't protecting the temple - they were running from it. Geshmaal muttered an incantation. a nimbus of dark energy wreathing his fist as his minions raced forward to prote!;t him. With a noisome hiss. the Daemons attacked. -'
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www.games-workshop.co.uklwarhammer 83
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ANGMAR
MIRKWOOD
MISTY MOUNTAINS
Chief of the Ringwraiths, the Witch-king gained his name thousands of years ago when Angmar grew to oppose the great northern realm of Arnor. North of Imladris, centred.around the dark peak of Carn Dum, Angmar contested control of the north'for hundreds of years before Arnor finally fell. Angmar's own end followed not long after, when the Witch-king fled before the combined might of Elves and Men. under Earnur of Gondor and Girdan ·of the Havens. • ,
The mig~tiest forest now in Middle-earth, Greenwood the Great fell under the shadow 2,000 years ago when Dol Guldur was taken as a stronghold by the Nazgul. Renamed Mirkwood, these woods have seen bloodshed untold throughout the history of the Third Age.
The Misty Mountains have been part of the history of the• peoples of Middle-earth since the First Age. Formerly the borders of Arnor, Eregion, Lothlorien, Fangorn and Gondor all touched the mighty mountain chain, under which the Dwarves of Durin's House had their mightiest stronghold, Khazad-dum.
After its fall, the no.-tliern borderl.a nds . remained a foul and.:evil place, Carn Duin replaced by t!Ie Orc fortress of Mount ·G undabad. Afthe end of the Thi.-d Age, the civilised lands ag~in felt • • the malice of the northlands when 'creatures guideil by Sauron !iwept• out of the highlands once more. .
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Some of the most exciting terrain layouts for tables can be s~t in Angmar. The terrain of the 'northern lands is one of desolate wilderness, with the foothills of the Ettenmoors and the• great peaks of the Misty Mountains making great settings for battles. Many of the hills of the region are crowned by the ruined forts of ancient Rhudaur and the hillmen of Angmar. Angmar offers some fantastic ideas for different styles of game. In the final years of the Thjrd Age, the Elves of Ri vendell and the remnants of the northern Dunedain hunted across the northern highlands seeking out the evil that haunted them, allowing you to stage some superb ' monster hunts ' . Then, of course, the assault upon Rivendell makes a great large-scale game, as Orcs, Wargs and Trolls beset Elrond. This list of forces shows the obvious choices for a themed Angmar army, but equally valid are raiding forces 'from the Moria, and Dunlendings from the Isengard. You could use Elves themed • from Rivendell in Eriador or Angmar too. See WD305 for more on the region and rules for some of the troop types below
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In the north lies the realm of Thranduil, the Elf Lord.of Mirkwood, and in the far south the dominion of the Eye holds sway through the power of Dol Guldur, the foulest lair outside Mordor itself. Between lies endless forest, inhabited by _ ,,\,oodsmen, Beornings, and Evil in forms uqlike any other. •
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. Fighti,ng in Mirkwood is easy to theme, just ,use loads an'd loads of trees. However you can also use different terrain layouts, 'as large areas of Mirkwood are more open and a river and mountain range can also be found within its borders. With the option of fighting with Elves, Men and a host of Evil creatures (including spiders i), Mirkwood is a great location for battles. Take a look at the War in Middle-earth article in WD294 for full rules for fighting in Mirkwood. WD293 contains a full list for using Mirkwood Elves too. Both articles and more can be found on the Games Workshop website:
www.games-workshop.co.uklelves
Mirkwood Warriors • Warriors of Mirkwood • Thranduil • Mirkwood Sentinels
Late in the Third Age, the Misty Mountains are now the home to much that fears the light of day. Khazad-dum is now Moria, home to Goblins, Trolls and Durin's Bane. Ancient Angmar still• leav!!s its foul legacy in the north, whilst Rivendell and Lorien are isolated bastions of light. The mountains are now surrounded by Dunland and a growing darkness from Isengard. , Battles among the ruins of Moria open up many possibilities. As they would be fought underground, there's the potential for special rules, scenarios and unusual terrain as war rages in the depths. See The Darkness Dwells in Dulin's Halls in WD292 or:
www.games-workshop.co.uklmoria •
Battles can be running skionishes between those crossing the passes, Galachiel's Elves and the denizens of the mountains (not forgetting the Eagles!), or you can play big points match battles based on Dol . Guldur's three massive assaults across the Anduin into Lorien.
Moria Warriors
Heroes • TaurdiJim • Mirkwood Captains • Legolas
Heroes • Goblin Shamans • Goblin Captains • Balrog
Warriors • Ore Warriors • Warg Riders • Spectre • Spectral Warg
Heroes Orc Captains Orc Shamans Duskwraiths Revenants Barrow-wights
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• Goblin Drums • Cave Trolls • Goblin WaITiors
Angmar
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Dwarves emerge flVm the moumaills to defend their lands.
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ROHAN Once the northernmost province of Gondor, Calenardhon, as Rohan was originally known, was given to the Rohirrim after they rode to the aid of the beleaguered Cirion, Steward of Gondor, over SOD'years before the reign of Theoden. Rohan is a wide land of plains bordered by the White mountains, the forest of Fangorn and the mighty river Andnin. Rohan and Gondor have ever been allies, each coming to the other's aid in times of danger. Traditionally Rohan's ills came from the Dunlendings .of the west, from Orcs out of the mountains or from across the great riv.er. In The War of The Ringn., however, a new threat arose of - the traitor Saruman. With armies • Uruk-hai, Orcs, Wargs and ev.i1 Men, Saruman bFotiglit war out of.the north, and Rohan fought against this threat before ridingialong the northern marches tothe aid of Gondor.
Riders of Rohan sally forth into the forces of Isengard at Helm's Deep.
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Rohan offers you the chance to use Riders of Rohan models and potentially fight allcavalry battles between the horsemen of • the Rohirrim and Warg Riders of Isengard. Attacks on the fm IIlsteads, villages and refuges of Rohan all make great games, leading up to the epic siege of Helm's Deep.
Rohan Warriors • WmTiors of Rohan • Riders of Rohan • Rohan Royal Guard
Heroes • • • • • •
Captains of Men Theoden , Eomer , Eowyn Gamling Hama
RHON
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The wilds of Rhovanion and Rhfin appear a desolate wilderness, but are in fact home to many creatures, The line of the Princes of Rhovanion - those who ruled the lands south and east of Mirkwood as allies of Gondor - are long gone. Only the woodsmen of Mirkwood remain.
GONDOR The key to the fighting in The War of The RingTM, and the focus of the remaining members of the Fellowship of the Ring centre on the ,borderlands of Gondor. Years of open warfare between Gondor and MQrdor along the Anduin, in the ruins of OsgiJiath and the wilds of IthiJien have created legends and heroes on both sides. The might of the west and east battle 'between Minas Morgul and Mina.s Tirith throughout The War of The RingTM, from small skirmishes along the Harad Road, to huge battles at OsgiJiath, the Pelennor Fields, and the siege of Pelargir. As Gondor is a civilised realm, setting games in Gondor' s provinces allows you to set up table layouts of villages and fields, as well as the more usual wilderness and hill terrains. You could also set one of your games in one of the great cities of Gondor, such as the great fortress of Dol Amroth or ports of Belfalas. This also allows you to play different types of game, including sieges and house-to-house skirmishes.
leave the Rohirrim and Merry at DunhaITow, and go to encounter the Army of the Dead on the way to Pelargir. The list below includes waniors and heroes that are featured in The Beacons are Lit! article in WD295 that provides rules and background for a variety of Gondor Fiefdom troops. You can also find their rules and background at:
www.games-workshop,co.uklgondor There m'e also some great ideas for converting models to represent them.
Gondor Warriors • Warriors and Knights of Minas Tirith • Gum'ds of the Fountain Court • Knights of Dol Amroth • Men-at-arms of Dol Amroth • Citadel Guard • Avenger Bolt Thrower • Battlecry Trebuchet • Clansmen of Lamedon and Pinnath Gelin • Hunters of Anfalas • Bowmen of Morthond • Axemen of Lossarnach • WmTIors of Ringlo Vale • Wardens of Pelargir
Heroes However, to the east have risen nations of Men allied to the Lord of The Ring, who have driven west to challenge the might of Gondor. R1lOvanion and Rhfin offer plenty of opportunity for battles as the Easterling minions of Sauron push west and north, to later when Aragorn leads the forces of the West against Mordor.
Battles in the foothills and woods of Ithilien, fighting across the Anduin, massive battles at the Pelennor Fields and the fighting inside the cities of Minas Tirith and Pelargir allow a gamer to fight over all kinds of terrain. Another idea for a great game is to follow the path of Aragorn, Gimli and Legolas after they
• Captains of Men ·Denethor • Farmnir • Beregond of Gondor • Boromir • Prince Imrahil • Angbor of Lamedon • Corinir of Pelargir
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Grima Wormtongue .................................................... ..25 points
Lurtz .................... .......................................................... 60 points
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with Mahfid Chieftain and Tusk Weapons ... ................. 320 points
(+ 1 Wound, +1 Strength, + 1 Fate) .................................. 31 points
Maruk - Haradrim Warrior with spear and horse (+ 1 Fight, + 1 Fate) ..........................................................22 points
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... 66 points
5 Haradrim Raiders with lances ........... ....................... 60 points
.. .48 points
7 Haradrim Warriors with bows ................................. .42 points
5 Uruk-hai Berserkers ................. ................................. 75 points
5 Haradrim Warriors with spears .. ........... .. ... ........... ... 30 points
6 Uruk-hai Warriors with pikes
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4 Uruk-hai Warriors with crossbows
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TOTAL ................ .. ,.. .............. .. ............................ .. ..... 499 points
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he combined force of Gondor and Dol Amroth surged onto the battlefield. Boromir, leading the knights of Minas Tilith, made headway up the left flank of the field with Irnrahil and his Knights of Dol Amroth taking the centre. SU2Ported by small groups of Warriors of Minas Tirith and Fiefdom troops, the majority of the dood force arrived on time with only a f<;:w Rangers, Knights of Dol A!1IToth find Warriors of the Dead missing as they deployed. , The Mfirilak heralded the approach of the Evil alliance of Ha,rad and Isengafd, crashing in to the riglit. of Ptince Irnrahil and his knights, keen to:avojdBqromir and the Avenger Bolt Thrower on the ,oth'erside of the table, Almost all 'Of, the Harad troops artived straight away, Raiders and spearmen IL10ying on to support the mighty beast. For Isengardbbth Sal'Uman and the tield' and brought with Lurtz came onto , ' them most of.th'e Uruk-hai. Only two Uruk Crossbowmen, a Berserker and a Pikemen failed to arrive. in the , first tum, At fIrst they held the line, wai ting for the rest of their forces to arrive but then began their slow advance,
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groups of knights led by Boromir and Prince Irnrahil advancing towards the enemy. Bringing up the rear was the Good infantry. Seizing the counters clos~st to • them• the Good side were rewarded as a Wanior of Minas Tirith found. the relic on' the right! But, he was left \\(ith the Mfimak before him and so moved ~urreptitiously towards the left Dank which was only defended 'by the·'tJruk-hai crossbowmen. ,
The Uruk-hai pike block came up the centre, using the woods and ruins to stymie any massed cavalry charge the Good knights might be planning against them. Saruman moved with them, protected in the centre of a mass of brutes and steel. He cast Terrifying Aura early on and then used his Palantir to Effortlessly Immobilise Irnrahil and Boromir, slowing the cavalry advance.
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In the centre, Irnrahil continued to move towards the Mfimak, taking refuge,in the _ ruins. Meanwhile Boromir continued his 1;Idvance up the Good's left with the knights of ¥inas Tirith, using the trees to shelter from t1ie Uruks' crossbows. •
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Boromir called an Heroic Move in an effort to get himself and his cavalry into thf: cover of the trees, before Saruman could irnmobilise him. But the evil wizard cast Instantly Command and forced the Gondorian hero out into the open where he was met by a hail of Uruk-hai crossbow bolts. Luckily for Boromir, he and his horse went unhurt, but Saruman's magic continued to binder the Good heroes . . Arrows darkened the skies with the Harad archers on the back of the MOmak causing the most damage early on. They felled one of the Avenger's crewmen, which had been advancing into position down the centre, seriously reducing its effectiveness, •
As the first turns unfolde,d the forces of Good made the early running with both
With Lurtz leading the Uruk-hai pike block, they were aformidable group of warriors,
Further volleys accounted for two Minas TiJith Bowmen, a Warrior with sword and shield and a Ranger. The Good forces u'ied
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Led by Boromir, the Kllights of Millas Tirith crush the Uruk-hai crossbowmell. •
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ith a cry, Boromir urged his knights into combat against the Uruk-hai Crossbowmen. The knights slew three, all skewered on lances. Prince Imrahil and his men of Dol Amroth continued to make way down the centre. They waited in the ruins, but found themselves facing the MGmak, readying itself to stampede down the right flank, and a massive block of Uruk-hai! Their task was an important one; they had to buy
Avenger Bolt Thrower With only two crewmen the Avenger Bolt Thrower is quite vulnerable to concentrated missile fire. A short range and lack of manoeuvrability means it needs to be in a good position if you're to get the most out of it. Reduced to a single crewman, it cannot move at all and in this game it meant it was effectively neutralised. The Avenger could no longer be proactive and move into a position where it would be effective, it would have to wait for the enemy to come to it.
time for the Warrior of Minas Tirith bearing the relic to advance with the rest of the infantry. But would they be enough? Knowing him to be a threat, Saruman continued to use Effortlessly Immobilise on Imrahil to prevent a charge against the Uruk-hai, calling an Heroic Move to do so. For several turns did the evil wizard neutralise the gallant Prince, his Berserkers nearby eager to join battle against the noble lord. Meanwhile, Eldan
the one-armed Battle Company Hero of Dol Amroth, seeing the threat to his kin, charged the mighty MGmak to prevent it from stampeding. Miraculously he survived, but more Harad piled in to fight against him and the few Fiefdom warriors and Knights of Dol AmrOth accompanying him. All the while, the King of the Dead edged closer to the MGmak. Meanwhile, the Uruk-hai, led by Lurtz charged two Knights of Dol Amroth protecting the immobilised Imrahil, slaying one of them. Boromir and his men pushed back the Uruks on the left flank again, slaying another crossbowman and the only Mordor Ore in the battle. The Gondorian infantry continued to move up the table, the Rangers and Minas Tirith bowmen joining them. Tht< relic bearer was getting closer, but so were the enemy, so the forces of Gondor started to form a protective line to shield him. The arrows continued to fly with both sides trading casualties. Significant though was the demise of the last Avenger crewman who fell to
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The King of the lurks ill the ruillS, trying to get close to tize,Mftlllak.
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The Harad Raiders and Warriors guard the flank of the MCimak as the Warriors of the Dead close ill.
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an Uruk-hai captain. The knights and Dagorgrad had the upper hand, killing another Berserker, but the Good side was all but vanquished.
Mighty Boromir. What he lacks in Will and Fate, Boromir makes up for in Mi'ght. IDs six points make him a powerful hero in combat, capable of defeating the most powerful foes or caUing Heroic Moves in dire situations. On a horse he is even deadlie,r, anft· accompanied by Knights of Minas Tii"ith he is a real force to be reckoned with. Beware magic though, for Boromir's meagre Will is no defence against it.
A ripple of fear spread tlrrough the Good side. With half of their'force dead, they all had to take Courage tests. It was a crucial moment as the relic bearer was only scant inches away from victory. The Harad archers sensed it and poured arrows at the Knight of Dol Anrroth with the relic, but to no avail.
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Desperate that they should succeed, Boromir used his last point of Might to call a Heroic Move. As he and Imrahil had both passed their Courage tests, if either • could get close enough after they moved to the relk bearer then· the Knight of Dol Anrroth would automatically pass his test only a thanks to tlie Sta.nd Fast! rule. With • few inches t<) spare, thanks to Borornir Imrahil came Glose , enough to the relic hearec./,UDlP.;'i1H"him.tQJ"scauy_. •
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Just like the ring bearer, the relic bearer had completed his vital, albeit much shorter, journey. Victory was Gondor 's and • Dol Anrroth 's, but at a h.uge cost in life.
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., NiCk: A·tense and thrilling game, what a great way to end our Battle Companies sf
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of the Good force but we emerged victorious none-the-less. •
Man for man , I was pretty pleased with my Gondorians. They held up well against the Uruk-hai, even if they did lose a lot of models. Boromir was great, taking down Lurtz and a load of Uruk-hai Crossbow men with his knights - those Might points sure come in handy! My only real disappointment was the Avenger. I had
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Grima Wormtollgue is the last survivillg Evil hero, lIarrowly avoidillg beillg squashed by the stampedillg Mfimak.
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Imrahil alld Boromir mallage to get close ellough to make use of the Sta1ld Fast! rule.
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The Good force throws all its Warriors into the fray to stem the Uruk-hai Pikemell attacks.
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Convert and
the Corsairs
Umbar, their
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Worse things happen at sea in Middle-earth. For a start there's • the dread pi rates k:nown ,as the Corsairs of Umbar cruising around the waterways of' Gondor. Hobbyists Nick 'Davis, Rob Hawkins, and Chad Mierzwa show . you how to make your own Corsai r fleet: , . • •
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descendants ,of Castamir the • Usurper- and his followers, the people of Umbar a~e Goni:lorian in origiri. However, a Icing hatred exists betwi:!en them and the land of their ancestors. These seafare,rs were sent by Sauron to attack Gondor until Aragbrn and the Allny of the Dead captured their fleet. Recreate their battles using the rules for fighting coastal raids in WD300 and WD30L
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The Captain of the Corsairs requires the most conversion work. Use a body from a Warrior of Minas Tirith and· attach a cloak from a Warrior of Rohan. Choose an extra head you have lying aroUltd. (We used EII'ond's but you can choose your own. A little modelling putty disguised his Elvishfeatures) .. Add a sash and puffy trousers around the knees made from modelling putty or Green St!~ff. To finish off, add a scimitar from a Wildman of Dunlalld.
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If/! The Return of The King, the 'Corsairs were played by a number oltne film's crew, The mall to the top right of this picture is Peter Jackson himself.
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The Corsairs of Umbar are evil pirates from the lands south of Gondor who constantly raid the ports. Here's how to make your own Corsairs so you can get playing some waterborne skirmish games . • Use the Coastal Raid rules from WD300 and 301. All the colours you need to paint· them are shown in the palette box below.
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Dlybrush the base with Codex Grey followed by Fortress Grey. Dlybl'llsh fhe cloak with a 2:1 :1 mix of Chaos Black, Catachan and.Bleached . Green, " . . ·BOIie.•
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Highlight the cloak by adding more Bleached Bime to your mix from the . last step. Paint the tilllic, skin, buckle I; boots, . andC)l'leeves• with Scorched Brown. •
Highlight the tunic and buckler with Sllakebite Leather and the leather areas with Dark Flesh , followed by Vermin Brown. Paint the face and hands Dark Flesh.
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Highlight the'skin with Tanned Flesh. the//. DwmJ Flesh, and then Elf Flesh. Apply thinned Flesh Wash to the hands and fa ce. Pick out the eyes with Skul/White and Chaos Black. •
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Paint the hair with whatever colour you choose. Dlybrush the hair with a lighter shade of the base cololll: Next, paint any metal areas with an even coat of Boltgun Metal.
Apply washes of both Brown and ~lack Inks to the metal areas then pick out the velY edges a/the metal with Mithril Silvel: Paint the edge of the base with Codex Grey, and you're done! .
Corsairs of Umbm; hungry for battle, spot their next prey off the port side of their black-sailed vessel.
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JRR Tolkien's world offers many opportunities for the tabletop battle gamer to find adventure on the high seas. From the Black Fleet of the Corsairs of Umbar, to the White Ships of Dol-Amroth, to the elegant Swanships of the Elves, to the humble raft that the Hobbits use to cross the Brandywine River, battles involving the waterways of Middle-earth can be many and varied. •
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Building a Gondorian Ship
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Nick Davis: I decided to build a ship from the Navy of Gondor. The people of Gondor have a natural enmity with the Corsairs of Umbar, and I thought that a Gondorian vessel would have plenty of opportunities to engage the enemy in battle. I settled on building a large three-masted ship, one of the fleet's workhorse vessels that is used to patrol the Gondorian coast and the River Anduin. ,
• Foamboard • Masking Tape • Balsa Rod • Aluminum Foil • Wood Dowels • Thin Cloth • Citadel PYA glue
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• Thin Cardboard • Balsa Wood • Cocktail Sticks • Plasticard • Paper • String or Thread • Superglue
Tools • Hobby Knife • Pencil • Sandpaper
After you decide all your ship ~ size, cut three ship shapes out of 5mm foamboard, each aile sligntly smaller than the last. Cut out some 25mm blocks of insulation foam to use as spacers between the layers. Glue the spacer blocks to the bottom of the largest ship shape, the medium shape to the bottom of these blocks, and so on, until you have the basic structure 0.( your hull. •
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Now use duct tape to tape the sides of your ship. The tape will help form the basic shape of your hull and also strengthen the construction of your vessel. At this stage, decide where you are going to put the masts and cut holes ill the top of the deck to fit your dowel rods.
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Use 5mmfoamboard to build up the gUllwales (railillgs) all the sides of the deck. Use a mansized milliature from the game to make sure the ship ~ gunwales are appropriately sized. I built a poop deck and forecastle on my ship to add more height. Use duct tape again to finish . off the frame of the fore and aftcastles.
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Apply planking to your ship. Cut your balsa wood into 5mm strips and soak them in waterfor at least 10 minutes. though it:v better to leave it in. water overnight. Soaking the 1V00d helps make it supple. Whell the wood is dry. work around your ship. gluing the strips of balsa wood • ill place with superglue. Cut the wood to size as you go. Make sure to keep the plallks parallel to each othel: .
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Once the plankillg is complete and the superglue is dlY. use sandpaper to smooth the edges of your ship. Now you COli begin adding details. Create a bowsprit by sandillg aile end of a • ]0111111 dowel rod to a Ilice point andattachillg it to the front of the ship. lfyou like. you can make afigureheadfrom a statuefrom the Osgif{ath ruins sprue . •
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Use 5mm sirip~ of balsa to detail the outside of the ship with a square pattern. Finish off the top of the railings with wood trim. Make a ship's wheel out of a plastic spoked wheel with cocktail stick! g!ued round the edges. Make the doors for the poop deck and forecastle cabins from a smdll piece of the balsa sheet with a grain pattern scored into it. Make the door jamb from matchsticks .
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Now it s time to add masts. Create the masts themselves out of] 12" dowel rods and the gaffs from 114" dowel rods. Tie the gaffs to the masts with string. Paint the strillg with watered-dowil PYA to strengthell the join. Use string to tie the eyes in place for the sail hooks. The simplest way to make sails is bystiffenillg paper or cloth with watered-down. PYA glue. Using glue to harden the sails helps to give them shape. To give your sails a little shape. glue a thin wire to the edges of the sails. folding the edge over to create a hem. This allows you to bend it. Fillally. add a boom to the foot of each sail for added realism.
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Begin paintillg your ship with a Chaos Black undercoat. Drybrush the entire model with Codex Grey, then Fortress • Grey, then Ghostly Grey, and finally Skull White (the last very lightly). Paint the sails with a coat of Scorched Brown. DI),brush them first with Bestial' Brown, then velY lightly. with a 50150 mix of Bestial Brown and Bleached Bone. You can concentrate your drybrushing on • certain areas of the sails to suggest stains orfaded areas , if you like.
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Building a Corsair Ship
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Mark Gregory: I was given the task of building an Unibar Corsair ship. Many of the techniques are similar to tliose used in the construction of the Gondor ship, but I used a few additional methods, some of which you may find useful.
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For reference, I looked at some of the pictures in The Art of The Return of The King and some other .books about ships, weapons, and warfare. •
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Draw out a rough plan for your ship on papel: If necessmy. you can blow it up on a • photocopiel: You can see part of my original. drawing on the top of the ship's deck below. The plan shows the centre line' of the ship.and the distances out to the gunwales. Create the basic franle for your ship out of cardboard and foamboard. Use masking tape 10 hold evelything togethel: At this stage, it is easy 10 make adjustments to the overall fit of the pieces by releasing the tape and fine-tuning the positiQll of the component pieces. When you are satisfied with the shape and fit, glue the parts together with superglue to create a solid frame .
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alice the superglue dries, use balsa strips to make wood planking on the deck and the sides of the hull. Bend the strips carefully to follow the OUler line of the ship's hull. Again, ·soak the strips in water before you bend them into place. Glue them down with superglue. The planking, ill addition to giving your model an authelltic look, will hide any gaps or other unsightly parts ofyourjrame.
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To suggest that the bow is armoured fa)" ramming, wrap a few pieces of tHin cardbo{/l'd in crumpled aluminwn foil and . . glue these pieces in place on the ship's prow. StaN at• the bow and overlap the • plates as you work your way aft, to create a look that suggests water-tight seals and a serrated cutting ram. In this shot, you can also see how the dil'ection of the wood grain of the planking matches the lines of the ship for a clean, hydrodynamic look.
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Create the tiller and rudder assembly as you did the rest of the ship. Create a • roughjrame out offoamboard and masking tape and then cover it with balsa wood strips. To help your planking line up all an irregular shape like this, make sure you start applying the planking at the sallie point all all sides of the object. For example, begin by placillg aile plank on the starboard side (that's the right side, for all you landlubbers) of the tiller and thell another on the port side to match it. As you work your way down to where the tiller meets the ruddel; make sure the port and starboard planks stay even.
Detail the bow of your vessel with thinner strips of balsa wood and other assorted bits of wood you may have lying around. I used all old paintbrush handle for the bowsprit. Pieces of plasticard, like the olles I used as braces for Illy bowsprit, call also come in halldy here.
If you like, you call cut portholes into the side of your ship. Add some balsa wood trim to neaten up the holes you cut. The trim will help your ship look Ileat alld consistent and will hide allY rough sections or Inistakes you make in cutting the pO/tholes ill the first place.
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Now it's time to plll the final details all your ship. Use dowel rods to create masts, gaffs, alld booms to support YOIl! sails. YOLI can also add balsa strips rUlll1.ing athwartslzips (ftvm port to starbpard) all your deck to break up the large flat sUI/ace. ' • .
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Add sails, alld creole rigging out oj; string or twine treated with watered-down PVA glue as Nick described before ill making' his Gondor ship. YOll can be as realistic as you like in rigging your ship (reference books can help YOll), but remember that the more riggillg you add, the harder it will be to move models arOlind the .deck.
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THE WRATH OF UMBAR! •
Stop the Corsairs in the Games Workshop Roadshow. Throughout the summer there will be a fantastic roadshow visiting 42 of our UK Hobby Centres.
In The Wrath of Umbar, you'll have to J
repel the wicked Corsairs from the Southern Gondorian coast, and prevent them frmm burning towns and taking their inhabitants into slavery. 'f.hese blackhearted men are ancient servants of Sauron. Do you have the mettle to defeat them? The roadshow uses the boat mles from WD300 and 301, and features a whole fleet of stunning, scratch built boats, Corsairs and a specially made coastal board. As well as
playing, you'll be able to pick up tips on how to make your own landing craft and conversions. There's also a special promotional miniature only available to buy at these events. Below is a list of dates. Ring your local Hobby Centre for more details of this event.
·2 July': Aberdeen • 9 July: Edinburgh • 16 July: Glasgow, Hull, Cardiff, Romford and Brighton • 23 July: Carlisle, Nottingham, Bristol, Thurrock, Maidstone • 30 July: Newcastle,J)erby, Exeter, Harrow, Guildford
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• 6 August: Middlesborough, Northampton, Poole, Uxbridge, Maidenhead • 13 August: Harrogate, Leicester, Oxford, Bromley, Milton Keynes • 20 August: Leeds, Manchester, Worcester, Kingston, Cambridge • 27 August: Wakefield, Chester, Birmingham, Sutton, Norwich • 3 September: Sheffield Central, Liverpool, Shrewsbury, Croydon, Ipswich
INDEPENDENT STOCKISTS Check out the website below for details of events at independent stockists throughout the country .
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Keith Robertson is one of the longest serving members of the 'Eavy Metal team. You can see his work for Games Workshop in our codexes, army books and Keith Robertson the pages of White Dwarf; but naturally, he has also accrued a vast collection of beautifully painted miniatures of his own. Keith's talent as a painter were recognised long ago when the Dundee Hobby Centre manager recommended him for an interview with the 'Eavy Metal team. ,
"I had my interview and within a week I was hired," says Keith. After working for Games Workshop for six and a half years he's now in charge of the 'Eavy Metal team as supervisor. Through all this time his love for painting Citadel Miniatures has remained constant, as his superb collection attests. "I usually paint models according to personal preference," Keith says, explaining that for many painters character models tend to be the most attractive. Like a lot of hobbyists, Keith has his favourite sculptors - Jes Goodwin and Brian Nelson amongst them, and he always tries to keep an eye out for their models. "I really like Jes's Space Marines and the new Tyranids, and the Orcs and Ogres of Brian Nelson," he says. Former Games Workshop sculptor Chris Fitzpatrick is another of Keith's favourites. It was Chris's models that helped to get Keith the job when he used them to showcase his abilities during his interview. "I took the Dark Elf Sorceress and Lucrezzia Belladonna," he tells us. "These older models still hold up today. They have a timeless quality." Even though he details all of his models exquisitely, Keith finds time to game regularly. "I 'm working on a few armies at the moment," he says. "Tyranids; my own Space Marine chapter, the Sons of Orar and Orcs and Ogres." The Ogres are a Feastmaster tribe that has a predominance of Halflings in it. "I substitute Halflings for Gnoblars," Keith says. "I've got a hot pot as a Rare choice and take Lumpin Croop's Halflings as Trappers when I play." Keith's collection of miniatures is certainly an eclectic mix, a deliberate decision on his part. "I find if you do too much atone thing you can get stuck in a rut, variety helps to keep things fresh."
118 'EAVY METAL SHOWCASE
'EAVY METAL SHOWCASE FEA SOME OF THE FINEST PAINTED MI IN THE HOBB'£ nus MONTH WE PRESENT THE COLLECTION OF 'EAVY METAL TEAM SUPERViSOR KEiTH ROBERTSON.
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The Sons 01 Orar are a Space Marine chapter of Keith's own devising. "There's no great secret regarding the colour scheme," says Keith, "it was just because I liked it." The Tyranid trophies the librarian bears have the same colour scheme as Keith 's Tyranid army. Cleverly, the trophies on his Tyranids are all Sons of Orar Space Marines. The Company Champion was Keith's Open Category entry in Golden Demon 2004.
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www.games-workshop.co.uk/goldendemon 119
TUTORIALS Expand your Hobby Skills in a oneon-one tutorial with one of Warhammer World's hobby heroes. These tutorials can cover any aspect of the hobby, just give us a call to book some time. Phone: 0115 9168410 Email: warhammerworld@ games-workshop.co.uk
Importa NeWs! Citadel Miniatures hall opening soon! For more details about this new attraction for Warhammer World see the story in the News on page 3.
DUGMAN'S BAR If you need to take a break, have a drink or buy some food, the bar built to honour the famous Dwarf master brewer Josef Bugman is at your disposal.
YOUR OWN EVENTS
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Warhammer World is the perfect place to hold your own gaming events. Clubs and Gaming Groups from all over the country and beyond make use of our gaming hall. If you're interested in running your own event at Warhammer World, contact us on the phone number to the left or bye-mail for more information. [email protected]
Wa mmer World is the place to for a at Games p experience. Within its castle c rd you will find a wide array of awesome gaming tables built , by Warhammer World's scenery team. All of Workshop's current me systems are represented, from cathedral for Warhammer ,000 Unive'rse, to the rolling plains of the Warmaster board. Whatever game you play, Warhammer World is the place to fight war!
ING EVENTS
Here are just a few Warhammer World events. See over the page for more! Mastercrafted Sculpting (expert tuition)
• Feature tables in the Warhammer, Warhammer 40,000, Lord of The Rings and Specialist Games zones. • A variety of standard gaming tables that can be used for all systems. • Gaming nights to cater for all levels of gaming knowledge and experience. • Hobby tutorials for all areas of the hobby and all levels of expertise.
• Hobby Centre stocking the Specialist Games Range, as well as Forge World items and a limited range of Warp Artefacts products. • Available for Club or Gaming Group activities (subject to availability). • Citadel Miniatures Hall opening soon! • Sample the legendary hospitality of the Dwarfs at Bugman's Bar!
25th-26th June
Call to Arms Specialist Games 2nd-3rd July
The Lord of The Rings: The War of Rohan 16th-17th July
Warhammer Doubles Tournament 23rd-24th July
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THE GAMING CLUB NETWORK (GCN) IS AN INOEPENOENT ORGANISATION FOR CLUBS, RUN BY AND FOR . THE GCN IS MADE UP OF INDEPENDENT CLUBS AND COMPRISED LARGELY OF ADULT HOBBYISTS, WHO IN HIRED VENUES. IT IS RUN BY VOLUNTEERS AND ALL GCN CLUBS HAVE A CHILD PROTECTION POLICY AND CLEAR CLUB RULES.
OPEN PLAY LEAGUE The Gaming Club Network was set up to make it easier for people to find and play more opponents in safe and friendly environments. Clubs offer the best opportunity to take part in games that go beyond the one-off standard scenario style of play that most hobbyists are familiar with. The introduction of the Open Play system in 2004 and its development in 2005 into the Open Play League has taken club gaming to a new level. Here's a brief introduction on what Open Play is all about and how you can take part!
PLAYER RANKINGS , •
The first element of the Open Play system is that everyone who takes part in it generates a Player Ranking. Your ranking is a score that reflects how good you are as a player in comparison to everyone else. In short, if you win games your ranking goes up, and if you lose it goes down. Everyone starts with an average rating and as they win or lose games their ranking is re~calculated to reflect their ability.
S Open Play currently includes all of the three major Games Workshop games - Warhammer, Warhammer 40,000, and The Lord of The Rings. In the future the GCN plan to add all of the Specialist Games too! In addition to your overall ranking you get ratings for each system you play in, and also for each 'faction' (army) that you use. Alongside the player ran kings the system will also let you view the top performing armies across all the systems.
involved are able to take part in the annual Inter~club League. This event pits the members of each club against the members of all the other competing clubs. Each time the League clubs meet and set up a fixture they earn League Points for their club. At the end of each year the top performing clubs take part in a Grand Final held at the Games Workshop Club Celebration in December. From 2005 the prize for winning each systems' League will be the coveted Open Play Shield!
SECONDS AWAY ... ROUND 1! In February the first Open Play League fixture occurred between the Oxford Gaming Club and the Sad Muppet Society in Basingstoke. After a good night's Warhammer 40,000, the result was a resounding draw for these two clubs , netting them two League Points each!
GET INVOLVED If you'd like to take part in the Open Play League you'll need to join the Gaming Club Network. To find out more about how to get involved with this independent organisation contact them via: Post: Gaming Club Network, PO Box 8019, Reading, RG30 3WZ Web: www.gcnm.org.uk Email: [email protected] Top League Rankings (21/3/05) 1) Michael Purvis, Gobstyks Gaming Club, 1608.42 points 2) John Wright, Oxford Gaming Club, 1583.22 points
INTER-CLUB LEAGUE
3) Andy Thompson, Gobstyks Gaming Club, 1569.01 points
In addition to the player~focused rankings that are an ongoing feature of Open Play, the GCN clubs
4) Bert Bassett, Oxford Gaming Club, 1566.19
Are you ru ing event? If you want to advertise it for free in this fine plication simply drop us an e-mail at: eventsd ia [email protected] The closing dates for receiving details for publication in the following issues are: 9th May for WD308 (August) 13th June for WD309 (September) 11th July for WD310 (October) Please note all dates and details are correct at the time of going to print but are subject to change.
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COUNTER STRIKE Date: 2nd June, 2005 Venue: GW Plaza Details: Hive Fleet Kraken has advanced towards its goal. Now is the time for the Imperial Navy to make its last stand. This is a BFG campaign running throughout June and July. Starting Fleets must be 500pts. Contact: GW Plaza - 02074 360839 (Paul) Website: www.games-workshop.co.uklevents YOUNG BLOOD 40K TOURNAMENT Date: 4th June, 2005 Venue: Newmillerdam Scout Hut, 699 Barnsley Road, Newmillerdam, Wakefield Age Limit: 16 years and under. Details: To enter this Young Blood tournament, you will need a 1,000pts 40k army chosen to standard force organisation charts, rulebooks and codexes. There are limited places available, so book soon. Entry costs £5, including lunch. For more details and tournament packs, send an email to the address below. Contact: lain Dalton - [email protected] THE MALLEUS BLACKHEART MEMORIAL CUP Date: 11th June, 2005 Venue: GW Dumfries Gaming Room Details: Enter this amazing cup knockout day, named after the great Malleus Blackheart, who scored a thousand touchdowns. Bring a million crowns of your finest players to this event and watch out for Malleus himself. Contact: GW Dumfries - 01387 249702 Website: www.games-workshop.co.uklevents GW PRESENTS: MASTERCRAFTED: Date: 25th and 26th June, 2005 Venue: Warhammer World, Nottingham Details: Hone your sculpting skills with some of the finest sculptors from Games Workshop. You will benefit from six hours per day of tuition, practising a variety of techniques and projects. This event is deSigned for experienced hobbyists wishing to perfect their sculpting skills.
Events diary abbreviation guide WH .. .... Warhammer 40K ...... Warhammer 40,000 BB ...... Blood Bowl WAB ...... Warhammer Ancient Battles WPS ... ... Warhammer Players' Society WECW ... Warhammer English Civil War Epic ...... Epic Armageddon LOTR ... The Lord of The Rings GW ...... Games Workshop GT ...... Grand Tournament Contact: Warhammer World - 0115 916 8410 Website: www.garnes-workshop.co.uklevents RISE TO POWER Date: 26th June, 2005 Venue: GW Newcastle Age Limit: 16+ Details: The sword of the undying alliance will only be held by the strongest of generals. Enter the field of battle and stake your claim in blood. You will need a fully painted, 2,000pts army to take part in this Warhammer campaign day. Call to register as places are limited. Contact: GW Newcastle - 01912 322418 Website: www.games-workshop.co.uklevents .
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JULY
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ROGUE TRADERS Date: 2nd July, 2005 Venue: GW Carlisle Details: Come and try your hand at this unique way of playing 40k. Choose and build the crew of your very own Imperial loyalist, Rogue Trader, or Pirate transport vessel and fight it out in the stars and spaceports with nothing but a lasgun by your side in this 40k skirmish event. Contact the Carlisle Hobby Centre for further details. Contact: GW Carlisle - 01228 598216 Web: www.games-workshop.co.uk GW CAU TO SPECIALIST GAMES
Date: 2nd and 3rd of July, 2005 Venue: Warhammer World, Nottingham Age Limit: 16+ Details: This Tournament covers five systems, of which you will compete in the one of your choice. They are Mordheim (500gc), Necromunda (I,OOOcreds), Warmaster (2,000pts), Battlefleet Gothic (I ,OOOpts), and Epic: Armageddon (3,000pts). Tickets cost £45 and include lunch on both days as well as an evening meal on Saturday. Those playing Necromunda and Mordheim will participate in ten games, players for the other systems will participate in six. Contact: Warhammer World - 0115 916 8410 Website: www.games-workshop.co.uklevents KINGDOMS BREAK Date: 9th July, 2005
Venue: GW Dumfries Gaming Room Details: Kingdoms are broken and smashed as local Ogres decide they need more land. Bring 1,000pts of Warhammer and try to fight your way out of the Ogre Kingdoms and stake your claim for land or fight the Ogres and stop their relentless advance. Contact: GW Dumfries - 01387249702 Website: www.games-workshop.co.uklevents WPS 40K GRAND TOURNAMENT Date: 9th and 10th July, 2005 Venue: Warhammer World, Nottingham Details: Test your mettle as a tabletop general. See the website for more details on this 40k tournament. Contact: [email protected] Web: www.players-society.com LANCASHIRE OPEN WARHAMMER TOURNAMENT Date: 16th July, 2005 Venue: Wargames World, 22 Cooper Street, St Helens Details: You will need a fully-painted Warhammer 2,000pts army to take part in this Swiss pairings tournament. The competition runs from 10.30am5.30pm. Only 20 Places Available. Entry costs £10. There are prizes for First Place, Best Painted Army and Most Sporting Player. Contact: [email protected] or send a large SAE to: Wargames World, 50-52 Skipton Road, IIkley, West Yorkshire, LS299EP. Website: www.wargamesworld.com/events.htm AGRAM ARENA SUMMER 2005 Date: 16th-17th July, 2005 Venue: Technical Museum, Zagreb, Croatia Details: Enter the 5th Agram Arena International tournament! To enter the 40k tournament you will need a 1,500pts army. For the LOTR tournament you will need 1,000 pts of Good and Evil forces. Entry is free including lunch and accomodation! Reports from the previous two tournaments can be found on the website (see link below). The WH tournament last December gathered 62 participiants from five different countries including GW's Adam Troke! Contact: [email protected] Website: www.ums-agram.hr GW PRESENTS: WARHAMMER DOUBLES TOURNAMENT. Date: 23rd and 24th July, 2005 Venue: Warhammer World, Nottingham Age Limit: 12+ Details: You and a partner join forces and fight other pairs of players for the title of best generals in this Doubles Tournament. Both armies will need to conform to the Border Patrol rules set. Tickets cost £65 and include admission for both people, lunch on both days and evening meals on the Saturday night.
Contact: Warhammer World - 0115 916 8410 Website: www.games-workshop.co.uklevents THE 2005 QUENELLES CUP Date: 24th July. 2005 Venue: GW Glasgow Gaming Room Details: Enter the 2005 Quenelles Cup Blood Bowl to find the best Hobby Centre in Scotland. One-day event that will run from 10am-6pm. Edinburgh took the cup last year (along with most of the other trophies) so it's time for Glasgow to strike back. See the store staff to register before the event. Contact: GW Glasgow - 0141221 1673 Website: www.games-workshop.co.uklevents DUNDEE MELEE 3 Date: 30th and 31st July, 2005 Venue: On Board HM Frigate Unicorn, Victoria Dock, Dundee DDI 3JA, Scotland Age Limit: 16+ Details: This tournament will be decided over four 2,250pts games, two 500pts Warband games, an Arena of Death character bash and a Wizard 's Duel. Any official army list may be used (no appendix army lists and no special characters allowed, however). Each battle will have a scenario. Great fun and friendly atmosphere. Entry is £20. Contact: [email protected] Website: http://www.frigateunicorn.am/ or www.dundeemelee.co.uk . ,-. . -_.. - - .' . .AUGUSt ~-
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CITY OF GOLD Date: 4th August, 2005 Venue: GW Plaza Details: Adventurers wanted for treasure hunting in the far away land of Lustria! (No experience needed.) This is a Mordheim campaign with starting warbands running throughout August and September. Contact: GW Plaza - 02074 360839 (ask for Johan) Website: www.games-workshop.co.uklevents BOUNTY HUNT Date: 6th August, 2005 Venue: GW Carlisle Details: Renegade Psyker Creavus Drell has escaped the clutches of Inquisitor Maelsant for the last time. A price greater than victory has been placed on his head, and your gang wants a piece of that action. Take your Necromunda Gang across the Hive, through the blasted wastelands and to places you wouldn't dare go as you hunt this crazed man. Contact the Carlisle Hobby Centre for further details about this event. Contaci: GW Carlisle - 01228 598216 Web: www.games-workshop.co.uk GW PRESENTS: GRAND TOURNAMENT HEAT ONE Date: 6th and 7th August, 2005
ames Workshop Direct is the u ate service for G Workshop hobbyists. With a quick trip to our website or a chat on the phone to one of our friendly Hobby Specialists every Citadel niature you want can be dispatched to your address. But Direct is far more than merely an ordering service ••• SPECIALISTS Besides handling your orders for all Games Workshop merchandise, our Games Workshop Direct staff are on hand to help you get the most out of your hobby. All of our staff are Hobby Specialists, gamers like you who can't get enough of modelling, painting and gaming with our miniatures. As dedicated hobbyists they can answer all of your hobby questions and provide tips on modelling and painting techniques, such as advice on colour schemes, tackling difficult models, suggesting components for conversions or assembling more complicated kits. They can also provide assistance with making an army list, from devising a starting force to expanding an existing one. They're also available to give helpful advice on how various units work on the tabletop , discussing any special rules and tactics for using them in a battle and assessing their relative strengths and weaknesses. Our Hobby Specialists are also a great source of gaming knowledge. If you have any rules queries they are happy to help and suggest solutions to ensure you get the best out of • your gaming.
I •
PART SERVICE All hobbyists love to personalise their armies. With Direct you can order individual models from boxed sets and blisters or even individual components from multi-part kits. So if you want to create a fantastic conversion using Archaon's sword and a Griffon's head, Direct is the place to go.
• CLASSIC AND COLLECTORS' MODELS The Games Workshop range of models is constantly evolving. Due to limited space, we cannot stock Citadel Miniatures' full array of models in our Hobby Centres. From alternative marks of Space Marine armour, to different kinds of dragons or even models for the enigmatic Eldar Harlequins, Direct has a dazzling selection of figures you won't find anywhere else.
Get exclusive models like this Ogre Ninja Maneater only from Oirect.
• ADVANCE ORDER Can't wait for the latest book or model? Direct allows you to order them in advance, delivering them to your address as soon as they are released.
• EXCLUSIVE MODELS Available only through Games Workshop Direct, these models, like the menacing Ogre Ninja Maneater, make excellent army centrepieces or painting projects. Call the Hobby Specialists to see what special edition models are currently in stock.
•
Components and classic miniatures are only a phone call away.
• NEW RELEASES Get all the latest releases as soon as they are available!
• SUBSCRIPTIONS Get your essential hobby purchase every month guaranteed with a subscription to White Dwarf.
SPECIALIST PROFILE
• DELIVERED TO YO
•
DOOR
No need to leave the comfort of your home or brave the elements to get your Games Workshop goodies. And there's just one standard postage charge no matter how much you order.
• HOBBY SPECIALISTS All our Games Workshop Direct staff are Hobby Specialists. They can answer all of your gaming questions and provide tips on modelling and painting techniques.
Subscribe to White Dwarf!
For the freebooters, the sell-swords, the mercenaries of the Warhammer World, no adventure, no battle is ever too big - as long as the purse is ri(, For mercenaries only owe fealty to gold and to greed. No banner nor cause, however worthy, will stir them to act without the promise of coin. NoVl races from far and wide are heading to Lustria for gold and glory with hordes of hired swords in toe. Below are examples of mercenary units you ( hire for your Warhammer armies in preparation for the invasion of Lustria. If you've got a problem with your army and no one else can help, then maybe you should hire ... some mercenaries! The Monsters and Mercenaries Collector's Guide contains a comprehensive list of all the mercenary regiments and components you can use in your armies. Included are all of the Dogs of War Regiments of Renown and characters. You 'll also find a full section of Kislev models for use as Empire allied contingents and a complete section for Ogre Kingdoms. Add to this siege equipment, collector's models and some stunning player's armies and this book is an indispensable companion for any Warhammer hobbyist.
MONSTER'S AND MERCENARIES COLLECTOR'S GUIDE
60040214001
£5,00
Voland's Venators: A hard-hitting cavalry unit, the Venators strike with Strength 6 on the charge and boast an impressive 2+ Armour Save.
VOLAND' S VENATORS
99110214033 (contains 5 models including command) £25,00 99060214036 (blister pack contains 1 random model) £6.00
The Bearmen of Urslo: Beorg Bearstruck, the leader of the Bearmen, is a tough character in close combat with a Strength of 5, 3 Wounds and 5 Attacks. Oerl their Standard Bearer carries the Bear Banner which gives the Bearmen +1 to hit in the first round of hand-to-hand combat. Combined with their frenzy this makes the Bearmen a fearsome unit.
BEORG'S BEARMEN
99110214007 (contains 12 models including command) £25.00 99060214017 (blister pack contains 3 random models) £6.00
Marksmen of Miragliano: These fabled crossbowmen are much more accurate than their Imperial counterparts. They have a Ballistic Skill of 4, making their steel-fanged volleys deadly accurate. MARKSMEN OF MIRAGLIANO
99 110214002 (contains 12 models including command) £25.00 99060214018 (blister pack contains 3 random mOdels) £6.00
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is a comJ1lete list of all Regiments of Renown. 1hese available to Warhammer a ~mies as choices, allowin~ you to vary the dynamic of your force.
Pirazzo's Lost Legion and Tichi Huichi's Raiders are two mercenary regiments featured in last month's Conquest of the New World article. Available to aspiring generals looking for a little extra help.
$
. These reg.iments are available as regiment boxed sets, including com where appropriate. Blisters are also av.ailable to bolster the size of their
AI
PIRAZZO'S LOST LEGION
99110214031 (contains 12 models including command) £25.00 99060214032 (blister pack contains 3 ran dom models armed with either pikes or crossbows) £6.00
Pirazzo 's Lost Legion: The Lost Legion are a great defensive unit. Armed with a combination of crossbows in the front rank and pikes in the rear ranks they can harry enemies from both near and afar. When charged they can unleash a hail of crossbow bolts before bringing up to three ranks of pikes to bear too.
Desert Dogs Bragimza's Besiegers fbe ~Icatani Fellowship Leopard Company of iano Lost Legio.. Republican Guard Vespero's Vendetta , Voland's Venators Croop's Fighting Cocks Ogres Long Orong's Pirates Manhide's Khan's Wolfboyz Beorg Bearstruck and the Bearmen of Urslo The Birdmen of Catrazza Tichi ,Huichi's Raiders The Cursed Company , Ruglud's Armoured Orcs
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'These models are available as sets: of Albion the Oragonlord Galloper Guns Check out the Warhammer Dogs of on the Online Store ar call Direct more details. •
TICHI-HUICHI' S RAIDERS
9911 021 4042 (contains 5 models including command) £20.00 99060214043 (blister pack contains 1 random model) £5.00
at 75% of actual size.
Tichi Huichi's Raiders: Tichi Huichi's Raiders strike hard on the charge and can never be pu rsued if they flee from combat, making them the perfect hit-and-run unit.
THE ONLINE STORE If you want to bulk out your army with some hired mercenaries then go to the Online Store where you'll find all of the Dogs of War Regiments of Renown available to order. You'll be able to see all the boxed sets and individual blisters available for each unit as well as components. Simply visit: www.games-workshop/store You can also order these models by calling our Hobby Specialists. See page 126 for more details.
Games Workshop products are sold by a large number of shops in 16 different
If you're still unsure as to where your nearest stockist is located, why not call
countries across the world. What follows is a large listing of all the stores that
Games Workshop Direct on 011591640000. Stores highlighted in yellow
sell Games Workshop products across the UK, parts of Europe, South Africa
indicate new stores. Stores in green are elite Northern European stores; star
and the Middle East. Most Games Workshops are open seven days a week
in blue are Northern European partnership stores. To be sure they will have
and late for gaming evenings. Contact your local store for more details.You
exactly what you want in stock, we recommend you give them a quick phone (
can find a list of all our retail outlets on our website at:
before viSiting.
www.games-workshop.co.uk/slorefinder
Hobby centres marked with a cross (. ) have Gaming Room facilities.
A Games Workshop Hobby Centre is much more than just a shop .•.
FREE GAMING AND TACTICS ADVICE
FREE PAINTING AND MODELLING ADVICE
AU our staff are gaming veterans (afler aU [I's what they do for a living!) They can give you sound tactical advice, help you build balUe-wlnning armies and clear up most 01 your rules queries.
No matter what your level of painting or modelling skill, if you spend 30 minutes with one of our members of staff you will see Ihose skills improved and might lind oul something you never knew!
FULL RANGE OF PRODUCTS All our centres slock a lull range 01Warhammer 40,000, Warhammer and The Lord of The Rings games and models as well as all the hobby materials you , need to coUect, build and paint your armies.
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IN-STORE ORDER POINT All of our stores are fitled with an in-store order point which you can use to get your hands on aU at our Specialist Games products , prus many components and classic models with which to customise your armies.
EXPERIENCED PLAYERS Many Games Workshop hobby centres run evenings (usually Tuesdays and Thursdays) for veleran garners. They are aimed at older garners with plenty 01 experience on Ihe battlefield. You can share ideas about aU aspects of your hobby, battle against experienced opponents, and play GWs Specialist Games systems well into the evening .
BEGINNERS Our special Beginners' programme leaches you how to play and helps you take your first sleps into the Games Workshop hobby. The programme runs on Sundays, so whether you want 10 learn how 10 charge your knights into your opponent's bailie Hne or lead a squad of Space Marines into battle, all you need to do is come along!
HOBBY ACTIVITIES Games Workshop hobby centres provide support and expert advice on all aspects of the hobby. They feature team participation ballles for you to take part In, painting workshops to develop your painting skills, and a forum for garners to talk about the hobby. On Sunday evenings many stores run specilic activities for those who have graduated from the Beginners' Programme.
HOBBY CENTRE GAMING ROOMS A growing number of our Hobby Centres now have addltional space in the shape of Gaming Aooms. This makes it periect for meeting fellow hobbyists and arranging larger games, playing campaigns or Just painting and modelling. On Monday 10 Friday these rooms are reserved lor veterans over the age of 16 but the weekend is free for all veteran gamers and those who have been through the Beginners' programme. These centres are marked by a cross. Give them a ring to find out what's going on and to avoid disappointment! See page 136 for a fulliisl of Gaming Rooms and contact details. Gaming Aooms are also in this Store Finder list, marked wilh an (" ).
AVON GW BRISTOL (CENTRAL): 13 Orom:h..,etr. Tel: 011 7 925 153.3
Ullil 129. Tht: MillL Tal: Ot 17 959 2::29
BRISTOL, ArCHJ 51 :
BEDFORDSHIRE Tel: 01525 21741 5
LUTON, Ottakers: LUTON, FInal Fantasy
GW MAIDENHEAD: Unil2. 17 Markel Strou\. Tel: 0t(;2B 631 "147
WIDNES, R G Marsh Lldl Wldn!;!s: Tel: 0 15\4 2·1l!N7
TORRINGTON, Angling Pastime s : Tol; 01005 625&08
CLEVELAND
DORSET !It
~ oad,
16
Tel: 01::02 JI!.12!)2
Blid~N
Slrui'!- Tcl; 01<:·1 2 2.19 752
GW ST ALBANS:
GW POOLE:
10 Hontm)o Cia,;\), eft High SlroeL Tel: 01·"27 061 HI3
Tul: 01202 2581!14
CORNWALL
BOURNEMOUTH, RobC!rts Toys & Gomes: TGL 0 1202 482031 BRIDPORT, Frosts ToymaslC!r.
BISHOP'S STORTFORD, Board mans: Tol; 01279 65·1 033 CHORLEYWOOD, Chorleywood Models: Tel; 01923 28·1 313 COCKFOSTERS, MU!Toy & Brond:
Slfe~1.
(i3~
Tel: 01 300 '122296
DORCHESTER, Dorchester Toys: ToL 0 1305 76060 1 GILLINGHAM, MC!rvyn's Toys & Models: Ti'l: 017017 823 000
POOLE, Hoggosaurus Till: TBC SHAFTSBURY, Hardlngs:
GW DURHAM: G·; rl o::h Road . Tel: 01913 7·11062 GW DARLINGTON: 76 SkinlUlrg!1l(l, Tot: 01325 3!l2 't63
BISHOP AUCKLAND, Windsock Models: Tel: 01386 6IY.! 766
CONSrn, Kwlkpo.rt: C O(l~I)II. Co. Tel· 0 1207 5f1102·1 TEESDALE. Toy Shop: Tot 01/l33 ti373Ufi
CUMBRIA Unil:!. EMS LorIO. To!: 0122B SGa 216
Tel; 0206 ,1490827
HARPENDEN, Felicitations: Tel; 0162·\ 62215.: HATFIELD, Mr GClmes: Tul: 0 1i07 2(;6599
Tel: 01':62 ·:22204
Te l· 017'17 852156
LETCHWORTH, Camlu Unlimited: To!; 01 41:2 ,m0011l ROYSTON, Toyshop: T'JI; 0;;63 2013270 ST£VENAGE, KS Models: Tot 01438 7·:6616 WELWYN GARDEN CITY, Toys Toys Toys: To!: 01707 3913 19 ,
SWANAGE, LC!onords: Tol: 0192!) ·\2609/j
WEYMOUTH, Rauamota:t: Tel 01305
mosol
GW CHELMSfORD:
HUMBERSIDE
Unl'
SCUNTHORPE, Weltuale DepClrtmen' Stare:
GW COLCHESTER:
Tel 0112 4 26 1MB
2 ShOll Vlyw SUeel Tel: 01 200 7G7 279
GW SOUTHEND: 12 S Chlhct:ur!:n Roau. Tel; 01702 .161251 GW THURROCK: Unr\ >l1 58.la','i'l3. La!UJsltlo St'DPlltng Celltre. Tei: 01708 !l67 133 BRENTWOOD, B&M Cydas: Te t: Ol2n 21 ·i3·1 2 CLACTON ON SEA, Clotlon An & Cro.ft Centre : Tel: 0 125!> ·;3634S
GW CARLISLE:
86.16.12
SHAFTSBURY, Howords:
ESSEX
COUNTY DURHAM
01-1 ·~2
1'01: 0174; 052 156
lot 0 1935 8 160i2
Tei· 01 672 272452
BERKHAMSTED, HClmllns:
HERTFORD, Marquee Modllls: The MOfque(l. Rn~l'lny Slreo l Tel. 0 1992 SO·;; IB HITCHIN, Mainly Models :
SHERBORNE, Pursuits:
ST AUSTELL, MCid for Mlniotures: TOI: 0 172fi 72259 TRURO, ToymastC!r:
!It
2·: Pos t DI ll!:!!
Tal 01 .4 2924'1337
Tol: OI 72u 73125
!It
GW BOURNEMOUTH:
Ttll'
ST AUSTEU, Adebo Tays:
Tol' 01753 862106
GW HEMEL HEMPSTEAD:
BOURNEMOUTH, Baltln-Star:
Tul: 01326 572707
SANDHURST, Toyworld: Tel: 0 1252 673350 WINDSOR, WJ. DClnlels:
HERTFORDSHIRE
HARTLEPOOL, Westgate Deportment Store:
HAYLE, Blewe tts of Hayle: Tel: 01 736 75:!012 HELSTON, Eddy & Son:
Te l: 01635 26555
ROSS ON WYE, Little & Hall : Tel : OU;!!g 552 639
Unil 12 Tovmsgale Cantrn. Tol: 0 1202 685
Tel:013263 12571
,186 124
HEREFORD, Hereford Model Shop: Tol: 0 1·:32 352aD'J LEOMINSTER, Martin's Models & Cralts: Tel. Ol5GS 613 ill:?
Tet 010129 233199
FALMOUTH, Wonderland Falmauth:
NEWBURY, Minlarturo Mercho.nts: Tnt: 01635 52817(0 NEWBURY, Swompys:
COLCHESTER, Toymostcr Kingdom: Tm: 01200 5':·13·'·1 HARLOW, MarquC!e Madels: T61. 01279 ·:2333·1 HOCKLEY, Hobbllon: Tel: 01702 2001eO LEIGH -ON-SEA, Collver Boaks: TuL ()t702 J"l3900 MALDON, Colin Bliss Models:
ISLE OF MAN DOUGLAS, JClt Distribution: Tilt 01(;2,16221:'4 PORT ERIN, Model Teth: Tul: 0162·1 8:160-15
RAMSEY, Model Warld: T a l: 0 162.1 iH&a-:8
ISLE OF WIGHT COWES, ChlvC!rtons News ClgC!nts: Tol: ()1983 2920t3
Tnt: 01922725 207
BARROW-IN-FURNESS, Heoths:
ACOCKS GREEN, JeWs Gomes end Workshop:
Tel: 01229 820 .135
Tel: 0 121 706 5175
EDGEBASTON, WClylClnd's Forge: Te l. 0121 68701 105 RUBERY, Roy's Hobbles & Toys:
BOWNESS-ON·WINDERMERE, Ernest Atkinson & Sons: TOI: 0 1539 .1·:30,17 BRAMPTON, The Cord Centre: To1: Oh197 722.67 COCKERMOUTH, PIClytlmes:
Tel: 0121
To!: 01900 629299
High S lrool. Tel; 0 162185 \32 7
Tel: 019B3 (;17323
SUTTON COLDFIELD, DigilCiI Drogoru:
COCKERMOUTH, The Toy Shop:
RAYLEIGH, Toys N Tu t k:
Tel: 079<: 1 637793
Tal: 01900 8 25!l55
Ttl! 01268775501
KENDAL, Narth West Werrlers: T(;I: 01539 731666 KENDAL, O'loughli ns': rol: 01539 7232G·~ KESWICK, La kC!lond Toys Clnd Hobbles:
SAFFRON WALDEN, Game Om
SANDOWN, Toymasler: Tol . 01933 110,1 I 62 SHANKLIN, To),moster:
GREAT BARR, Gaming Crypt: Tel: 0121 :)(,0 50eO
3280
BUCKINGHAMSHIRE GW HIGH WYCOMBE: Unit 29 . TI1I1 Octagon C~ntro. Tel: Og9·1 531 49.1
GW MILTON KETNES: Unrl 2.West End E~lension. 50~ Sitbllry Boulovaro. SI'opping COnlr!!. Tel; 0 1908 690 ,Ii i BUCKINGHAM, Abl:ltus Toys: Tal 01200 Bl181S BURNHAM, Crots Toys: Tel: 0 1628 665015 GERARDS CROSS, Howard MCirshClIl : Tel: 0 1753 882952 PRINCES RISBOROUGH, TrC!ols:
Tel- 01766 7752i5
PENRITH, HClrpC!rs Cycles: Tel: 01 7SB 664.;75 ULVERSTON, Sawdust 'n Stitches: Tol' 01229 5D22M
WORKINGTON, KSA ModC!ls and Hobbles: Tol: 0 1900 873338
DERBYSHIRE
CAMBRIDGESHIRE
Tol: Ot;[):J 500 070
SOUTHEND-ON-sEA, Taymaste r Kingdom: Te l' 0 17023,;34&1
GLOUCESTERSHIRE GW CHELTENHAM: 16 PHi'Iilln SlIM!. Tel: 012,12 229 <1 19
GW GLOUCESTER : 35 Clare nce SIIt'C!. To l' OI·15~ 505 0::13 BOURTON ON THE WATER, Bourton Model Rallwoy: Tel. OU!;I 820686
STROUD, Antics: Tet: 01·153 7G.1·:B7 STROUD, Cyberdyne: I n\ 0 1453 7G7i22 STROUD, Psisoft Games:
WORKINGTON, ToymCister: T61: 0 1900 67J322
T'JI; 016-1·: 34·;35-1
!It
Tel: Otllfl·: 2&281<)
Tel: 01289 3 533f16
GW READING: 111 Broad SUell1 Mil!!. Tm: 0118 959 8693 GW SLOUGH : 101 High Sireol Te!: 0175;) 575 675 BRACKNELL, OIlClkers:
GW BIRMINGHAM: 11 G COf/XlrBliOfl Stroet Tel: 0121 2J(i 7BaO GW DUDLEY: Unrt 36. Mo:ry Hi!! GQnllo Tol. 0 1 3a~ ,18, 61D GW SOLIHULl: 690 WlIrY,:c k Road. Tol: 012 1 7057997 GW SUTION COLDFIELD: ·15··1i BnminglwrH Rnad. Tel: 01213 5·1317·\ GW WOLVERHAMPlON : Un11 98. MatldGrCQr:1IQ Tut: 01902 310 -:66 GW WALSALL: Unit 27, Okl Squaru Shapping Cnmr&.
Tel: 0151 G66 li Sa
BODMIN, BrlcknC!l1s: Tol: 0 1202 277008 BUDE, Nitro RC:
BERKSHIRE
BIRMINGHAM AREA
W1RRALL, Isis:
TEIGNMOUTH. Jackmans Taybox: Tet 01626 77a755 TiVERTON, Wings ' N' Wheels:
GW TRURO: Unit 1. Blidgil HQUlill. Now 51i!lgo Tel: 01/l72 GZO 0 47
Till: 01582 ·le6999
013 ~,1
STOCKPORT, G05lings Toyma' ter:
HEREFORDSHIRE
Tel: 0 1822 Gl5 236
" GW MIDDLESBROUGH: Unit 3J, 39 Oundl\s S iruol Tel: 016·12 25409 1 HARTLE POOL, Illusions:
GW BEDFORD: 10 Gley/fjilrs. Tel: 0 123-1 273 6ti3 LEIGHTON BUZZARD, Cuddlers:
Tel·
TAVISTOCK. Kale idoscope:
leI: 0161 ,:272099
GW BRISTOL (CRIBBS CAUSfWAY): Tel: 01 17924;:655 PORTISHEAD, Makll: To!: 01275 8~.1 75 1 YATE, HoggostJurus Toys1ofO: Tu l: 0 1,15·1 326566
RUNCORN. Hollon Daemons: Tel: 01928 715351
GW DERBY:
GW CAMBRIDGE:
,t2 S '1dler Gal!'!. Tef: 01332 37 1657
Ti'I: 0870 2·:27.1 28
5·' Rogent StrQet.lo!: Oi223 313 350
BELPER, FroCirsons: Tol. 0 17"13 B2J 24.: BURTON ON TRENT, ToymCistor Kingdom:
TEWKESBURY, Toy Zone: Tel 0166-1 20577&
GW PETERBOROUGH : J We:11wort" SIJc!ll. Tel: 01733 890 052 ELY, City Cyde CC!ntre: Tel: 0 1353 663131 HUNnNGDON, Sports & Fashions: Tel: 01400 .15;1 541 PETERBOROUGH, We stgate Deportment Storo:
Tel: 01 2·16 220200
Tot Ol7335G31 S1
CHESTERFIELD, Speeding Bul1C!t:
ORTON, PN Hobbles: Tel; 01733 75905·: SAWSTON, The Toy & Model Centre:
To!: 0 12·16 22.1600
Tel; 01223 505052
GLOSSOP, Wain Services:
SAWsTON, To)'s Plus: Tel; 0 1223 637639 5T NEOTS, BOrTetis of St Neols: Tol: 0 1460 ·:08700 ST NEOTS, Westgate DC!partme nt Store:
To!: 01.\57 6S35·lfl
Tel· 01252 311·;·:3
ILKESTON, IIkeston Co-op: Tel. 0 1 15~ 327777 MATlOCK, Shawcs LTD: Te\; 01 629 :112482
ALTON, Allon Model Ce ntrel
Tet: 01263 5·1-1560
BUXTON, D&E Knowl C!s & Sons: Tel: 01298 2-1203 CHESTERFIELD, Cooperative Sati ety:
DERBY, Toymasler Kingdom: Eag;a Cen1le, Tel: 01332 366336
Tel: 014E!0473242
TEVERSHAM, InvocCitlon lid: Tet- 0 1223293492
WISBECH, WC!stgalo DC!partment Store: Till; 01536 203525
CHESHIRE GW ALTRINCHAM: Unrl I. 19 Gra lton Slrc !!t. Tel: 016i 9299[196 !It GW CHESTER: 112 ForC(Jat ~ SlrcOl Tel OJ:!,:.I 311 !)f;7 !It GW MACCLESFIELD : Un;, 3&, Chesl ~lqale 1,1all. GlosveflOr C ~nlre.
!It
HAMPSHIRE GW 8A5INGSTOK£: 3 Pollet s Wall:. Tol: 01 256 .1£(; 050 GW PORTSMOUTH: 3.1 An':lllk!i Saeet Tel: 02392 676 206 GW SOUTHAMPTON : 23 Easl S ~fc,,1. Tel 0231J0 331 9u2 GW WINCHESlfR: C, 51 Geol(jo.'l SIT{lnt Tel: 0 1!)62 SliO lll9 ALDERSHOT, Tho GClme Shop:
101. 01 ,:20
5J22·1~
ANDOVER, Hoggosourus Toystore: Tol: 012!;.\ 352 2G3 BASINGSTOKE, Ollakers:
DEVON
Tot; 01 256 ':606·:6
GW EXElfR:
CRANLEIGH, Dovld Monn: fQ1 : OJ.103 27377i FAREHAM, Foreho.m Toys ond HQbblC!s: T,)I· 0 1329 2!l21r;J FARNBOROUGH, Dorkstor: Tel: 01Z52 J7605() FLEET, Fleet Toys: Tal 01 2526 Ij9·:9 GOSPORT, JC Books: Tel: 02392 S!l®3 1 MILFORD ON SEA, Milford Models ond Hobbies: Tol 01590 6.:2112 NEW MILTON, Toys 01 New MUtan:
;i1;) Sid ..... OIJ Sl reQ!. Tel: 0 1392
~ !}()
305
GW PLYMOUTH : B-1 Cornwell SUi: IlL Tc;l; 01752 25,: 121
GW TORQUAY: 12 Ma rkill StrCIlt. Tet· 01803 201036 AXMIN5TER, Abatus TQys: To!: 0 129i 6'Jlnl
BARNSTAPLE, ThC! Baltle:tone : Tel. 012713213'1·1 BRIDGEND, Paraphe rnCillo:
NEWPORT, BCluio On: Tel: 0 1983 533222 NEWPORT, Toy & Models: Tt!:· 019535202511
RYDE, The Sports & Model Shop: Tel ' 01953 fl62 454
RYDE, Fun, Fod and Fantasy:
T!!~:
01963 86S!l24
KENT GW BLUEWATER: Uno! 052B, Uppilr T11.1rr1rlS WnITl. Blu U.~tlt(l!. GJf!at1hilhe. KonT. Tel 0 1322 ·:27 BaO GW CANTERBURY: Un il5. IrOl1 Bur L i.!IHl T(;1. 0 1227 ,:52 arm GW MAIDSTONE: 7;'1 PlltlQing Lane. Tel. 01G22 6n -US
GW TUNBRIDGE WELLS: 4A Carml"l1 Sima!. T(!I: 0 I 692 525 71!3 ASHFORD, GZ Camputers LId: Tal: 01233 66;)!J96 BEXLEY HEATH, Kit Krory: f QI: 020B 298 71 77 BROADsTAIRS, TimC! & Spate: TQI: 011143 666006 CHATHAM, Maynes: Ti'! : 016:;'1 .tOOO31
DOVER, Turners Models: To)l; 0 1JO.: 203il I GRAVESEND, The StCimp CC!ntre: To!: 01·17·1 534166
MARGATE, Spaco City Glhs: To!; OHMJ 227 145
MARGATE, Toymaster Kingdom: Tel: 0 18':3 225':()0
ROCHESTER, MinlClture World: Tel: OHJ3·18 139B8 S£VENOAKS, JH Lorimer: Tel: 0 li3:? ,t52640
SEVEN OAKS, MCinklows; Tol. 01732 .154952 SITIiNGBOURNE, AJ Blundell & Son: Tel: 0 17!\!j '12.137 \ TON BRIDGE, Kids Stuff: Te!: 01732 353166
LANCASHIRE GW BLACKPOOL: II Buloy SlroOt. T£lL 01253 752 O:iG
GW BOLTON: Ullit 27. 36 ;'creslield ...·1all. Tol 01204 3G2 131 GW PRESTON: 15 MrHor Arc<1de. Ti'I· 01772 62 1 8G5
ASHTON UNDER LYNE, BylC! SI:r:C!: Tol. 0161
3 ~3
755fi
PETERSFIELD, Folly Models:
ASHTON UNDER LYNE, Roundabout Toys: Tel· OHi13 4)23-!'; ASHTON UNDER LYNE, Stephen Hallt/ o. The Cooked Dice BLACKBURN, Bat(Clve:
Ttll: 01730 267 932
Tol: 01254 667·;86
BLACKBURN, Mercer & Sons:
HONITON, Honlton Toy Shop: Tel: 0 1.:0": 43i·1 1 KINGSBRIDGE, ThC! TrCldlng Post:
PElERSFIELD, Fun for All: l ot: 01730 26i27 1 RINGWOOD, Toys 01 Ringwood: rei; 0 1.125 ·)79~·\
T(!l· 01548 852 923
Tel: 017!:t .15t21':S
Te! 0120,\ 3GG3JO
SOUTHSEA, SouthsC!o. Models: Tel: 0 1705 733208 WATERLOOVILLE, PClul's Hobby Shop:
BOLTON, Toymo.ste r:
NORTHWICH, Tho ModC!i Shop:
NEWTON ABBOT, Austins: Tel: OHi2S 333.:.1,: PLYMOUTH, ModC!1 Shop:
11'1. 01600 ~77-:O
Tel: 01752 22 1 651
Ti'l' 01705259186
Tel: 015 25 (;10020
Tel: 01655 G6·1362
GW STOCKPORT:
DARTMOUTH, WG Pillar & Co: Tel: 01803 832139 EXMOUTH, GamC!:tono Models: Tol: 01:)95 2G"li33 HONITON, Art of WClr:
32 Mor zey Squ;uo Tul 016 \ 4 ; 4 1.127
CHEADLE, Fantasia! Tol: 0161 .1911130
CONGLETON, Deans Toys & Cyt/es: Tol: 01260 2732n CREWE, ABC Mode ls Sport: Tol; 01270 505~a KNUTSFORD, Hoi Whittaker: Tel, 01565 632O
Til! 0 1,1(}..I .1 4151
T.,!: 0 I·::!S G17e05
Tel: 0 125·/ sa700
BLACKPOOL, Toymasler: Tel; 01253 62G·:G I BOLTON, Greens ToymaslC! r: Tot: 019.12 1112398
BOLTON, Whitaker'S Toymosters: Tel: 0 120-1 3 !1B2':6
BURNLEY, At1hur Benn: Till 0 1262 ,:22 5.16 BURY, ToynllJSter: Till: 0161 761 li20!} CHORLEY, A & B Gomes : T~I; 01257 26 1033 CHORLEY, Hllmpsons To ys & Nursery World: Tel: 0 1257 26304 5 CLITHEROE, Cowgill' of CUlhe roc LTD: Ttll: 0 1200 4235!l7 KIRKHAM, RK Boyes: Tol: 017/2 67 1900 LANCASTER, L~on s ToymclSler.
ISLINGTON, Frederick Beck: Tal: 0207 226 3!.Q3
KNIGHTSBRIDGE, HarrodSI Tet: 0 207 730 12)4 PUTNEY, Toystop: Till: 0206 7859555 RUISlIP, John Stmdors: T al: 01895 GJ484B WALTHAMSTOW, Ollake rs: Tel: 0208 5200202 WIMBLEDON, EI)'5: T ~' 0208 9 . :6 9 191 WOOD GREEN SHOPPING CENTRE, ToV City: Tel: 02Q9 SSlono
Tel 0'52·: 645111
LANCASTER, Micro Merke ts : Tel: 01 52·1 0 ~ 0466 LEIGH, Storktown Umllud: Tol. OE1,\2 671116 LEIGH, Toymcs1er.
Tel 0li062Soo07
ST HELENS, Worgom es World: Tel: 0174': 20500 THORNTON-CLEVELYS, Toy2savo Collectable5 : Till: 01 253 655905 WIGAN, John Wlnstanl o y and Cal Pt1mbel: ;)' !, Tel ' 019":2 21-166-1
WIGAN, Soph le s : Te!: 0 19ol2 700356 WIGAN, Wigan Model Ce n tre : T tlt 0 1!!4 2 2. 15 GSl
GW MANCHESTER (cenlrol): Unll R35, Marsden Way SOlllh. Arnrlalo Cenlle . Tol: 0 16 1 63-1 637 1 LEIGH, Toymaslor: Tel: 019,12 671 11 6 MANCHESTER, Wol e rs ton l!s: Tel: 0161 6321992 WARRINGTON, Steve We bb Mod els & H o bbies : T ol 01928735225
)t
GW UVERPOOL:
l::I b Celllral Shopping COnlrQ . R'IIl(l!e igh . Tel: 0 15 1 703 09-63 GW SOUTHPORT: Un!! K2, I"alblc P),1ce S11opu1ng Conl lo ..
Te l: 0 I i O·l 50 I 25 5 GW WARRINGTON: Um120, Tlmo Squmo. Till: 0 1!l25 65196 <1 WALLASEY, flreslde MinIatures: Tol: 0 15 1 6'1 1 liXll WIRHAL, RS Modo ls: T!'!I: 0 151 ~": B .1363
MIDDLESEX ENF IELD, Jennings Slo reS:
LEICESTERSHIRE GW LEICESTER: Un it 2 , l GiZO Silvel SUCCI, Tnl 0 11 625305 10 GW LOUGHBOROUGH: 22 BitlDin Shf:lI l, Tef: 0 150:) 2:!B 107 ASHBY-DE-LA-ZOUCH, Ste ve' .5 Mod els: Tel: 0 1530 ': 16B2i COALVILLf, Ge offs Toys: Tel: 0 153(J 632795 HINCKLEY, Pundillo Model Spol: Tel: 0 1 ~55 2:!0'}52
NORFOLK
GW GRIMSBY: 9 Wo~1 SI f,.4£lIY·$ Gale . Tel: 01:;72 3 . 17 757 GW LINCOLN: Unl1 SU/I. S Ul1!?1gale Ion Oll tSIUr, 01 WalElIsi:je Conl/o). Tel: 01 5 225010027 BOURNE. GT Colleelable Cards: Tol: 0 1778422&.39 GAINSBOROUGH, Toymosler: Tel: 01 ·:27 670000 GRANTHAM, Arbon & Walls: Tel. OlGG-1 D ~..su:!O GRANTHAM, Access Models l T al " 0 1.17G 592 001 GRANTHAM, Portprlnce Models an d Hobbll!s Lid: To!. OI·)iG 592001 LOUTH, CastaUne: Tel: 01507 6021 ·:9
MABLETHORPE, Belas Toymasll!r: Tl.'I. 01507 473326 QUADRING, MS Sturgess: T~1. 017 75 6219&7 SCUNTHORPE, Shermans Mo dal Shop: Tel; 0172~ 0·12 439 SCUNTHORPE. Toymastar: Tel: 01 72·1 2 71020 SKEGNESS, The ModI!! S hop:
Tel: 01iS': 7fl3,129 SPALDING, Mason' s Models: Tal 01775722·156 SPALDING. Spaldin g News: Te l: 01n5 7232-19 STAMFORD, HawleyS! Tel' 017(10 762 125
LONDON GW BRENT CROSS: Unil F9. lu..~tJ' IAnii (11', ,11 Fe1l\\icll.!.). Buml CIO$.!i Shoppiug Cp.nif o. lot: ()2[m 202 .1!!;'9 Jt GW BROMLEY: Uni t 2·1, Tho Mall. Brom la ~· . Tc.I: 020(1 ·106 OOiD GW CROYDON : Unit 35. Qlumll'\')flO Cenl/ I) 10Il 1 ~ ' 1~ me b21:k 01 Ihe cont rol I(eola), Road Tel' 0200 Gt!{) .I GOO GW ENFIELD: lI5 GOo'lo llll Road Tel: 02Q6 363 323 8 GW HAMMERSMITH: 1&1 K,ng Strl)'!i.Tcl: 0206 6·:6 97-1": GW HARROW: 2 '16 SlallCn Slro et. Toi: (!20D 861 2350 GW KENSINGTON: Shop i . L.,nCilf Square, K.;n~lnUlOn CII,lICII SlI ee t. Tei: 0 207 937 70 11 GW KINGSTON ON THAMES 33 File RO ;ld TCot: 0 20D 5 ':9 522': GW LONDON (OXFORD ST): Unu F l O. The Pf,i za S!'1oPlllng Cenll(; . 11;1 Floof. l16 .. 128 Oxlorll 51rco:' Te l 0207 ·:36 06:l9 GW RICHMOND: UIlIl B. \'/r Slmtnill ef Ho\l!16 . KeVt A03r1 Tal, 0.205 9-1 D 6122 GW ROMFORD: 12 Quadranl Arc.lde Tal 01 70B 7.12 t·l0
)t
MERSEYSIDE AREA
Tel: 020D 6041 60<1
LINCOLNSHIRE AREA
GW STAINES: 8 Cla l{mce Slroo\. Tel: 0 1i D,1 ·:GO fiiS GW SunON : Un!' 26, Tlmes Sq,z;\rc S!looplng Conlce. Tel' 0200 no 9·1 5·1 GW UXBRIDGE: Unit 32 , Ch,,'(lIlers Milil. The PaVIlions Shopjlrf'lg CC!lI tle. 0169[, 2528OQ GW WATFORD: Unit Q . IA Queen Stfl'e l. Ha:le oullI Cornre . Tet 0 19232.: 5 J86 8LACKHEATH, 2nd Impre ssions: Te l: 0 2058 52
CHINGFORD. Rossis a. London: Tel: 0207 529 1920 CLAPHAM JUNCTION. Toystop: T~I : 0207 :!289079 DULWICH, Tho Art Statione rs: Te l: 0208 6935933 FINCH LEY, LQlsore G o m e s : Till" 0 208 ).16 2327 HAMPSTEAD, Happy Rolums : Tel. 0207 .IJ5 243 1
To!: 01993 84239G
COWLEY, Denlons: Tel: 01665 7·197·:6 DIDCOT, Dentons: Tel: 01 235 61(i566 OXFORD, Boswells Toymosto r : Tlil: OHI65 2-11 2":-1 THAME, Pled Pl!dall o r. Tel: 010-1,1 260022 WALLINGFORD, Pe ttlts o f Walitngford: Tel: 01.191 B35253 WITNEY, Ro m krbh: Tol: 01993 7001979
MANCHESTER AREA
T oI: OI9,12671 11G
MORECAMBE, Richard Lanca ste r : Tel 01524 ..110 :!O~ OLDHAM, Oltakers: Te!:O Hil620S54" 01772 667799 ROCHDALE. Mlcroshack : T ot 0 1700 71593a ROSSENDALE, Ressendal e Modelsl
BANBURY, Trln der Bros : Tel: 0 1295 262 546 BICESTER, Dentons : Tel: 0 1669 3239·16 CARTERTON, Giles Sports:
GW NORW ICH: 12· \,; Ex chnng£! S! ree!. Tet: 01(1{)3 767 GSG DISS, Toymaste r: Tel: 0 1379 G·117·(3 EAST DEREHAM, Youngsters World: Tet.. 01760 5G2 372 FAKENHAM. Starlings Toymaste r Warehous lt: Filkllonam Inousuial Es tal0, "rol" 0132B 852750 GORLESTON, Toymasle r: T el: 0 1,193 '\'1 ~097 HOLT, Starllngs-Toymaslor: Tot 0 1263 7131 01 HUNSTANTON. Hunstanton Models: Tel 0 14ll5 5l33201 163.MOO IPSWICH, Toymllste r Kingdom: Tel: 0 1·:73 2530-15 KINGS LYNN, Empire : Tel: 01553 765174 KINGS LYNN, Westgale De portme nt Store: Tel: 01553 760961 NORWICH, Ke rrlsons: Te l.' OHi03 .19'\ OOB NORWICH, Langleys: Aacll1 l cath imhlsln<'ll estale ..
NORTH WALSHAM, Blacklls h Gomes: Tef: 01692 40 3 3 72 SHERINGHAM, Slcnllngs.Toymos ll!r: Tel' 0 1263 B223fW1 WYMONDHAM, Thl! Toy Loh: f el: 01953607 7JO
WROXHAM, Point House Toyshop: Tt:;I: 0 1603 70660-1
NORTHAMPTONSHIRE It GW NORTHAMPTON: 2;1. 26 Abington SqU;!fO. T\lI: 0 160-1 G36 6B7
CORBY, Westgate Dl!partme nt Store: T el: 01536 203525 KmERING, Toymoster Kingdom: Tot 0 1536 5 12507 KmERING, Green An go l Cords & Gomes: Tet· 0 1536 359 2·:8 NORTHAMPTON, Toymas te r: Te l 01604 620 320 RUSHDEN, Osbome Spans & Toys: Tot 0 193l312ol15
WELLINGBOROUGH, Soltworo Soll l!r: Tel: 0 1933 .10:006 1
NORTHUMBERLAND ALNWICK, Woodys Compuler and Video Game: Tol: OHi65 6Ofi3S1 AMBLE, Gremlyn J: Imports: Te\. 0845 125930 6 BERWICK UPON TWEED, Be rwick Compute r Gomes and DVDs: Tel: 01289 30!l55 1 HEXHAM. Fairplay: T~1. 0 1·134 605678 HEXHAM, Robb s De panmo nt Storo: Tel: 010l3. 1602 15! MORPETH, TG Allan: Tol; 01670 515136
NOnlNGHAMSHIRE GW NOnlNGHAM (clllntral): '3<1., Fnar laue. Tot· 0 l I S 946 OGS I GW WARHAMMEA WORLD: Willow Rand. lenton Tel: 01 15 916 6': 10 MANSFIELD. Th l! Gam e . Empo riu m : Tal" 01623 640022 NEWARK, Acc l!ss Mod e ls: To!; 0 1636 6i3 116 NEWARK. Toymaster: Tol: 0 1('>36 611 2 ' 1 NonINGHAM, Shawes : Tel: 0115 9-l18646 RETFORD, Toymas ler. Tel: Oli77 700330 RElfORD, PlJUles Plus: Tel: 0 l n7 700628 SHIREBROOK, Shire Mo dels: TOI. OHi23 746565 WOODBOROUGH, Re gency Printe rs: To l: 0115 965 6500 WORKSOP, Toymasle r: Te t· 01909 .IJ 13JO WDRKSOP, Model Bose: Tal: 0 1909 50 1 752
OXFORDSHIRE GW OXFORD: IA Bush Houso. N(!\\Ilnn. Halt Shel.1. Tet: DlaGS 2.:2 162 ABINGDON, Just To)'1l: Tel 01235 52.~333
SHROPSHIRE )t
GW SHREWSBURY: 6 M3r ~ el S IIOD \. Tel 0 17':3362 001 BRIDGENORTH, Hobby Hors e : Tel; 017~6 766 659 NEWPORT, Mod e l Mania: Tet 01!)52 010627 OSWESTRY, Funfayre: Tol' 016916706-16 SHREWSBURY. FunfayrB: T oi: 017·:3 2 3 3647 TELFORD, Sando Gom es: Tel: 01052 67(i / 22 TELFORD, Q u es ting Knight Gom es : Tol: Ol(J52 ': 177.:7
SOMERSET It GW BATH:
5-10 WO~:y:-11 0 OWkllfl9S. Avun SUOCI, Tel; 0122 5 3301.0.:!ol BRIDGEWATER, Gg mes Mort: Tel: 01276 -133(;77 BURNHAM ON SEA. GW Hurle y: T el: 01:.!78 189261 FROME, Tho E"enbray Pre ss: Tal: 01373 ,' (;2 13!) CHARD, Gom es Wizard: Tel: 0 1'160 239090 FROME, Iksl! n trlc Models: Tef: 01963 3330-: GLASTONBURY, Pe do lers:
WAlTON ON THAMES. Naseem: Tel: 01!J32 252560 WALTON ON THAMES, Trcohouse Toys : Tel: 0 1932 252272
SUSSEX AREA GW BRIGHTON: Unll 7. Nile P;w il;ons Tol. 0 1273 203 3J3 GW CRAWLEY: 11 2100
TYNE AND WEAR AREA It GW NEWCASTLE (C. "Ira I): Unit 6A, tJOI'I!JO\IO Snoppiuo Cenlrl! Tet: 0191 232 2.11 6
nOVIL, Yeovll Collocto rs Contre : Till' 01935
GW METRO (METRO CENTRE): Unil 2. F:r51 Floor, Tt\(~ AI Cildo (noar lho MedllorffiO(;ill1 Village) .. Tol: 0191 .IGI 0!l50 METRO CENTRE, Galeshead, Toymasle r: TeI:0 19 1.160 2200 NORTH SHIELDS, SR Gladstone & Son: Td: 0 19 1 25703:]5 SOUTH SHIELDS, Coals Models: Tel: 0191 :l 2i 76.\4 SUNDERlAND, Exkayex; Tet 01!! 1 5 147900 SUNDERLAND, The Toy & Computer Shop: Tnl: 0 191 5G55 19i3 SUNDERLAND, Jopllngs: Tel: 0 19 1 5 102105 WASHINGTON, Toymasler: Tet: 0191.11554,1:\ WHinEY BAY, T&G Allan: T('I: 01912 531564
STAFFORDSHIRE
WARWICKSHIRE
Tel " 01.156 63<:562
MINEHEAD. Mlne h e ad Toys & Models: Tel: 016·!3 705550 TAUNTON, Kracke,,: Tel: 01f! 2J 335057 WELLS, Wells Models: Tel; 017·19 675 262 WESTON SUPER-MARE. GrlHim Gomes: Tel 0 193·\ -129799 WESTON SUPER-MARE, JJ Toy.5: T el: 0 193· \41 8 151
It GW BURTON ON TRENT: Ucut S, Union COlin, Ullion Slteet. Tal: Ot 2B3 535t!G 5
GW STOKE: 27 SI"lfuf(/ 51. Tel: 017t1 2 205287 BURTON ON TRENT, Toymaster Kingdom: Tel: 01263 5 ,).1 560 COCKEAMOUTH. Tho Toy Shop: Tal: Oi900 G:!5S!i5 NEWCASTLE UNDER LYME, Sundown er Models ; Tel: 01782 610606 STAffORD, JW Bag nall : Te l: 01785 2233·19 STAFFORD, Too Fal Gobl1n%: ft!f: 0 1785 2,1.1·\9 9 TAMWORTH, The Old Bell: Tel: 01827 3,0 320 TAMWORTH, GeoH's Toys: Tel: 015::0 6:!2795 UnOXETER, The Toyboll: Tal' 01S89 SGS 357
SUFFOLK It GW IPSWICH: ..19 BUl1e;zn;;lkel. Tot: 01·\73 2 10 031
BECCLES, Toy Box: reI: 01502 7 12765 BURY ST. EDMUNDS, Mode l Junctlan: Tet 0126,1 ,53 ,156 BURY ST. EDMUNDS, Toymaster Kingdom: Tol: 012B.) 76 ' (,46 FELlX5TOWE. WIzards TOllls: Tal, 0139·1 275555 HALESWORTH. Ha leswo rth Toy Shop: Tel: 01986 D74270 HAVERHILL, Baby Connoxlo n: To t: 0 14·:0 706292 LOWESTOFT, Toymoslor Kingdom: Tffi: 01502 !i65Eaa NEWMARKET, Moons Toyland: Te!: 01638 663 1>17 STOWMARKET, Simpson & Sons; T el: 01.:,19 6 129 1.1 SUDBURY, FT Games: Tt'~: 01707 466000 SUDBURY, Toymasto r King dom: Tc;I' 0 1767 372238 SUDBURY, Toy Connexlo n: Tel: 01 78i 6B6002 WOODBRIDGE, To yt own : Tal: 0139-1 38 3170
SURREY GW GU ILDFORD: Unli 1. !l!12 TUn:>[l.11tJ Tal: 0 1·103 . :51 793 GWWOKlNG: Unil3 C:oOlr'l' COIUl. Tet: 0 1;103 771675 CAMBERLEY, Morn Ing sta r: Tot: 012i& 6115160 COULSDEN, Taylors Toys and Sports: Te t: 02066 660 0710 CORKING, Dorklng Mode ls: Tel: 0 ' 306 0017.17 EPSOM, Olloko rs: Tol: 0 1312 7·; 2533
FARNHAM, Elphlcks: Tel: 01252 716222 OXTED. JH LorImer Ltd: Tet: 0206 6500025 PURLEY, JH lorimer Ltd : Tol: 0 18 1 6609; 16 REDHIU, Gomers Guild: T el; 01737 7a9123 REIGATE, The Toy Shop: Tol; 01737 245300
GW COVENTRY: Unit 39, u pner Level. Cnll1r:dral Lar.e:> Snoppina CCIlIJi!. Tol:
I
I
I I I I
02476227311
GW LEAM INGTON SPA: 22 Pal!'. 5lf Cte t. T01: 0 1926 435 77 1 BEDWORTH. Railway & Modellers Juncti o n: Tul: 02476 3 162D5 KENILWORTH, Abocroft Arts & Pictures ; Tal.. 01926 51 129 4 I EAMINGTON SPA, Trindors Toy Town LId: Te t: 01926 ·17050 1 NUNEATON, Nun e aton Education CofTas N un e alon Bookshop: 2..: AlllXly SlIoet Tol: 02476 3': 2000 RUGBY, lola Rollway.5 & Mode ls: Tel: 017a8 562 372 STOCKING FORD. Whlulefor d Post OHlco: Tol: 0 24 763ij 57·:0 WARMINSTER, Row Mod e ls: Tel: 01965 2 15'110
WILTSHIRE GW SALISBURY: IB WinchostOf SIEl e!. 1 el: 0 1722 330 955
GW SWINDON: 50 Fleet SIICO!. Tc;I : 0 1793 ~35 036 DEYlZES, Hoggosaurus Toystore: Tel: 01 3BO 723 £1"1 MARLBOROUGH. HOuck: Tel: 01672 5 12170 MELKSHAM, Tho Toyshop: Tel: 01225 768·: 15
SWINDON. Spot On Modol.5: Tel: 0 1793 522098
WORCESTERSHIRE It GW WORCESTER: 23 Lyc hl]ale IAnti. Cathed,al Plnza. Tel. 01905 616 707
BROMSGROVE, Kids CoNage: Tol: 01527 559121 DROITWICH, Loo k -rile Ltd T/ A Toyworld: Tel: 01005 n2'103 EVESHAM, Baltlo Honours UK: T 01; 0 1386 .158i!i REDDITCH , Hoggosourus Toy Store: Tel. 0 1527 6G 092 STOURPORT ON SEVERN, TP Activity Toys: Tel: 01299 872800
YORKSHIRE GW BRADFORD: ': Plcc.adlltl'. 13r1\oIOI(l, Tol: 0 1274 739 .130 GW DONCASTER: Unil 10. Tho Colonllildes. Te l: 01302 320 5:15 GW HARROGATE: 53 S ta tion Pillaao Tol OH 23 56': 3 10 GW HULL: :;0 P':lIi1ljon Stl oot. Tel: 01<182 SBU 576 GW UEDS (cCtnlrol): 12 .. 16Cenl rat Road Tet 0 1 132 . 12 O!l:it. GW LEEDS (WHITE ROSE): Urm 280, Wh,le Rose Centre, Tel: 01 13 272 3470 GW SHEFFIELD (cl!nlral) : 16 Fitz·.... miam Gate. To!: 0 1 1.1 2750 1/ 4 GW SHEFFIELD (MEADOWHALL CENTRE): Ur:n 9IB. High SUllO!, Upper Mfl1! (no)(l l0 fJnlmnce nCilr Bools). Tel: 01 1.1 256 9836 It GW WAK£FIElD: 96 KllklJ1\le, lhe Ridl"G~ Co ntro . Tel: 0 19'2-' 369·;31 GW YORK: IJA Lend;.t Tel: 0 1904 62B at.: THE GAMING CENTRE: UmlS B19. l.tomlol·mIlU Road. AJIlOs ROilll .. Tel: 0 11·: 243 ·:633
I
KALUNDBORG, Koch's Bogor & Poplr:
Kordilgade 9,
~.IOO,
Tel: 5!.151005!
KASTRUP, BIllion:
KrlStnJplundglldB 24, 2nD, Tel: 2085663-1 KASTRUP, Legetolsbullkken: nrnby!oru 9 , 2nO, Tel: 3l S0/0a2 KJEllERUP, Legehusel: SOllc!Cfg,lUP. 5. 8620, Te l: 669[1.1600 KDBENHAVN, EB Gomes: Am<;! J,lcob:;on Aile 12, 6ullk 102, 2:lOO.Tul: :l262GQG7 KOBENHAVN, EB Gomes: KalV600U Brygge 59. t 560, Tel' 33127 172 KOBENHAVN, EB Gomes: Nygado 3. I If)'l. Tel: 3.33202·\0 KOBENHAVN, Steen bergs Bog & Id6 Ap5: Nallebrogncl~ 163. 2200 . T..,I; 35 65 52 77 KOBENHAVN K, Fortlos ClgarClr: Sktndllrgade 27. 1 157. Tol; 33.3222 1 1 KOBENHAVN K, Fantask: SKI. Pcda rstracd!! 16, 1453, TEl: 33!'lJ9SJ6 KOBENHAVN K, Bog & Ide: F'S!.;OIONCI 133. 1560. Tol: 33950700 KOBENHAVN NV, Are na: Aelll c m0510Nof 80, 2.;00, Tm: 39335700 KOBENHAVN 5, Amagl!r Bog & Ido AlS: Amil!,jilr C!;'II\rOl l03. 2300. Tet: 32543666 KOGE, Bog & Ide: NorfllOiiotlo 12 .•1600. Tot 56 65 00 82 KOLDING, EB Gamel: Skowengen ·12. 6000, ToI: 75501079 KOLDING, BO Boger Koldlng: StOfC(lnl or 52, 6000. Tnl: 75503634 KOLDING, GK Legetol: Oslerg.1':276 ODENSE C, EB Gomes: Kongcnsgad!: .13 . 5000. To1: 06 129929 ODEN5E C. Dr090ns La ir: Kongnnsg!ldo 7 I . !luh. 5000. Tnl: 65919701 ODENSE C, BO Boger Odonse C: Veslel911tlo 59·51 , 5100, Tel: 6611,1033 ODENSE 50, 80£1 & 11:16 Odlms e : Aosl:inglirdr.r.r. nuoI53 Gut GllOndo. 5220,
n
Tal: 00 1599 28
ODEN5E 50, EB Gomes: O,bmkvoj i5, 5220, Tet: 63950070 RANDERS, B)'rge Sorenson Hobb)': Atlfihuslorye l.l. BOOO. Tel: 66-l 2581<: RANDERS, Ronders Hobby Impert: Atlolgilde 13, 11900, Tol: 86'IJ3923 RINGE, Fjords Bog & Ide, Ringe: I(iriraplad!;on 2. 5750 Te4: 62 62 II 25 RINGKCBING, GK Lcgetol: AIOnde!,. 6950. Tel ' 97320006 RISSKOV, Veilby-Risskov Bog & Ide: Von Cenll OI Fnlsonborgvej 5. 02.:0, Tel: 5G 21 5329 RCDOVRE, BO BClger: RoOoVlc Cenlrum ) 16, 2610. Tol: 3601)0,185 RODOVRE, Mr Games: AatloVlo Stnlioo!OCOlllil. 2610. Tot: 36720255 RONNE, U!I!!ION I tl, RONNE, William Dgm Bog & Ide: Snollomilrk 36'. 3700, Tet: 56 95 0 1 [;7 ROSKILDE, E8 Gamel: Slalioncell1erOl2. .1000. Tel: 4637 15 16 ROSKILDE, Fonatlc: A'iohelgEn!;gatlo 15. 4000, Tel: ·\6 '3Q3S,m ROSKllDE, flenlborg Bog & Ide: Stronder:arvcl .J, 01000. Tal. .15 35 00 OB ROSKILDE, "nskelcg: NgilOO 20C. ·:000. Tel: 46 3 2J.m3 SKJERN, Bog & Ide Skjern: Jembnneg!ldo 14, 6900, Tol: 97 35 1666 SILKEBORG, 80£1 & Ide: VOSl0toado 33, 8600. Tol: 60020267 SILKEBORG, Byens Hobb)' & Frltld: BoItJ(!/g~dc 49·51, 6600. T a l: 066 156 15 SKAGEN, Legekmden: Sct, LaUionliNoj .:0. 9990, Tol: 08·, ,15<165 SKANDERBORG, Hobbymageren: Atiolg.1d[l 116. 6660. Tel. 86521826 SKANDER80RG, Schmidt Bog & Ido: Sknndcri,xlrg Atiolglldo 82, 6660, Tel: 6fi52 0027 SKISBY, Sklbby Bog & Id e: Bymidlen 2, .1050. To!: 47 5 1 2502 SKIVE, J)'dsk 80ghandel: Norregade 19, 7800. T(;I: !.I7512599 SLAGELSE, Bog & Ide Siagelse: City 3 JernballO!} U, 7600. Tel. 97 8 5 0 .: 09 SVENDBORG, 80 Boger: GOfl'll!Ujildo 26, 5700. Tel: 622 10323 SVENDBORG, Farve & Hobb)' Hlornol: IUo5lerplalls 4. 5700. Tol: 62213131 TAsTRup, EB Game~ : Cill' 2 SUlik, J·\l Tel : 02630 1,39922.15 TAsTRUP, Genbrugsboger: Kogllve! 95. 2(;30. Te l: ·:37 16115
TAsTRUP, 80£1 & 'de: C,ty 2 ~lIJ\i"" 301. 2630. Tol. •13990367 THISTED, Bog & Ide: Ves lorgaeln 1,1 7700, Tel: 97~:! 0:1 n9 THISTEO, GK Legetol: \'cs lu ryildc·:' 7700, Tel: 9792 1933 TONDER, Joben Bog & id6: Slore~"de 5, 6270, Tel; 7·1 72 ::J .1\ TORSHAVN, P/ F Thomos Dam Whole.sale: 80l.:.s 2 1·18, FARO I SL.N~OS, Tel: 3 1 1·:00 VA.RLOSE, V~rlol e Sog & idil:
BrmrOlen ·:5 - ,\7. J 5oo, Tot. 4': .18 02 92 VEDBI(K, Trerod Bog & Ide: l!'o rod rOIY Tlorcelvo] 70. 2950. Tol: .15 89 13 2!l VEJEN, Velen Bog & Ide: VetoQn COOIrol, 61.:00. Te l: 753500!!J VEJLE, BO Bogor: A.O c on tre! 10, Sonuergada 2J·26. 7 100. Tet; 751J205 ~·1 VIBORG, Ballic Bu nker: Jeml>':ln!;ll)ade 19. eooo. Tol: 866017,:0 VIBORG, L. K. Bog & Ide: V'llOrg Set MiHhms M;ukod 202. 6800. Tol 8G 62 77 62 VIBORG, Schous Bog & Id6: VIbor g ScI. l.tulh1as{llldc SO, 6600. Tol: B6626!J6B VIBY, Rybner Bog & Ide Vlby J : W.>,/ Cenllol. 6620, Tot: 86 1 1 99 30 VORDING80RG, LegekR:den Vordlng borg: AIlJnde 63 . .t7Co{). Tot 55).1().131
ESTONIA TALLINN, KultuurlRelsld :
KulllBllf5i 1-111. 1012B, Tal -3726010001 TALLINN, Procgrd Boltlc: T41111 mnl. 17. 10 11 7. Tel' --'372 6396970
FALKLANDS STANLEY, Folklgnds Colledobles: Tho GellOml SIDle, Tel 005002 117.t
FINLAND GW HELSINKI: Slmo....l-:al u 9, 00100. 1 0\: ooJ5[1975 15-1525 ESPOO, Pol1mosla: Ulaopakillu 1, 02320. To!: +J5B9 01 33:283 FORSSA, Fun Sluff & Cords: H~ mcom'i! 7 TOl ikosk\J~. 3010 I. Tel: .358 3 .1356565 HAMEENLINNA, Levy la koseltJ: P ulo~u nna!l kn tu 1 I . IJIOOTo l: ;..J50 3 6fl233nO HANKO, Hobby Job l: VUOIIKnlu 10. 10000, Tet: 1358 192·:115':911 HEINOLA, Talousmuovl la lelu: KaupPil!;nlu 19, 1811)0, T(:I: . 355 3 7153005 HELSINKI, Fonlaslopollt Hels inki: 'hllionku'u ,'0. 00100, Tel: 4358 9 650DO:) HELSINKI, Fgnlaslop o lil Vargslo: 3·l/"i']· H. 00530 To! .-358 9 773-1756 HELSINKI,Slnooperiltokeskus: II i1l105klls. 009JO. To!: · ·35693,13103.5 HYVINKAA,. Royal To)'s: Tor i~.atu I. 0::600. Tol: ... 356 19 ·~ 39376 IISALMI, Tolkgtglo: SaYonk...'\lu 12, 7-1 100. To1: i356 17 1126:156 IMATRA, Klrlo-Lahla Alolll Ky: IkrrtSikn"k.llia 2. 551 20. Tol: "'35115 '13 19555 JAMINKIPOHJA, Vanha Koorl l: Silhallt!O 5, 3·1450. Tel: +3563 ,:762096 JAMSA, Jaakko Saarl: Vi!lrl ic I , .12 100, Toi. ·. :356 I·L7.197215 JARVENPAA, Blloto: He!Slnglo lie 13. 0·10100. Tr.1. ... J56 50 ,: 13 .:7 60 JOENSUU , Fantaslop~lit Joensuu: Tookalu 2': 2. kft:. 60 WO. Tol: 1358 13 ;!ij.131':.' JOENSUU, P6lvon50do: Kavppakalu :i0, 60100, Tol: ~358 l J 12629i JYVAsKYLA. Fgntoslopellt Jyv 6skylfl: KuuPPllknlu 2 ..IOJOO , Tel: ~3 59 It. ?1f)[i29 JYVAsKYLA, Sinooperl Jyvoskylo: \'ilpoudclI Killu ':9·5 1. '10100. Tel: .35D 1·I.l.19!:')!>:! KEMIJARVI, Paapera : Ki,klloliillll 8. 9BlOO, Tel: . 3 53 16 613;)08 KERAVA, Anllkvarlaalll Kersa: PL. 3B. Toukalu 1. 0':20 1. Tel: ~ 3589 29·;.12 10 KOTKA, Eagle Card : KHkkakmu 9 . .16 100. Tel: .351:1 52 1·:2JB KOUVOLA, Muoviopalll: lJal!nkatt L:t, .15100, Tol: .. 356 5 3117955 KUOPIO, Cra~ SIatlon: Kuuppallntl! ·10-12. 701 10. T{\i- - 3 50 17 2GU95S0 KUOPIO, Klrla 10 Lehlillnnu: Kun,nMUn" nhJ 23. 70 100, T el:...356 172619795 KUUSANKOSKI, Klrlo Sovlnen: Kaupp,Hlu;o;io 1.45700. Tol: +356 5 37':1127 1 LAHTI, Puolcnkuun Penl : AauL,\:re llknlu IG. 15 t 10, TOI: t-359 375 1515 1 LAPPEENRANTA, S lnooperi loppeenrgnto: Bf"nenkalll 3, 53100. Tel: ,3511!.i 5.111 ,1·1.: LOHJA, Lohlan Kirlokauppa: Laurinkalll '10, 06100. Tn!' +35519 32.; 150 MAARIENHAMINA, Dillen: To; ,~tu 7. 22 100. Tel: +J58 16 15578 MIKKElI, Muppelg: POffll!isaln\onka l1J 2 1, 50 100. To!: "35D 15 3 6161 1 NUMMELA, Klmmon Poll & Lehll: Tuu:;nnlre I, 3 100, Tol. -358 9 22 26().11 OULU, Fonlaslopollt Oulu: Ko ul ul..alu 28, 90100, Tol: .. 3513 63i.l906 PIETARSAARI, Plelorsooren Klrlokouppa: !so~:lIu 11, 6El600. Tel: t:l!l6 6 i230069 PORI, Porin Pllkis : HorlluanTOIl2.Kls. 28 100. Tnl: ...358 2 633 28!l0 PORVOO, Askart~lualtiD/Hobb)'boden: Mmmr.rhelm'nkulu 10,05100. ToI: .358 1952·1:1775 RAAHE, Raahon Aslorfalu 10 pgperl: t..'\hdokoNa nl!o 32. 37 130. RAUMA. Wanhon Raumgn POP-pelf: NOr1alTlonli;'!lu t.; . 20 100. Tet: . 3 56 2 B2).18010 RIIHIMAKI, Rllhlm6en TO),lloro: K:tuPIl:1kalu 5·7.11100, TOI: ...35B 19755 355 ROYANIEMI , Ulgaccnlor Janl: Rovakiltu 26. 96200. Tet , 353 15 35U05~5 SALO, Salon Harmsla l V;lhonkal u 2 1. 2·:2':0. ToI: .350 2 7333022 SAVONLINNA, Savonllnnon Ant lkvo rlaalll: Oluvink.nlu 51. 57100, Tel: i 35B 15 534': 12 SEINAJOKI, Fantaslollnno: HaManilul:l -I , 60320, Tol. • lSI) ~056 163l!1 SEINAJOKI, P llkaklokko : VOtkUlehlilnn kat" 4. 60 100. Tet: ~J58 6': In860 TAMPERE, Fantaslapelil Tgmpare: Aong
.
VALKEAKOSKI, Vol keakoslenk lrjo: Kauopa:;i)lu 3. 3 71300 VAMMALA, Tyrv66" Klrlakouppa: Mnl1l;lanklUu IB, 3D,200 , To l' ':15635 127 12 1 VANTAA, Sinooperl: 1 ,!M,nkyl~lIIbO .I I 0 1720. Td ' ·358 9 3·16J·;C-G VANTAA, Sinooperl Myyrmonnl: ISkuiiuj:l 3 <1.1. 0 1600 . Tal' ... 356 9 3om7 0222 VANTAA, Sinooperl Vgrlsto: l.l;'\lhllkyI3f!tia·1I 01720. Tel: !:l5 ~ ~ 3016 .1.\ 560
GIBRALTAR GIBRALTAR, Bon-Mou Hobble5: 15 f1.:1n!ilOlonl L:mo Tol: 0035 07,\·: 15
GREECE ATHENS, Ad lon Hobble.s: Chalargos. TeL 0030 210 656~ 5 1 5 ATHENS, Fgnlosy Shop: 3 Sop:otlwn.:Ju US. Tol: 003 0 2 10 6231072 ATHENS, Fantasy Shop: Ag Paraskevl: Agiou Ioa nnou 2,1(3. Tal: 0030 2 10 (0005312 ATHENS, FonlDsy Shop: Klflsig Dro:;ir.1 ~ 0 1( :yla~f,)1J 10. Tol: 0030 2:0 B01~().11 ATHENS, Fanlo$)' Shop: Pelralos YpslI,ln1oll. Tol: 0030 210 "i 3575 . ATHENS, Fantasy Shop: Exarch~lo Th(lnl1 ~:o"leGUS ,1).,:5. To!: 00302 10 !!626677 ATHENS, Kgissg Amoroullou: Kontl,\r 7, Tel: 0030 2 :0 (; 1.11675 ATHENS, Ko issg Chess & Gomes: KaU::l:omluli 6 & IPllOhfilloliS II·! 72. Tt'l. 00..'102 10366-168 ATHENS, Kalssg Glyfadal: Xor.liclil .:. Tel: 0030 ;! 10 6982 0 57 ATHENS, Kolna Holondrlou: OO\lk l!l ~ Ptakon"3 ~ . T~J: 0030 2 10 6a96<185 ATHENS, Kalssg Monokeros: Tu::s Soplem'lfiou. Tal: 0030 210 8013 990 ATHENS, Kallsa Pagrcllou: Timo:hecu B, Tel: 0030 210 7565,135 ATHENS, Kolsso Polralo: Ip:;il'l[1 I.:JU 17,:·1 76. Til l: 0030 2 10 .1296 635 ATHENS, Kalssg Pigoso,: DNJII ~2 . T01; 00302 10 576G707 CHAN ION, Kainei' Chanlon: 107 Kydomlls 51. Tel 0030 282 1086996 CRETE, Fanlgsy Shop: Haroklelon Itl~moneQ5 2. Tel' 00302610 31 131 2 CRETE, Ka lssa Honla: KydMr,ls 107. Tel: 0031) 26 2 10 68996 HALKIDA, CD Cornor: IAtaouli 2·1. Tel: 0030 222 1 08731~j LARISAS, Kalno Lorl~os : KOlJrtlountlcurou 22. Tel: 0030 2.1 10 537337 MAROUSI, Battle Bunker: Dfooy!JOu 9. Tel; 0030 2J02528738 PATRA, Fantasy Shop: P;'lul a!l!l:;:;i5 75. Tol: 0030 26 10 :!2 101,: PATRA. Kal5so Patrol: Guunari 6 SrsNII 2.1. T01: (i()30 2(j 10 625632 PERISTERIOU, Kalssg Porlslerlou: Dllou 22. Tel: 0030 2105766707 PIREUS, Dragon's Eye Store: Ke ral51ni .12, l et ooJO:! ICU9291G9 THE5SALONIKI, Fontasy Shop: Skril 3, Tel: 0030 2310 2-10193 THE5SALONIKI, Kobso Thessalonlkl: P;1lriLr1 \oU L031iHn 8. Tol: 0030 2310 25739. VOLOS, Fantasy Shop: Volos
G;,ltin5 'l B. Tel: 0030 2.:210 26762
HUNGARY BUDAPEST, Sliveriand: l arvs u':O, 1036. BUDAPEST, Trollborlong: ,\ ndr,'\ssy u1 33. 1061 Tul' 0036132 13279 MISKOLC, Deron: Delyno u7. 3525. SIEGED, Cslllagvog: G0[10IuI5. 6i22
SZEKESFEHERVAR, Logendok Csornoka: Plll'l!r \l·1 2. aooo. SZOM8ATHELY,Sofkonytul.! KW.51)1h L. \:20, !J700.
ICELAND REYKJAVIK, Nelllus: PO Box 5065. 125. l ·e l. 0;)54 55200 1 T
ISRAEL HAIFA, Kltgro: Halln GraM M.a~I . Tc l: 046503232
HERZUA, Freak: SokOlo\' 29. Tel: 09!i""s90n RAMAT, Tgpuoh : Haslmron. Q!l.h!!;11~Jn 33, Te t: 03540·1;'1 :1 RAMAT, Tgpuoh Fantasy: i-Ias hafon. Sokolov 30 TEL AVIV, Freak: Even Gcvirol60. Tel. 03G· 5 t ll::ii TEL AVIV, Kllaro: /..lolkall3ilu lel, Hn'll<:!~lc'h: 12a Tol 036299320
MALTA K HOBBIES LTD: Hompesh Rogd, Fgula Mal1U PLA 13. Tal: 00356 2 1 1l!l5':23 MSIDA, Forbidden Power: e3 Tnq 1.IISlail U·BUfflCIl. Tol: 00355 212279') 9 M5IDA: Univers ity of Malta: Tnl: OOJ:,(j 2131·1299
NETHERLANDS G W AMSTERDAM: Rokrn 36. 101 2 KT . lei' 003 1 20 622 :!il63 GW AOnERD AM: Vil tl QkJel:h" rI\(WfJ!\'olatlIS .:52. 30 : 2. Ti'I: 00:1 1 10 2 eO 02~a GW DEN HAAG: Scllool~lr.lal 128, 251 1 AX.I!!1. 003 1 70.:!92 iCI36 GW HAARLEM: Olols:rmu 29. 2011 GA. lol: 003 I 23 55 1 70n AlKMAAR, Booko rs & Strippers: Bolo rt.lr aaI20·22 , 1611 HP, Tet: 072 5 1212 13 ALMELO, Somborg Mo dolbouw: Glo:cslr
AS5EN, Plak: S I:llior.5!ri!!I1 I, 9';01 KV. Toto5!) Z313292 BERGEN OP lOOM, Big Bo)'~ To)'s : UeVll\'f(;I/W(15Iraul·:, ':G II JJ, Tel: 01 (;.1 2508':8 BERGEN OP lOOM , Sirlpwinkel Glllol: Dc GOIIS. B05r.uaal .:. ·Hill NC, Tel. 01&12·17,:132 BERGEYK. Wouters Tochnohobby: Pllnke nslraat 31. 55i 1 CP, TI)I ~ 0·:9 75502 48 DREDA, M o d ~ l bouw Ollok: Oos.:;lIslri!;,1! 23, ~B II GA. Te l:Oi6 5218 590 BRIELLE, Intertoys Brl~lIe: ~lobc~5traal 3·5. 3231 BA. Tal: 0181 ,:t·:Z9-i BUSSUM, 8gior: ModoJtrolnen: LOurIlOfWO!) J . 1,102. GA, leI: 0356 91£1.: 10 CULEMBORG, Droeckonne~t: Hiionllollolan 25: .1102 AD , Till: OJ.! 5 534501 DELfT, Top 1 Toys Speldorado: l~lfJPoll'\Usbu: 1f1 21·25. Z6 11 HI.\. T(;1. 0 J 52 1:";51 (j DEN BOSCH, Alomlk Den Bosch : Hinllmmmi:, Slma I 90, 52 1Il.IS . Tol:073 61·15530 DEN HAAG, Inlerloys Theresiaslraat: Th~ri'!s:no;,lr:rill 260·284 . 2593 AX, T 01.070 3-173120 DEN HAAG, Spellenhuls: ZOUlmor\s lraaI9>1, 2516 GT, Tel'070 364~7a2 DEN HELDER, Prolan Modolbouw: Z,J,LI!ollaal 36. H6 1 8 5, Tet:0223619\)68
DEVENTER, Kn lbbel Comln: l~ r1!uwsaan! 3B. 7,11 1 lM, Tol.0570 6W879 DORDRECHT, Hobb)' Madelbouw:
DororOCl'll Voor:;lrilaI350. 33 11 CX. Tol'078G3 127 1I EDE, Tinnon Soldaat: VJe8fdc o;,:ein 24 , 61 1.) CS, Tot: 031 fI 6532% EINDHOVEN, Alomlk Elndhovon: ~heuwslmnt 1c. 561: OA, ToI:O';O 2~J299 EINDHOVEN, Gam~sworld: WlllomSlroal 17, 56 11 HB. Tet: 0.10 2·t5.l 3tJl EMMEN, Inlorlo),l J von Peer : OcI~.<:;lrltlC!nams tranl n . 23,l\ as. Tet: 0715172977 OPIJNEN, Spelkelder: C \'a n Opqllon5tm~t 20. 416'; OUD-BEIlERLAND, Mourlts Model· Hobby: CrOOni:llbul g!l32, 3261 RG, Tal: 0 lCi6 &2 1931 ROERMOND, BloembaOllok Hermlan: Na!>!'.olu'S lran l 65. 50':3 EO. Tol. 0'li 5 32 1i 10 R005ENDAAL, Jadln: OIHlC! Millk! 5B, .:70 1 ?M. ToI:0 1G5 55796·1 SCHEVENINGEN, Acmo Movleslore: Pnlact'p!i!in 11 . 2567 WE, Tol' 070 3567589 SCHIEDAM, BTS: GroonolDan .19, 3 114 ca, Tel: 010 4736755 SCHIJNDEL, Top t TO)'l Ann lek: Hoo tclslralll 133, lei: 073 5,li Tlsa stnARD, Alomlk Sll1ord: Sl ulionslfilal 19, 5131 AX. Tol: ().16 451 501,1 SLUtS, V/d Vllve r: OUll0 K!!I~Slrilal 7. ·152~ CT. Tol: 01 17 M, I393 SOEST, Top 1 Toys 50e~t: V W{!oriesll:la! IG. 3761 CEo TC!I: ro5 6290·1 .~1 TILBURG, Lab)'rinlh n lburg/ Bredo: L;'!1l!}£.'slfaal 176,503/.1 SH. Tel: 013 :;'1,:3700 UDEN, Goblin: BmlJunrplelll 16!!. !)-101 GS, Tel' 041 3 270662 UTRECHT, Acme movleshop: Or:{!hlm lll;mslfilBI6,1. 19i1 1.IE. TEl: 023 53760 16 VENLO, Modelbouw Lulharl: Po:;tbu s 1213 5!lOO BE. Tal: 3:;'125!l6 WASSENAAR, Top 1 Toys Kouwenhoven: Llog5lra!l1 79, :!2·:2 KK, Tol: 070 5110211 WINTERSWUK, Top 1 Toys wtnlerswllk: Mis:er:wo al cO. Tot 05·1:3 512627 WORMERVEER, Mini-Wonders: '\nli1leIl5Iraot 1. 152 1 fiT. Tol: 075 &10 1617 ZUTPHEN, Vn:emde look: Gloeno ""ukI2, 1201 HX, Tol 057551 1560 ZWOLLE, BoekonhaUe: " sliondorDon:lranl 103 B0 12 OH. ToI:038 .12::! 1077 ZWO LLE, Gon'~:I-It-U$ : DlolerpoOllet1ptas 313. BO ll VX , Tel 038 J2 1G3B5
on
NORWAY GW OSLO : MUU6fgala 7, Oli9, WI: 00.: 7 22 J3 29 SO
•
•
ARENDAL. Norll Aroncul!nter:
I
Torvel 10, N-4800, Tel: 37025~5<1
BAERUMS VERK, Trollslucn BlI!:rums Verk Leker Aj5: B;;Cfums VOlk Lokcr AS. N·l317. Tol; 67133i!SO BERGEN. Avalon Be rgen AS: FOfluoon 'I, fl. S013. Tel: 553 1':822 BERGEN, Lckeklouen: 05\10 I~GS1!unvellG , N·5221, Till: 55022650 80, Ringo Bo : Ga-Son:c;rOl, N-J800, Tol: 3506 1132
BODO, Underholdnlngsmognll'on: SamJgL 3 , rHOO6. Tel' 7552!1070 DRAMMEN, MIA: Nacle Sl olQtlleu 6, ManasinCl, N..J015, Tal: 32B2!I1BO
EGERSUND. Glasmogoslnel Ogrey: Slaro!. 33-36, N··1370 . Tnl: 51':6 1900 EIDSVOLD, Brio Eldsvoll : SUNOGT. 7, N·20B I, Tel: 639/j19!i!i FAUSKE. Smart: Slorgl. 72, N-B2{)O, Te l: 756·16022 FLlSA, Ringo Bomsefar: Fli5i'J Starrnnrkod, N·2270. Tal: 62958290 FORDE, Lelkehuset AS: S:crchaoen 9. ~/ ·6BOO, Tal: 57B20102 FREDERIKSTAD, Leketorvet: Srock. GT 7-11, 1601, Tet 69315030 GJOVIK, Loke_Olsen: S:Ofgl. 10 , r~-2BI5 . Tal: Gl 10R2 10 HALDEN, H. Andersen Interbok: SIOIg11la 16, N-li61, Tol: 69 17&100 HAMAR, Lekehu50t M~I: Aslak Sc.:!s 01 . .IB, j-J·2JI6, Tel: G2533008 HAUGESUND, Sentrum Leker AS: H'lIa1osgl. 121, N·5527. Tel: 52731500 JESSHEIM, Kanutten AS: Alngvn 4. N·2050, Tot; 639745B7 JESSHEIM, 8rlo Jenhelm: Jessho,m S io rse ntor, N-20S0. Tol: Ci3973no KARMSUND, Centro Handol A/S: r 1aT'il lusgt. 125, r~ -550 D, Tel: 52[12 16BO KLOFTA,. Brio Trillo: Tr.hoims veion 66 AOfnO nl~ !isn nl ol(!i . l'I-20·m. <01: 03997436 I{ONGSBERG, Rolf Liane AS: ~lI ke901!11n G. N-361 6 , Tel: 3273 116 1 KONGSVINGER, G6gala Lokor. mmbanogl. G, N-22 1 1, Tol: G26 176 11 '( RAGERO, Br Io Karl's Hobby: fOlVOI .!. N3710. Kragero Tut 3596(}.16t. (RISTIANSAND, Gustov Pe derson: lenrik WOl'IJolnnd s gl. 27. N--I612. Tel: 3B023G:!2 (RISTIANSAND, Hobby Huset : lennk WClgelandsgt. 26-36. N- 161 2., Til l. 38020310 (RI51IANSAND, Outlond Krlstlonsand : \ I'lIkensgl. 2·t. N.,1611, T01: 38099J20 (ROKSTADELVA, HIllmoJt I.I!ker: 3uskewd Siorsontor Silf'ldsllruJd,1 24, N-JQS':. Tol: 32S79910 lANGESUND, TOrclngers Eftf Per: Torvel ·l. N·3970, TeI:35973662 lARVIK, Ringo Larvlk: Prin~eg!. 3-9. N-J256, ToI: 33179095 LARVIK, 50kralas lokelond: TOrvCit Bn. N·3256. TQI: 33 18SI,37 UUESAND, Ringo Govomagaslnot : Strand GO lil 6, N-·l7!lO. Tol: 37273225 MO I RANA , Lokehlomet Mo: Nordahl Gri(!D~ G1. 11, '~ -8522 . Tol: 7515'1717 MOLDE, Lakelornol Mo: Torgot I. &4 13, Mahle TC!'l: 712 193r.J MOSJOEN, Hobbysonlrot: C.M. H!l'Ilgsgl. lB. N-665\. Ta l: 75170170 MOSS, Trollstuen leker Moss: vll3ilcrums Vork loko~ AS Am n Senltlf&t O,cnl1;119!,113. N· 1530. T(;I: 692·\0585 MOSS, Frlsonleldl: DfOnningrosg1. 10, N·1530. let: 69251290 MYSEN, Soker og Tlng: J e rronne galen 13. 1~- l a50. Tel: 690901 9·1 NARVIK, 8rlo Lek Cenler Norvlk: 8~agsgille 1 Am!i~onlml. N-B51.1.1ol: 76!)6J.!i2 NARVIK, Bamos Varden: KOIlOl.!flsgl. 66-70, N·651.!, Tot: 769<16505 NESTON, l o kokl05.l0n: 051re Nosl1url'loil6. N-5221. Tol: 5592265O ODDA, Ringo Muilishop: Suo r,ordsoivterel. 5 750, ToL 536.:,1328 OSLO, EB Gomes: Jombal1o ro rgo t D. 0 15,1. Tel: 22 1non OSLO, Notobene Lombertsoter: Laflgbolgo n 5. 1'1 - 11 50, Tal. 22200551 OSLO, Ayalon Bokl Kml.k;hans g1.37·.:3. N·0162 , Tol: 22333J06 OSLO, Oullond: Jornbanolo'{l0t 'I, r~·o I S;l. Tol: 22 1no 10 OSLO, Ringo Thomos Lekotl BergDflS\'eJo n .1. n0963. Tol. ::!2B0225O OSLO, VIndoren Lekor. Slerrn.!olsv. 72, tj·Ol7J, 'Tot 2Z·~!KlG.:;0 OSLO, Fottor Klovn cc Wesl: l,Ue ,\.Io:OfllO!C1116. N-0303, Tel: 2~73H7i PORSGRUNN, EB Gomo 5: Stolgt 70. 3902. Tel' 355129~O SANDNES, EB Gomes: Gamlo Stol.;k;wel 1-1313. Tet. 51G3 19':0 SANDNES,O Saeland: Langgalcn 4-1. N-17. '~ -31 10 . Tel: !.225 1707
TONSBERG, Mia: Fnflnans Suode!, Ji!1I1tlilflegl to. 3 11 0, Te l: 32628 H!0 TROMSO, Tramso Bruk1bokhandel: Killiogl. G. tI-!lOO8. Tot n68697.1 TRONDHEIM, Ayalon Trondheim : Koogens galo 2 1. N·7012, TI!I: 735 12BOO TRONDHEIM, Outland: Mumzg,lIen58, 7011 , Trondrll!ln. Tel' ;35205... 5 TRONDHEIM, Trondorlrlm: SI Qlov!. Gil I _ 11-701 2. Te t. 735200<:0 TYNSET, Tynset 80khandel: B' ug\. 2A. N·2500. Tol' 624f!OO3B VADSO, Brio Vodse: W. AntJo rsonsgt. 'I. r~ ·98 1 1. Tel: 789,12229 VINJE, Ringo Vlnlo: Vinje Mullishop. 3000. VIIlIO. Tol: 3507 1025 ALESUND, Krcmmorhusel: Lanyolands v2.1.Sniolk,,Wik. 1+6022, Till' 701,13no ALESUND,Spldermon: srcrmou Syd. Longol,mtJs v25, 6010. Tel: 99510222
POLAND BIELSKO 8IALA, Gnom: S ~kolnn 15. <13·300. Tel: 00·:6 338124606 GDANSK, Iskra: BO 239. Mlszewsbooo 16, Tel: 00':6 5a 5201952 GDYNIA, fulure Jt: 81 572. W.1 II!IItI.Il:\ Szet!o, 20188. Tol. 00':6 56i 81 I HlO KATOWICE, Bard Centrum Gler: 400.19. Kosciu5lkr D. Tel: 00·:8 32257; 0 1, KiElCE, Skle p RPG Groc:r.: Mall! 12. (W 8Illnr!e) 25 300. Till: QO.:8 507013387 KRAKOW, Bard Ce ntrum G ler: ut. BalOlego ~1I17. 3 1 135, TGI; oo,IB 126320735 LODl, 'Ajk' Flrmo IC:;logarska: PiQlrI.;o.'Is ka 90. 90 103, Till Q(}.IIP2639BJOl LODZ, Gomelord: P ioukowska 10 1, DO <:25. Tel' 0(};.I863 I I 11 6 1 I LUBIN, Balrog: Groltoor;J 9. 59·300. Till roll) li02 71.1 fl13 LUBLIN, Kr:r.ys: Kapur.ynsk:t G. 20·009. Tol; OO'18BI5J2298u NOWY SACZ, Sklop Hobbll: ul. J ilgieilonska . SM. 33- 100 Te l: 00,16 00·1 1336 12 OPOlE, Hms II Camputors: KlI\kowska 4'IA. '15-0IS. Tol: 00.1877,15·17413 POZNAN, Bard Cenlrum Glo r Poznan: Sw. I"a~cina 41 . GI- BOil, Tel oo.!BG 18538277 SZCZECIN, Elf: R~ys!oJ(i{jo 26. 70-1·::!. Tal: 00':8608559395 TORUN, Sklep Paplllmlczy: Sleroha ·:6. 67-10, Tel: oo4B566522593 WARSZAWA. Dom Wydawnlczy Be llona: Klakowsklo Prze dl1\!cscic 1 i . 00-068. Tol: 0048~2B261707 WARSZAWA. Foba r Fabe r 5J: Pula'llo'ska t I. 02-S15, Tel: QO.!822a.t9126S WARSZAWA, ImperioUs: Wa~lyflglona 2NB. 03·9 10. Tol: ()().18G01323209 WARSZAWA, Flnna Ks legarska Cenlaur: ul. Br'U.T.Yli;S!ul9, 03-966. Tol: 00·16 6t757~6 WARSZAWA, Sklep Morlon SC: Powstnncow SI;l5k!ch 1211 P ow. 155. Te l 00".8602270219 WARSZAWA, Worsaw Modol Canto r: Tyniockn 30, 0 2Gl, Till: 00'111226,1684 1·1 WROCLAW, Bard: Rusv.a 1,6C (pa lll.l.l). !iO-Om, Tot 00'ID7134 17<172 WROCLAW,Ogryn: Szel'/5ka 617. 5(1·052, Tel: 0().11}7H65 1957
RUSSIA KRASNODAR, Alegrls.Jug (South): Klu r-n-13. Km~nod.1Iskiy Oom. KI1!!Ji Tel oo8&t2730331 MINSK, Volahanovlch enl; Jallo Kalas st. E:rrhilJrllon carrlGf OLY/.1P, Tol: e029 6358212 MINSK, Valahanovlch enl: f,,1 ;!shclcva av 0·:. PlIlaco 01 Spons, second 11001. ret. 8029 MOSCOW, Alegrls: [)ulJil1skaya -IS. 12747-1. Tel: OO!JOQ 70954B82C55 MOSCOW, Alogris: IiIl!!iO slauon AHekS:ejo.\' r,k,1ya PlOsp!!ilt Mira 103_ Tel: ; 095216812£ NORILSK, Na StykC! Mlrov: Komsolllolslcnya $1. secondlloor. Oorn 8yla. 127474 . Tet; 8029654&126 NOVOSIBIRSK, Icohummer: KlolSlvlY prospect, 70. SARATOV: Mlr Dolskly Kilov a'l. bo13. Detskly Mlr. secorrd 11001. Ijill\(!ry. T(!I M 58-10 51 PETERSBURG, Art·MlnlaluroS! Sodova SI. bit. l!rhrl/IOOI. Imdo ccnl() r Evnka, 12 3321628 TAMBOV, Hobby ond 'grushkl: lnll.lrnllISIOni.llrwy" ::.1. h5 .~·b, Torgoviy Mi r. Tol: 6 12 33216~8 TULA, Viking: Prospekt Lcnina 70, Sllopp!rrQ CCmpiCx.. Goslinniy Dvm.
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SERBIA AND MONTENEGRO BELGRADE, Anet Compulers: ZvOCo1fl~X.n la. 11 000. reI: 00:'18 I 112652255
SLOVENIA UUBUANA, erno luknja : "'05\1'1; Ilg ll, 1000. 1'01: 0038 614216000 UUBUANA, Prl Gobllnu: Dnionplril Ccsla I I. 1000. To1: 00380 .IOBl3230
SOUTH AFRICA CAPETOWN. Th e Boys and Me ns Hobby Shop: To\: 0027 2 1 9 1-1 0600 CAPETOWN, W1:r.ords Worehouso: io l: 02 I -Sa:10360 LlNMEYER, Dragons Den: Tet: 0027 082 82': ,11 2·1 JOHANNESBURG, Esswa _ Relall: Tel' 0027 \ I B883619 JOHANNESBURG, WI:r.ards Worehouso: Eden Va le, Tol: 0027 21 60:1 0360 RANDBURG. Otherland: ShOp G l OB, i3nghlVlillef, RQPutllk; Ad, Te l' 0027 1 1794-1571
SWEDEN GW STOCKHDLM : Reye'il1~sgalall 30, 111 53. tal CKPG 8 2 1311.10 It' GW GOnBORG : Kungsgal!ln 28. I, 11 1!1. tet 00d6 31 1 33956 ANGElHOLM, leksaksmagaslnet: Framli{j~~~ la ll 1,262 OJ. Tol, 043 182350 ALVESTA, Lek and Hobby: Kusilv[lgcn 5. TOISI}o1100tn 2. 3-1233. 'Tel: 0-17213750 ARlOV, Hobbex: Krorlmolp5va9~n 2. 232 37. Tal: 0-1Od33OO2 ARVIKA, Perry Dala: Kbrmangatnll 4 . 67131. Tel' 05" 0101169 ASARUM, Le k & FrlUd: Glanvil!Jen 2. 37>1 52. Tel: O>l!)<132!J9Gu AVESTA. Vega Video: Kungsgntun 16. 774 ;)0, Tel: 0 22(;60078
BOUNAs, Torgboden: Vilt.lW. SI;\I'0/150aulo 8 , 82 1·:3. Tal: 027a6 1 130~ BOW, Barnens 8ullk: l(n12. Tet: 05158 1150 FALUN, Tv. spolsborse n : Falugill an 2. 791 11 , Tel: 02327775 FALUN, Spel & Hobby: RUflilviioon 20. 791 53. Toj' 023146-16 FARJESTADEN, I.cluaksmogoslnel: OI;\mJS KOps!.ad . 386 3 1, Te l: 048534570 FARSTA, EB Gomes: cia Soeliu Slol!orspl,m .12. 123 '17. To{: 066058160 FINSpANG, Alllll o k : BelOslngstoget. ToI: KillkU9!'1t,gaall I 61 2 30. Tel: 122111 12{) GAlLiVARE, lekla : l.lll:an Wigen p . 962 38. Tel: 097066502 G AV lE, H obby ~ hopo n : Dlot\mllwnsn 25. 8031 1, Tel: 0261662!19 GISLAVED, Albo Leluoker: SourCl Slorglllall 10. :J32 33. Tol: 037\10733 GOTEBORG, EB Gomlls: Kun!Jsyulan 58·GO, '; 11 00. Tet: 0317010H90 GOnBORG, EB Gamos: Jlimlorgo: A. 413 04. Tel: 0312·11 4611 GOTEBORG, EB Games: Felnm:1r:hu r.e l. '11106. Tol: 03 11503GG GUSTAVSBERG, Lilia Guls Bomsllgheter. Q!lelhcT\li Vilg 17, 13-1 .10, Tet: 0857036600 HALMSTAD, E8 Gamlls: Oro1tniny KnSllml P;u s agon , 302 .1 2, Tet 035 12[1260 HALMSTAD, Lekcenter: S Iorm!l6, 302 60, T61 035 1262[;0 HAMBURGSUND, Wlzord Gomes: Heeslrand Radelen 6 , 45070 HARNOSAND, Escape DolO': BergSV>lt.lf\ G. EJ7 130. Tel: 061 1159 55 HEL5t NGDORG , Fo nl a s la : 1-IoITll Kyrkogill..31l 10. 252 23. Ta l: O·I2242.tg.J HUDIKSVALL, Alb inI' Leksokor: Storgalao 2.1, 82·1 30. Tel: 0650595002 JARFAlLA, HobbeJt: Ay!]avtarlon, 17530. 'rol: 065801809 1 JARFAUA, E8 Gamos: Torncrplalson 30. 177 30. Tel: 0858032300 JONKOPING, E8 Gomes: AS Kopce rllfum SOdr:1 la. trlll"gol. 5S~5 KAlMAR, Olloy: Skupp~tHOg. 12. 39231. Tol: 0·10022002 KALMAR, Kalmor Lek & Hobby: Soora Umggalan 3:!, 39232, Tot: ().lBON7 17 KARLSHAMN , Leksokshusoh Ronnuyg 37. :J7~ 35. Tol: 045-1103£11 KARL5KOGA, Lokl6don: DOIDs mansg 17,6913 1, Tal: 058633333 KARLSKRONA. Fact & Fiction: /Ilona KUIIg sgll Isn 7. 37 133, Tol. 0·:55167 10 KARLSKRONA, Leksokshuset: LallorstetJl5gl.5. 37 !!i4. reI: 0·1:.5:·10:;'10 NORRKOPING, Brio: Droltnrr.99alan 55. 601 32. l G.t' 0 111 2<1 088 NORRKOPING, Hobbyhom Dn : OlOll nillY!J lB. 602 2·1. Tel: 0 11 1G2 1:!0
NORRKOPING, l o khusot: JGmOalall 2 1. 602 23, Tot 0 11267070 NORSBORG, EB Gomes: HillJunoa TOlg. 1.J5 62. Tet: 0053175100 NYKOPING, la ka TV Spel: 051raslolg 22. 61 to-l , Tol; 0155281000 NYKOPING, Bora Spat a Hobby: DagflHlgal;'l n 35, 6 1 130. Tol' 0 1552B6780 NYNAsHAMN, Svorulek&Hobby: S:utJstluspltllsen ,I . 149 30. ToI: 065201~91 ODAKRA, EB Garnets: M.1rlinadsv;!g.::m 9, 26036. Tel ·122021.10 OREBRO, EB Gomes: Kramalen Olo!:n\nggalan 27.70222. Tel' 0l!J120J.l0 ORMINGE, Happles: Qm u/190 CeI1\lVCII. 13200. ORNSKOLDSVIK, Lalbons: ~jyg!;,!11 13, 115 2fJ. Tal: 006603310 STOCKHOLM, Science Fiction Bokhonde ln: Va"ler1!mg Galiln 48. 111 27. Tel: Oa2 150:i2 • • 51RANGNAS, Tv 5pelsborsen: Tr.-n1gardsgalnn 20. Gfo5 31, Tel: 0152 10191 STROMSTAD, EB Gomes: ,'Io lby Shopping Conlm. "5~92. Tut: 52()<1(}.IT7 STROMSTAD, Kloli s Lek & Hobby: SMm Hamngn lon 8. ·\5230, TGI: 0526 15')89 SUNDSVAU, E8 Gamos: Vil rdshuset S ioro.26, 652 30. Tel: OG053B473 SUNDSVALl, Orlan Spel: Ko ptn angtr!nn 5. 852 3 1, Tot: 0601559017 SVEDALA, Elbe Lckls: S!Qro 40. 233 3 1. Ti!I: 040400:118 TABY, Hobby & prylar: Val1alorp IF. 18152. Tal; 085 1050 ,126 TABY, EB Games: Slol1nrgel 150. IB3 34. Tel: OB541.74_100 TOMELlUA, Alfs leksaker: lIul1 eg;'llim 6. 273 ::10. Tol ' 041710006 TROlLHATIAN, Partal: LaOugf\r(\sv<\con 12, ·:61 70. Tel: 052079499 TROlLHATIAN, EB Games S&S Husct: Ladug!l rdsv:lgetlI3..:ut 70. Tol: 052031870 TUMBA, Loksakskungon: TUlll!ln Torg 7. 1'1730. Tol: 0853030000 TUMBA, Kom & lek: Oryogarv_ 5 -7.14730. Tol: 0053060011 UDEVAlLA, EB Gomos Torp: BrolNrd GaUorb:;. ,I!i l 76. Tel: 052200650 UDEVAlLA, Alfreds: TolP Kt1pconIJUfn . !i;\Ian 16 . 2i 1 .1 I, Tel: 0·11 t 66660
TURKEY BESIKTAS, Slh lr. Haslni!) Cad no 235, Tol. 0090 212279955
UKRAINE KIEV, Charge: Lngelna sIr 40 (M~\lo Bclestcslial, ApI 29. Tel: 0036 Q.I.I': 56 767 1
UNITED ARAB EMIRATES DUBAI, Fantosy Gomes Trading: Jumoira Pla:n. 2,1 Coa ch Road . Outlnt Ta l: (J071 5Qi).1·:·1699
Head over to Gaming Room Northampton and you're guaranteed an excellent gaming facility with loads of different battlefields, ably run by Tom Robinson. We spoke to Rich Clark, a full-timer who has made some of Northampton's best tables. Rich has been working at the Northampton Hobby Centre for four and half months, but this is actually the sixth Hobby Centre he's worked in. Before he came to Games Workshop Rich was a precision engineer which could explain his proficiency at making gaming tables. "I've actually made around 30 to 40 tables in total, "
says Rich. "I think my best was a Lustria board I made for GW Coventry - the jungle terrain was so dense you really couldn't see more than 6" into it!" Rich's latest project is a beach landing table for Warhammer 40,000, inspired by the movie Saving Private Ryan. "I'd love to see Chimeras tearing up the beach," Rich says. He uses damp sand for the board texture, a good hobby tip for anyone inspired to build a similar table. "Damp sand is easier to control ," Rich explains. "It's cheap to buy in, you 'll use less and you can spread it to where you need it." Rich hard at work on a new Warhammer 40,000 board.
Northampton boasts a large variety of great and unusual tables for you to battle over.
MINIATURE SHOWCASE: BEST OF GW NORTHAMPTON
Eldar Warlock painted by manager Tom Robinson, whilst the Sage, Servitor and High Elf Mage were the work of staff members Rob West, Rich Clark and Pete Burnett respectively.
Equipped with loads of tables and scenery, our well-appointed Gaming Rooms are the best places to go to play games and enjoy the hobby. You'll find everything you need to fight a great battle, paint, get advice and more. Like a regular Hobby Centre, all Gaming Rooms provide the full range of Games Workshop services. They are larger than a normal Hobby Centre and have many tables, making them perfect for meeting fellow hobbyists.
ALL GAMES CATERED FOR Play the games of your choice. There are tables and scenery for Warhammer 40,000, Warhammer, The Lord of The Rings, Epic, Batttefieet Gothic, Blood Bowl, Inquisitor, Necromunda and Mordheim.
During the week we have to restrict Gaming Room facilities to those over the age of 16, but at weekends the facilities are opened up to all hobbyists.
Gaming Room Features • Varied scenery and table set ups for Warhammer, Warhammer 40,000, The Lord of The Rings and all the Specialist Games. • Dedicated painting areas. • Special events, battles and campaigns. • Minimum age of 16 on weekdays. • • • • • • • • • • • • •
GW Aberdeen ............ ..... .....01224 649779 GW Bath ... ........................... 01225 334044 GW Bromley .. .. ... .... ........... .. 02084 660678 GW Burton .. .. ...... ................ 01283 535865 GW Cambridge .................... 01223 313350 GW Carlisle ...... .................. 01228 598216 GW Chester .... ....... ........ .....01244311967 GW Dumfries .... .. .... ..... ....... 01387 249702 GW Exeter .......................... 01392 490305 GW Glasgow ...... ................ .. 01412 211673 GW Harrogate ............ ........ TBC GW Ipswich ........ ...... ...... .. .. 01473 210031 GW liverpool .. ...... .............. 01517 030963
Our Gaming Rooms are currently ing special ga es of Warhammer set in Lustria for the Conquest of the New World campaign. Ouest into the jungle for gold and glory! Call your local Gaming Room for more • • • • • • • • • • • •
GW GW GW GW GW GW GW GW GW GW GW GW
Macclesfield ...... ...... .... 01625 619020 Maidenhead ................ 01628631747 Middlesbrough .. .... .. .... 01642 254091 Newcastle .. ..... .. .. .... .... .01912322418 Newport ...... .. ...... .......... 01633 256295 Northampton .. .. ...... ...... 01604 636687 Poole ...................... ...... 01202 685634 Shrewsbury .......... .. .... .. 01743 362007 Sutton Coldfield .......... 01213 543174 Uxbridge ............. ......... 01895 252800 Wakefield .... ... ..... ... .... .01924 369431 Worcester .. ...... ........ .... 01905 616707
YEARS OF EXPERIENCE When you grow weary of constant war, you can head to the Gaming Room's special painting area where you can sit and paint while swapping modelling knowhow and old war stories with other hobbyists.
APLACE FOR EXPERIENCED GAMERS The age limit on Gaming Rooms gives older gamers a place to play games without distraction. All gamers who attend will have some degree 01 experience, so you should have no trouble finding a challenging opponent.
Rob West painted the Grey Knight and Dragonslayer, and Rich Clark painted the Tomb Queen and Techmarine. These guys are always on hand to offer painting tips.
Over the Mark Jones has built up a ssive of techniques for painting and ishing off his s. One particular skill he has is how to represent corroded metal convincingly. We cornered Mark and persuaded him to part with his knowledge.
RESEARCHING RUST
Rust can be cleaned or worn ott, revealing the original metal. An old tool can have sharp, bright metal edges when used, even though the rest of it remains rusty.
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Newly rusted metal tends to be quite brightly coloured, having a bright orange appearance in some cases.
The longer something is left to corrode the darker it gets, taking on a red, almost purple appearance.
PAINTING VERDIG Another effect of corrosion on metal is called verdigris; it's the greencoloured oxid isation that happens to copper and bronze. This example is by Steve Cumiskey and was achieved by drybrushing metal paint over a green base colour.
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This Witch Hunter chapel is painted with a verdigris effect.
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Steve painted the gut-plate Dark Angels Green, then Snot Green and Rotting Flesh. Once this was dry, he then drybrushed it with Tin Bitz, Brazen Brass and Mithril Silver.
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BINING EFFECTS
The last example of painting rust I'm going to show are based on one of my favourite Warhammer regiment models, Warriors of Chaos. It's similar to the look of the Ogre's iron fist, using stippling followed by the chipped metal effect. This time I wanted the armour to look much brighter and more vibrant so I applied extra layers of colour to build up the rust effect.
To start with, I painted the armour plates Vermin Brown.
Then I applied a glaze of Chaos Black over the armour.
Next I stippled on Blazing Orange followed by Fiery Orange.
Finally, I painted Chainmail on the edges of the armour
RUST WASHES
CITADEL BRUSHES
When painting metallic areas on buildings, I use drybrushing to get a rich metal look first. Then, after highlighting the metal, I apply thinned-down washes of paint to build up areas of rust, giving it a realistic matt finish.
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.... ~.... Fine Detail Brush
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£2
Detail Brush
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Oenmark...... kr 25.00 Nonvay ........ kr 30.00 Sweden ...... kr 30.00 Euro ................ €3.S0
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Denmark...... kr 25.00 NorwJy ........ kr 30.00 Sweden ...... kr 30.00 Euro ................ €3.S0
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£2
Standard Brush
Base coat Brush
Oenmark...... kr 25.00 Nonvay ........ kr 30.00 Sweden ...... kr 30.00 Euro ................ €3.S0
I started with a Tin Bitz basecoat, then drybrushed the surface with Boltgun Metal Large Brush
£2 .50
Large Drybrush
£2.50
Small Drybrush
£2.50 Denmark...... kr 35.00 NOfway ........ kr 40.00 Sweden ...... kr 40.00 Euro ................ €5.00
Tank Brush
Oenmark...... kr 35.00 Norway. ....... kr 40.00 Sweden ...... kr 40.00 Euro ................ €5.00
My second layer was Blazing Orange, used more sparingly.
£2.50 Oenmark..... .kr 30.00 Nonvay ........ kr 35.00 Sweden ...... kr 35.00 Euro ............ .... E4.00
Denmark...... kr 35.00 NOfway ........ kr 40.00 Sweden ...... kr 40.00 Euro ................ €S.OO
The first layer of watered-down paint was Vermin Brown.
£2
,
£4 Oenmark...... kr 50.00 Nonvay ........ kr 60.00 Sweden ...... kr 60.00 Euro ................ €6.S0
Paintbrush Set
SHOWCASE
£6
Detail Brush, Standard Brush, Small DTYbrush
Denmark...... kr 75.00 Nonvay ........ kr 85.00 Sweden ...... kr 85.00 Euro .............. E 10.00
CITADEL PAINTS AND INKS Denmark kr 20.00
Norway kr 30.00
£1.75 each
Sweden kr 30.00
furo €2.50
Below are several colours of Citadel Paint which come in useful when recreating the effects described in this article.
BASE COLOURS
This Imperial Guard trench features rusted corrugated iron.
Scorched Brown
Dark Flesh
Bestial Brown
Vermin Brown
RUST SHADES
Snakebite Lealher
Vomit Brown
Blazing Orange
Fiery Orange
VEDRIGRIS TONES
Dark Angels Green
This Chaos warp gate has a blistered effect to represent rust breaking through paint.
"
'
•,
,
•
'I
•
Rotting Flesh
•
• •,
•
Goblin Green
METALLIC COLOURS
, '-
Snot Green
,
• • •
•
"
Tin Bitz
Boltgun Metal
Chainmail
Mithril Silver
will miss Paul being editor, I hope you will enjoy a long stay. Bad luck with the Battle Companies though. Jack Lusby
Ugbragg would send his thanks for your sympathy, but he has no fingers left, and is an Orc, so can't write. Thanks from both of us anyway! - Guy
Retail detail I've only just really got into the Hobby, which I am now truly attached to, but I've been reading White Dwarf for months before. I don't know who is in charge of the Store Finder, but the store I buy my figures from has closed down and hasn't been cleared from the list. I just thought you might want to know. Jenny 8ell-Taylor
Thank you. Just remember, White Dwarf is produced about three months before we hit the shops, so things like store closures or openings can take a while to appear in the magazine. - Guy
Hobbyist ahoy! I work in the Danish Merchant Fleet and am away for between three and six months at a time. I am only allowed to take a certain number of personal items with me, but I always take my paints and Citadel miniatures, and I use all my spare time painting my armies - so they've been all over the world! Here's a picture of me painting on the high seas. Kenneth Lund
I'd have thought you Vikings would be too busy rowing to paint (arf art! Sorry). - Guy
WHISPERS FROM THE CHAOS WASTES Adam Harvey... Lewis Blake ... Thanks for the story, try the Black Library. John Evans... We're looking into that kind of thing online. JPH Van Der Burgh ... Thanks for your comments. Jonathan Molton ... Don't worry, we will. Stavros... That's the second poem we've had recently. We'll have to issue a collection soon. Jack Powell... Dli Griffin ... Fair point about the kids. Teifion Jordan ... There'll be more posters. One next month, in fact. Ian ... We don't put the year on the cover, but it is on the contents page. Jordan Bladen ... Fair point again! Tomas O'Brien ... Thanks Tomas! Stephen Snape ... We sort of did that already with Lure of the Gods. Keith Robinson ... Yes, we'll be introducing a Green Stuff article from WD308. Eric Hammann ... Edward Fenning ... We will, and we do. Joe Mulliday... Jackson Blake ... Hope you liked seeing the armies in full. David Warrington ... Bob de Boer... Paul Lewis ... George Jurkschat... Mark Tuckett ... Mathew Thornley... Neil • Kerrigan ... Aonghus 0 Lochlainn ... P Bowles... George Lake ... We liked your scenario. Richard Spurdle ... Marc Bevan ... Steady on, old chap! Linus Ahlin.. .
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