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1 14 PRESENT THEIR · MONTHlY GAMES MAGAZINE : £1.50 E USA $3.50 A USTRALIA $6.50 OM 7, 80

WD114 Pitfall SH

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Page 1: WD114 Pitfall SH

;~0~~· 114 PRESENT THEIR ·MONTHlY GAMES MAGAZINE :

~~l1iiij=TJ,I £1.50 E USA $3.50

AUSTRALIA $6.50

1i~~B~~WESTGERMANY ~~, OM 7,80

Page 2: WD114 Pitfall SH

Space Hulk'· provides everything you need to fight the ultimate conflict berween Marine and Alien. One player controls squads of Space Marines - the finest warriors in the Imperium, armed with powerful weapons and clad in awesome Tactical Dreadnought Armour, they are the Emperor 's first line of assault. The other player controls the Genestealers . merciless alien invaders from another galaxy, faster and more deadly than any man. The fight takes place aboard a huge derelict space hulk . The battle is to the death.

BOX CONTAINS: • ~o fiOtl)"5Cutp(cd pl33fiC- mini1(Uft's: lO Space Marincs .lIOd 20 Geocsrca.l('FS

• 49 fuU-<olour hc:J.\'Y C.l.rdsfOCi( corridor -and room s.e-ctions. JI8·CIII 10 be full)' inlerlocking

• Rula book . whh iIIu~tr:lIlor'd . C'X:3Olplc. 2nd pl.ylna lips

• Missions book wilh six Missions and dct>Ued b2Ckground

• Colourful c2ublock coumers re-p're-senting Flamer "I{S, CO(nl"lUlnd PoinlS. OoJ~r~'jJtch FitC'lSlorm 8011('( Jammed

markers. Scanner BUps. Doors (whh pluHe b1J~I) and lhe Cybc'·Al!cn:d 1:Uk unll

• S Dice

Page 3: WD114 Pitfall SH

£dItor: Phil aallogh.,

Publiahed by aames WO .... hop ltd

9ROOU.C£O Wi TME G4MU WORl<S~OP DEUIN ImJOIO: Managino Oi.-.clOr. BIY8I'\ An"l SnJeUo M.I'\.'~ Tom Klr bV; Otisign Ma"I;_r: Alan Merl.II, A.rt o,heC'tor: Jot'ln 8lard'la; Pvblh:,a,ion .. MM.lDtI: ;tonJ. Gallagher: Prl"l Buyer:; Slew M~ £d;((fl l.1 Supervisor: S lmOl\ Fcmnt Product,ion Supervisof'! Tony Con"n; t.4jl'\IaJul'K Co.-ofdina10r: PrIll lbwjs; ~. tOCheOulGnMan..ger.~uIGreet\; Graph~ Ooslgn; Marti: 0'.,.,....., B, iln GlKlrQfI. eil Sodgwkk.." Oe.lgnor'll~ MIke BnJq"' ..... 4.1mame ~s.. ~I'lo.w-s. Ftiet'lItdHeUiwBII, JeI,..,...John50n.. Sean Mut ... ,on. Paul Mu rphv. Flick Pr ieIUCJV. Nlgl!Il Simman. AI'\dy WIIIWICIl: : PhotoG rCi I)h.V : Crllis Col!lton; AnlttBJlllUf,u.to,..; Tony Aclcldl\d. Cety Chllk. WIYt1. &gland. 0 ev'O Gillagher. Miniature P.11ntel.= Ivan 8artl80I. A/'Idy Craig. Richard! Hodglclnaot\, Oa~n Miltthew'$,. M~ M~: Oc.uel 06~gnBr~' Kavll'\ Acle.,.,.. Malk Cop.oleS1On.e. Colil\ Oi"xot't. JH: GoodWin, 8cb Oil&\(. ~ '-rry & Mk:heel ~Nl': Plude!! Oewtopm. r\l Team: !k.b N/!Ilam.,,,, Joh" '~l)mChwah., o.~ Andrews.: T~tlen.e,.. : LII'duV 0 Ie OOUIl P.t!Ilon, 1(", PoII.,O. Sl",dll) Au"'l6nt: Alan 8""enl)~, Anl.l\~ Ar1I.t., Oaoui" Oemt'lHln. Shaun M'IIld'~, ViviMl H~ ... 03Ye wnd. l'ot'ry Osborn«. Devid Olive" Nick Orcs. ~Icr\~rd Wngh!: Ptojeeu Mar.ager: Andy J!)I"\"; Admln lttPatil)n: SuUI"I Burton, HUlher N lehQltQ,.,

nIuCO' ... ort ~{iPa"'1 BonnelQC8,1 Cntchlow,

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... Wwne England. ~ G a 'Y CI'I",lk.

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CONTRuwnoH£ 111. edito. will be pl .... d 14 8~PI :ar.y ;lrev'ou,lv vnpubl1sha<:l ertieln 0' artworl( for jnclu.ion in White Ow." . Anicle lubmisak)n$ should ba typed, double-s~.ced. on 6ne sld8 of A4 "ape, only_ Artwork SholJid be tent In phOtooopv or itatk$p.erencv IQrm onlv. Please wrjto for our .submJulonli fIIuidelines. enclO41ing a !~rg& SSAE 0' IRCs.

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© Gaml!ls Workshop limited 1989 G8m,:s WO/kshOI', C,ladsl M;"ilHUIS •. ~. w""""","", 40,000. 08tIc Furu"" Blood Sowl, AdtlprU8 r;,ankw. 3D Roleplwy HobbV Gllmtl, Gllmo~ &.,. and Golden DfJmDfI Aw,td. are trademarks of Games WOfk$hOP lImllt1d,

ISS'l: ()265 . a712

IISSUE 114 JUNE 1989

CONTENTS FRONT COVER - GENESTEALERS by David Gallagher

CULTURE SHOCK Games Workshop and Citadel Miniatures news

'EAWMETAL Phil Lawls and Steve Mussared

STORM RIDERS - Nigel Stillman and Robin Dews Cursed Skeleton Charioteers summoned from the skies by Warhammer Fantesy Bania Necromancers

GREY KNIGHT· Riel< Priastley and Paul Murphy Grey Knights in Tactical Dreadnought Armour with their Nemesis Force Weapons for Warhammer 40.000

CYCLONE· Rick PrIestley The Cyclone Support Missile Launcher for Warhammer 40.000 Space Marine Terminator Squads

CHAINSAWS - Jervis Johnson Chainsaw Wielding Loonies take to the Blood Bowl field

STAR PLAYERS· David GaffaghBr and Andy Warwick Ten new Star Player Cards to add to your colleC1ion

DEATH BLOWI • Jervis Johnson Advanced damage for Adeptus TItanlcus

'EAVYMETAL The armies of Nurgle and Tzeentch are on the move

GENESTEALERS • Paul Murpho; The fearsome aliens that menace the universe of Warhammer 40,000 and Space Hulk

PALANOUINS OF NURGLE • Mike Brumon Horrific details of the great battle·thrones that Nurgle bestows on his most trusted servants

PITFALL . !'fIU! Murphy An additional Mission for Space Hulk. Initial scans reveel new map sections and counters

'EAW METAL · John Blanche and Phl1 Lewis The latest releases painted by the Studio Staff

SPACE MARINE COMPETITION 100 copies of our new Space Marine games to be won!

CRITICAL MASS· David V 8arf8tt Reviews of the latest fantasy and science fiction books

COLLEGES OF MAGIC· Bryan Ansell and Rick Priestley Colour magic in Warhsmmer Fantasy Banle: the magIcal symbolism of the ten Colleges and six new spells

CHAOS CHARIOTS· Bryan Ansell and Rick Priestley An excerpt trom the pages of The Lost and the Damned

ATTACKI . Jervis Johnson A new game to play with your Citadel Combat Carda

BACK COVER· Paul Bonner

"

ADVERTS Spat< Hulk W:uhammc, 40.000 CompendIum Oc:llh on t.lte Rclk, , l>.U<IMh CI, l" , • . . •.•• •.. , •• DUl'llt fi Roor PI),Jb , . ,

Inside Fro,..r ... . 2

. . 2 . . " ., • 3

~ Skclclon Amty _ ••••.••• _ , . , , •• •• • _ . _ 10

16 17 23 24

Games Workshop Scoff. . .. ... . , .. .... , M"",udrr Mlol1.urcs . , . , , , , While O,,=f 8Jck (jsuc. BrlghlOn fum ... """'",",,01' Openlns .

.~<. Jnkm:nlorul... 37 lndcp<ndeol Spec;.liSl Slocki... . H F.L$.T., 46 Of:lgonl.na, TOe Legend of ·Hum:!. 49 W.,lWn",er 41i,000 gama . . . . • , . • ' S6 Gamt:! Wo,Jullop ItcuII. . 6()

WhJu: Owor1 SUb"'"Plloru , , . 61 M.u Ordor . . , . . ... , . , .. . . . . , 7~ Cladel C ... loguc 1'186 . .. , , . , . ... .. ... . 76 Troll G=1c., , , , .... ,' . " .. .. .. Inside ~ck

4

6

8

11

15

18

19

25

28

31

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52

58

59

62

68

71

W01

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Death on the Relk is a part of the Enemy Within campaign for Warhammer Fantasy Roleplay. A visit to some old friends plunges the adventurers into a terrifying journey, with a heart-stopping climax in the midst of Chaos. This hardback book consists of an SS·page campaign adventure, 20 pages of ma.ps and handouts, A2 colour castle plan and area map, plus a 20-page WFRP supplement on river adventures.

The W ARHAMMER 40,000 COMPENDIUM is a collectioD of tbe best of White Dwarf 40K

articles. It provides you with a complete update on the forces and technologies of tbe

Warhammer Universe. The W ARHAMMER 40,000 COMPENDIUM

contains the complete army lists for: Space Marines, Imperial Guard, Squats and

Harlequins together with their histories and backgrounds. In addJtion,

it Includes the Dew rules for Dreadnoughts, Robots and other fighting machines together

with all of the revised rules for vehicles.

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Games Workshop's popular fantasy floor plans have been combined in a single book. All the full-colour floor plans from the Dungeon Floor Plans, Caverns, Dungeon Rooms and Dungeon Lairs boxed sets - 46 full-colour card sheets including 38 fully detailed special areas, tunnels, passageways, scenery and accessories. Everything you need for laying out your own dungeon adventures.

Talisman City is an expansion set for Talisman which provides you with new Encounter cards, new Character cards, and an additional board. While

exploring the Talisman City, you have the chance to become the King's

Champion or Court Magician, and you can earn Gold to buy new equipment -

or possibly even hire a boat to cross the river.

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NEW ARRIVALS

Paul Green, who used to run our Sheffield shop, has Just Joined the Sludlo to help co­ordinate our In-house and freebnce anislli. Paul has a brtnd background In gaming, ranging from tabletop mlnIatun: battles, through roleplaying games, to strategy boardgllmes . On the arristic side, he auended a FoundatloD Course at Sheffield Polyteelmlc and he sill.l draws when be can - some oftus work can be seen In this Issue. Afu;r games and art, his main Interest Is musiC: '" find th2t It helps crc::u:e moods, et;pedally creative moods for drawing. My main musical InfluC1lces are bands such as Rush, MarUlion and White lion."

SPACE MARINE

Developmenc work Is coming to a close on Space Muine, our new boxed game of epic scale balltes wllb Marines, Land RaIders and Rhinos. Designed by jen-is Johnson, the game will contain lIteraUy dozens of armoured vehicles and hundreds of Space Marines, plus vac ,formed clryscapes with whlch to build a fururistic mecropolli .

The Space Marine rules an: compleu; and allow you to recre:ue the massive infantry and 2t1Ilour ban.les of the Horus Heresy. The game is also fully compatlbk with Adeptw Tttanfcus so your MarInes md l.:I.nd RaJdClS can Rgbt :uongslde the gigantic Titan war mac.hlnes.

On page 58 there's :I Space Marine competitlon, 50 don't miss your chance to win one of the 100 copies of the game we're giving away. .

WD4

WARHAMMER FICfION

The next fc::w months will see the release of the first of Games Workshops new Warhammer novels and short stories. wm-bammer PanUzsy, %rbammer 40,000 and Dark Future books are all under way.

The first twO ooveb [0 be published will be Zaragoz by Brim Cralg, one of a linked series of books I'eanlrlng the same hero, and Drachcnfels by Jack Yeovil . We're also puning the lJist touches to the first of the Warbammer Pantasy and Dark Future anthologies, rwo collectlons of shon stories by some o{ the country's leading young writers, inc1udJng Steve Baxter, N Icol:l Griffith, Nell Jones and William King.

CITADEL MINIATURES

Over the last few months che price of tin , one of the major constltuents of Citadel MinI2Iures, Ius been rocketing . We have held our prices for the last foue years but, in the face of growing I":IW material costs, we regn:tfu1ly have co announce an incrc:asc In the price of our metal miniatures. These price Increases will take effect at tbe begInnIng of June.

SHOP OPENING

Games Workshop Brighton Is holdlng Its Grand Opc:ning Day on the 17th of June.. There will be plenty ofspccial offers all day and various Games Workshop personalltles to meet and talk 10.

WARHAMMER COMIC This summer we will be launching warh:unmer, a new monthly comic with strips drawn by some of the best comic anlsts in (he world . Among the cba.racters fC2tuccd In (he first few Issues are Sigmar Heldeohammer, the fantaSy hero whose epic war ag:aJnSI the Orcs and Goblins created the Empire of the Old World, and CapuJn Black, a commander of the Dark Angels SJY.Ice MarInet;. There will be some famJUar bcet; 100, such as Redd Harvest, known (0 play~ of Dark Future as one of America's foremost Ops. And, by popular demand, Thrud wUl be back, wreaking havoc In his own inimicable style and d.rinklng the Hobbbit's Armpit dey.

SPACE ORKS

worle Is currently under way allover the Studio on Space Orks - mlni2!ures are being designed, artwork 15 accumulating, text is being wrltu;n, army lIsLS compiled ...

Since we first promised the Orks army liSt a few Issues 280, the materi:u has grown to such an cxtraordlnary cxtent that we've declded to do a whole book JUS! on Orles and their lesser greensklnned kin, This is one of the most excitIng new projectS (or Warbammer 40,000 In some time and when we've flnlshed you '\I be able to discover everything you ever wanted to know about Orks (and probably qulu; a few thlngs you 'd rather you didn' , know!).

• to

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ORK TITANS

Kev Adams bas Just fmlshed work on his Ork Titan. the l:uest wu machine to be added co the AMplus Tltan{cus range. Built by Ork MekaaJaks. swumlng with Gretchlo. heavily anned and annoured. the new Tican will soon be avaiUble for fighting ag:tinsc your ImperW and Eldar Tluns.

The rules for Ork Titans and epic scale Ork I.ofantry arc going to appear 10 the flrst Adeptus Tltan{cus supplement, provisionally entitled Codex Tltanlcu5. due out this summer. As well as the Ork rules, the Codex will provide addhlonal marerial for ImperW and Eldar Titans.

And while we're 00 the subject, la:ep an eye out for the new Impcrtal Titan heW wd weapons. Jes Goodwin has designed a whole range of alrern:uive he:llis and new weapons foc both Loya1lst and ThUror TItans which will be release<! in tbe very near future.

Orlt 7'/",,, protoryp •

GAMES DAY GOLDEN DEMON AWARDS

Saturday 27th May - lOam to 6pm The Assembly Rooms, Derby

PAINTING COMPETITIONS COMPETITION GAMES • Golden Demon Awards • Marauder Blade

• Osprey Warhammer Fantasy Battle Play·Offs

Games Day is the premier gaming event of the year. There wul be thousands of superbly-painted miniatures from all over the world, competition aad particip­ation games, Games Workshop and CItadel artists, wrIters, designers, semln2rs, displays ...

DEMONSTRATION GAMES • Mighty Empln:5 • Daemonic Legions • Siege • Adcptu5 TItanlcus • Blood Bowl • The KnIghts of Outcemer

PARTICIPATION GAMES • Warhammec 40,000 Bring & Batcle • Adeptus TIWllcus Bring & Battle • Space Hulk • Dark Fucure StceetfJ8hter • TroU G2mes • Warh:unmer PantaSy Roleplay • War hammer 40,000 Rolcp12y • Mythlore Live Action Roleplzy

• Citadel Speed Paintl.ng

SEMINARS • Wathan:uner Fantasy RDlep12y • Blood Bowl • Wuhammer Fanrasy Battle • Adeptus Tltwlcus • 02ck Future • Wathamrner 40.000

TRADE STANDS • Cit3dd Minlatures • Citadel Paints • Games .8Qoks

• T-shirts • Marauder MinlaruteS

PERSONALITIES

• Bryan Ansell • Rlchard Halliwell • len-Is Johnson • Rick Priestley • Nigel Stillman • Graeme Davis • Sean Ma3rerson • Andy Watwlck • 8Qb Avery

• Dark Future National Pioals • 8100d 8Qwl Narional Finals

ARTWORK AND MINIATURES • Jonb Blaoche • Tony Ackland • Wayne England • D:ave Galhgher • Gary Chalk • Carl Critchlow • Pece Knlfton • Kevin Walker • M:utln McKenna • Mark Craven

• BIL • Jes Goodwin • MIke Perry • Al.ao Perry • Kevin Ad.ams • Colin Dixon • Mike l'tfc:Vey • Darren Matthews • Ivan Bartleet • Rich Hodgklnsoo • AJJdy Craig • Pete Thylor • Thny Cottrell • Guy C~nter

W06

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'CONSTRICTOR' ATLANSON tfUllUJlllIIUllUfTlQOIIN'IJIItOftt

wall

some more Star Players to his

own Blood Bowl team.

OARAK ORiOOLSON HOIMAJiIIII.JTfIll ftCM1't:M .-n

SARK FOUR EYES SUfi8f MtI1AIfT IC:ClIIVtIUIOM)

TUERN REOVENDM ~J'U.V1111

SNAKE SANDERS MIJIiUIe 1llUTA.Wr rCC*VIMIOIII

THE CHAOS AU-5T ARS IN ACTION AGAINST THE BRIGHT CRUSAOfRS

DUKE LUTHOR VON HAWKFlRE

DIRTY DAN nAIIIP\.AYOII

BOAK BULGE BELLY ntOUet..OCIlU

Page 9: WD114 Pitfall SH
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S'LORM RIDERS by Nigel Stillman and Robin Dews

From out of the darkening clouds ride the Storm Riders - terrifying Skeleton Charioteers who can be summoned to fight on Warhammer battlefields by Necromancers.

- . . -

W1Jrn u~tfixh 's foul wuriOftl ride O:t$lormdOuil wings. r.jJJ ~ ooe loWmls 'liS /lot ~1II'..Ir ill DiSk " Fm r.our fum ,,-beD me ank sky hlxkeDs. On cold ~Is of deuh the tbwMlerchp CDmt:5.

-'fragment from' The CU.rse of Uat6acb

The Storm Riders, were damned forever to ride the skies by the curse of Sigmar upon his Jieutanant Vathacb at the time of tbe Goblln Wars.

Va/bach was a warlord of the tribe of Teutognens, skilled and brave In battle, and the commander of Sigmars chariots. His charioteers were loyal t() tbeir leader and would follow him Into tbe tblck of each fray, riding until/heir horus foamed and tbe scytbes on tbeir wbeels were black wltb Goblin blood.

Sigmar bad brought togetber the tribes so tbat tbey might fight alongside tbe Dwarfs to rid tbe land of gobllnoids. His cherished dream, thougb. wasfor the unlJl=tion of the tribes of Man, and for tbe establlsbment of a single Empire. In tbls dream be was not alone. Many tribal chieftains were weary of constant war. After years of conflict, they had now fougbt alongside and could no longer return to tbe tribal warfare and rivalries of the past.

WDB

But alone amongs( tbem, Vatbach nursed a dark ambition. He saw tbe power of a united Humanity - as tbe rush of each victory filled him, hl.s /boughU began to turn with malice towards the Dwarfs. "Wi! should also defeot tbem," be et:J,rmse/Jed SlgrTUlr, . 'and tbe whole world would tben be In our power and we would be cblefs Indeed'"

''No UaJbacb!" replied Sigmar. . '}i)ur words are folly. Wi> bave no need ofsucb greed, and If the Dwarfs sbould fall. tben surely we could not survive"

Spurned and rejected, Vatbacb's maltce turned to evfJ as be brooded on Sigmar's words. "He Is a fool," he burned, "victories bave tumed blm 10 wea.kness, whilst I am filled wltb strength."

In tbe grip of bls obsession Vatbach drew togetber bls captains to plot revenge.

Three days later as tbe dawn broke, Vatbach's charioteers rode Into Sigmar's camp. Bloody tbey were, and on tbe point of Vathach's spear was Impaled tbe head of Stronnomlr, commander of tbe Dwarfs.

With anger In his eyes, SlgTnCIr strode forward. Before be reached tbe chariots, Vatbacb spoke.

"Slgmar! The war has begun! The Dwarf conlfngent Is scattered and news of the attack wfJ/ soon rea.cb King KDrgan. No mOre wfll there be trust between Dwarves and Men."

Page 11: WD114 Pitfall SH

He flung tbe severed bead at Sigma'l"s feet.

. Now my LfmI, you must make your choice {)f'dle. wm you figbt for Men or for tbe Dwarft?"

As Sigma,. beheld the bloody bead and perceived tbe extent Of Uafbach 's treachery, a rage filled bls soul. He leapt upon Uatbacb's cbariol, and In blsfury he tore the borsesjrom tbelr traces and severed tbrougb the shaft.

' Pool of fools!" be cried. "You shall be damned for tb-JsI"

In response to Sigmars commands, his champions encircled Uathach's charioteers and with sword and spear began to back them down. And In tIH midst oflbls carnage, Sigmar and Uatbach struggled, close and bloody unttl with a final thrust Uasbacb was pierced and fell upon b-Js knees. Terrible was tbe slaughter of Vatbacb's cbarioteer'S tbat day. and tbelr blood ran dHp In rbe tracks of tbelr wbeels.

As Vatbacb lay dying, Sfgmar spoke to tbe strlCMn chief, bls voice cracked with rage .

"Cursed Uatbach, It was war you desired and even In death I damn you to ride tbe sirles In searcb of war. Through all eternity )'Ou shall flee, pursued evermore by Ibe lightning holts of my wrath. Human no longer; you shall be known as tbe Storm Riders."

As be unered these words, the sky blackened 4bove tbem. Tn tbe silence tbat followed, Ibe company saw tbe flesb fall from Va/bach s men and tbelr dead eyes wltber In tbelr sockets. The timber and steel of their chariots were transformed Into the bone, and with Uatbach's dying sbrieJe tbey were draum up Into tbe sky. The dark clouds opened before them and the thunder oftbetr wheels pounded Into tbe driving rain.

Sigmar fell to bls knees and wept. ' :4. great wound bas been done to our alliance, for wblch we will iUarly pay. But King !(argan is wiser than this fOol's ambition and we may yet survive."

50 It was tbat the treachery of Vatbach gave birth to tbe terrible nlgbtmare of the Storm Riders. Chased across the heaven.t by 5lgmar's wrath, tbey can be beard wherever st()rmClouds gather, searcblngfor war and tortured by the curse that never lets them rest.

STORM RIDER SKELETON (HARIar CHARIOT W A I.d lal CJ

2 ~ 5 S 3

WEAPONS: HAND WEAPONS. SPEARS OR DOUBLE· HANDED WEAPONS (SCYTHES)

ARMOUR. NONE OR LIGHT ARMOUR CHARIOT: SCYTHED WHEELS

D6 51teleron Chariots appear for every 9 magic points used (n tbe SWZUlJo.o Storro. Rlders spell.

»I

STORM RlDERS

SUMMONING t:HE S\:ORM RIDERS

Firsl Ibe wl2ard marks out a pentangle with powdered bone from a warrior slaln by a follower of UatJucb. In the centre of the pentangle he lights a srn.all fire. Then the wl2ard ralses on high a skull marked with the runes of thunder and lightning In red blood. In a loud voice, be utters the summoning incantation, calling on each of the damned charioteers by his mythological name.

Soon the sky darkens; stocmclouds gather from the horizon and distant claps of thunder echo across tbe baltlefield. the sound of rumbling chariot wheels and me pounding of hor.scs' hooves.

Tbe wizard hurls the rune·marked skull into the fire and calls on his army to begin the battle so that the Storm Rlders will be attracted by the clash of weapons and the screams of the dying.

Soon the Riders swoop down onto the battlefield {rom Ihe darkening skies. and fight (or the wizard unrU the rune-skull has been reduced to powder. Then they depart from the stricken field, pur.sued once more by the lightning ofSigmar's wrarh .

After (he battIe, the wizard sbould carefully sift tbe powder of the skull from the ashes of the fm:, using this to set the pentangle for the next summoning. MeanwhUe an apprenrice must .search the barrie Reid for the head of an eaemy sbin by the Storm Riders.

Any wl:zard ~d In necromantic magic can summon and bind the Storm RJders uSing the new necromantic spell Summon Storm Riders. This means that a Necromancer. an Undead mag/dan or a wi2:.ud with necromantic spells can call the Rlde~ forth from the skJes.

The wi2ard may choose to include this spell In his spell list Instead of another second level necromantic spell.

SUMMON STORM RIDERS Spell Level Magic PoLots Range

Description

2 9 6"

This spell summons and binds the Storm Rider.s. D6 Skeleton Ch3riots are summoned for every 9 magic pOints used. The Storm Riders arrive on the battlefield D4 turns into the ban Ie (ie if the D4 score Is 3 , they arrive in the tbird turn). The Riders appear as a single unlt wltb at lease one model within 6" of the caster.

The Storm Riders are bound to fight for the wizacd for 2 + D4 turns before returning to their cursed chase across the skies. Since the charloteers are due to fade at this 3ppolnted tlme. they tbey are nOl subject to InstabiUty while On the baltleflc:ld.

The summOning ritual must be performed Just before the battle begins. The player wisrung [0 summon the Storm RJders must inform his opponent or the GM. or note down on a piece of paper, (hat he is casting a spell before the battle.

The player should also nOte down the turn of arrival and departure of the Skeleton C~otS and the number of cbariots thac will appear (the GM should do this If ooe 15 present).

The effects of the spell are worked out as detailed above and the appropriate number of magic pOints are deducted. The wizard therefore enters the battle with a depleted nllmber of magic points.

Because the summoning takes place l.mmedi3teJy before [he battle begins, wl:zards are not allowed to rest before the battle to regain these lost points.

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GREY KNIGHT TERMINATOR SQUADS

by Rick Priestley and Paul Murphy

The Grey Knight Chapter of the Legiones Astartes serves as the fighting arm of the Ordo Malleus, the secret Daemon-hunting elite of the Inquisition. This article describes the

Chapter's Terminator Squads and their fearsome Nemesis Force Weapon.

Alone of aU the Marine Chapters, the Grey Knights possess full knowledge of the terror of Chaos, Designated Chapter 666, they are the Chamber Militant of the Ordo Malleus, and the Grand Master of the Grey Knights is traditionally a member of the Inquisition. The KnightS are among the most fajthful of the Emperor's servants, fully the match of the Inquisition in their zeal to defeat those who would ovenhrow the Imperium and steal the souls of Mankind. Their bodies are rlgorousl y trained to withstand great pain and fear. Their minds are disciplined by the thousand rituals of detestation to face the worst horrors of the warp without flinching . And their hearts are strengthened by the Emperor's faith.

Grey Knight Marines are specially screened to aclude all but the strongest and most resilient psykers. Most Knights have no psychic ability at all, and thus are relatively safe from daemonic possession . Some, however, are extremely porent psykers, Judged strong and pure enough to pit their powers against creatures {rom the warp. Equipped with Nemesis Force Weapons and proceeted by Tactical Dreadnought Armour, these elite warriors can hope to oppose even the Greater Daemons of Chaos.

The Grey Knight psykers are trained co work in small, extremely mobile strike forces, typically in squads o{ five men each . These squads, and the necessary support and transport u nits, are deployed at st rategic locations throughout the Imperium, ready to move rapidly to any planet facing daemonic Invasion.

Grey Knight Terminator Squads rru.y be stationed in the field for decades at a time. And though to many the Chapter's homeworld is but a diStant memory, ic is every Knight'S most cherished wish is to be buried in the chapel beneath the beloved fortress-monastery.

• GREY KNIGHT TERMINATOR ARMOUR

The Grey Knights' Terminator suits are highly ornamented. They are heavily emobossed, in an almost baroque style, with the s'tandard Terminator symbol on the left shoulder and right knee, and the Grey Knights' distinctive badge (a sword through a tome) on the right shoulder and left knee. Each Knight goes into ~ombat with a copy of (he Chapter's sacred book of battle rituals, the LiVra Daemonlcus, in a special ceramlle case on his breastplate. Purity seals are prominently displayed on his legs and thighs, signs thai he Is uncontaminated by the slightest taint of Chaos.

't

Each suit is equipped with apsychic hood, similar to those on the Aegis suits worn by Librarian Marines. The hoods offer the Knights excellent protection against psychic attack : tceat every psi point the Marine spends in augmenting his psychic saving throw as 2 points (so a Knight who expends 3 pst points Increases his WP by + 6 for that saving throw).

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• THE NEMESIS WEAPON

The Nemesis Force weapon is tbe standard armamem of the Grey Knight Terminator Squads. This halberd-like weapon is a more sophisticated and powerful version of the force sword. Each Nemesis is uniquely built to match the psychic field of its b~r, enhancing his hand-to-hand combat abilities far beyond those of an ordinary Marine. In addition, tbe Nemesis contains a compact bolter, cunningly built into the haft of the weapon.

CLOSE COMBAT The Nemesis is a highly effective close combat weapon. It has the same abilides as a force sword - that is, Lhe wielder can expend psi points to Increase the effectiveness of a successful hit. For each psi point expended, the Strength of the hit Is increased by + 1 point, and the target's saving throw is reduced by -1 point. Thus. for example, a Grey Knight with S 4 can spend 3 pSi points to give bis Nemesis a S 7 attack and -3 saving tbrow modlfier.

PSI-POINT STORAGE The Nemesis also has the ability to store psychic power, acting as a psycbic 'batcery' from whIch the wielder can draw psi points to supplemeot his own during combat. At the Start of a battle, a Nemesis has 2D6 psi points stored (this is in add ilion to the Grey Knights own psi points).

PSYCHIC BLAST The Nemesis can be used as a focus for a Psychic Blast -a single blast of mental energy with a range of 12". The attack releases all of the psykec's remainingp.ri points and

every psi point stored in the weapon, reducing both scores to zero. The Strength of the attack is equal to the number of psi points used, up to a maximum of 10. The target is hJt automatically, with no psychic saving throw, and Its standard saving tbrow is reduced by -1 foc every psi point used in the attack .

A successful Psychic Blast attack causes 2D6 Wounds.

Though exceedingly powerful, the Psychic Blast is a weapon of last resort. The mental strain of launching the Blast is tremendous, and afflicts the Knlghr with severe mental agony. After the attack, the controlling player must roll a D6: on a roll of 5 or 6, the Knight is completely dlsorientated by the pain· he immediately staggers D6" in a random direction.

The disorientated Knight continues to stagger D6" in a random direction during subsequent movement phases, until the controlling player rolls a 1 when determining the distance the Knight moves. On a roll of I, the Knight overcomes the agony and may move normally for the rest of the game. While afflicted with pain, the Grey Knight fights as normal.

CONVENTIONAL WEAPONRY The Nemesis incorporates a short-range, Iimited­ammunition bolter In the weapon's haft. As technological attacks have full effect against daemonic creatures, this glves the Knlght Important ranged combat capabilities against the forces of Chaos. The bolter holds 3 bolts, which can be fired individually or all at once, with a range of 4" and no modifiers to bit.

The bolter can be (ired in close combat (in addition to any other close combat attacks), bur counts as a normal bolter in all other respects. When the Marine uses the bolter, the cootrolll.ng player must declare how many bolts are being fired, and he must keep a record of bolt expenditure.

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Chubb, Secretary to tbe Governor, was not a happy mono None of his training In planetary organisation bad prepared blm for lbls . acting as '''t#n71edlary betwe#fl lbe Governor·Gerwra/ of Gbl"g£l and an army ofblood~ Cult/sls, a "umber ofwbom were at Ibis mmne:nJ besieging lbe Imperial Residency. Warily. Chubb madi! bis repan to lbe Governor. "They refuse 10 negolllJle over lbe comm unll, Tbey demand miry InJo the audience cb4mber. wberr! tbey will dJctnIQ terms 0/ surrender."

Completely mgrmsed with plclli"ll a bit of lint off bis Immaculate tunic, tbe Governor didn't appear to bear blm. Chubb cleared "Is tbroat loudly a ft!W times.

"fu,~, nO need to go on . I"m nOf deaf, you know:'

The Go/Jemordldn't seem to be tailing Ibe slhJ4rlon all tbat seriously. Chubb was confused. Tbe Guard CommantU!r had said tbat tbe Reside=y would probably fall tbls a/ltmoo", IJnd t/wt the only relnforcemenlS due bef()re tben were five Marines. Wbat possible difference could five Marines malle? He asked tbe 60/)/,",or far Instru£tlons.

"Well, Iftbey Insist upon coml"ll In, you'd betur let them In, hadn'l you! Why must 1 dLJ all tbe tbl1JkI"ll around bere?"

Conv/"ced tbat tbe Govemor was completely mad, Chubb fled. He npcrtl!d tbe orders to tbe Guard Commander, who, witboul blinking, passed tbem on to Ibe men at tbe front gates. Entirely lJewIldered, Cbubb wandered bad to his office, preparing {() die as be lived· bebtnd bls desk, su1Y'()unded by bls beloved paperwork.

But It waJ not {() be. The Go/Jernar summuned 171m to lbe audience }]all to record the nqoruutons. Thus-, be found blmulf In tbe lost piau In tbe world be wanled to be . stand/rIg nut 10 a mild Governor, waJcbing tbe arrival of tbe Cu/llsts' leaders.

There ~ e/elJen Of t.bem. 11m were dYeS$ed for war, beauily armed and wearingfWl ban/e-armour covered with strong" symbols. The elelJen/b was e:rt7vn1£/:y large and completely I!nUl.Jed In a I1Oluminous bf<:l.ck robe. A horrible $teneb ~ from IUIlbln tIH robe. and the tblng 's longue whipped oul from time to tlme. as If IE!:Itlng /be air. It made Cbubb slell to looIz alii - he luspected that If be etJl!'r saw wbal was bcualb lbe robe, he 100 would go qulw mild.

One of the ten warriors was tbe ,"ature Cbubb bad talked 10 on tbe comm unit. Ob/Jlously tbe leader of the force, an Incredibly ugly Abbuman wltb thef=of aplg, be rrrodejorwarduntil be was within iJ few feet of the Governor. The Governor regartkd him with distaste.

'" understand Ibai you, abem, sI~ wfsb to dJscus.s Wrms for sulT'etlder. Well, I"m afraid tbal II Is, ab, Imperial policy 10 demand unconditional surrender -partlcuJarly with IIJos:e ofYOu~ vr; dubious social standing:'

The Culti5ts stlfjimed, an angry blss comlngjrom tbe monster In the robe. and Pig-jace fairly I¥rlstled with jury. '"By tbe bloody teeth of /(borne, do not dare to mock us! 1ft> ba/Je you by tbe tlNoal, P:u.m, and you know fIIlt I.s you wbo must surrender to US - or you will all ale In a fashion more borrible t}]an you can poSSibly ImagineI"'

Cbubb, wbo had a very vivid ImagInation, almosrfa/nted. The Governor Nt~. "Ob di!ar. There seems to have been some k/nd of misunderstanding. Quite amusing, In Its own way -you tblnlllng we wen goIng to surrendvr; us thlnkl"ll you - my, my, my! Ab, well, these thIngs bappen. I ?;!aU we b4/Je nothlngfurlber to taLil aboul, then, do we? Chubb, pita$(! sbQw tbest genliemen 10 the door."

Chubb gogaled. This went beyond madn~ This was sulcJ/Je. The Culrlsts'leatJer, who ap~red to be as astonlsbed as be was, nJdIknly barud an order and the warrioN polnled their weapons at tbe Govenror.

"My dellr .Ir, you don't think I would be so jDollsb as to agr"" to a meeting WIth you undeferukd, do you?" He waved a}]and airily, and two dozen Guardsmen appeared at tbe balco"y surrounding the cbamber.

Plg-fau starnJ at them f(>r' a moment, fhenlaugbed. He biJrloed anather order, and tbe crealure witbln the robe bl.sse4 a reply, Slowly, almost lbeatrlcally, two buge twlsW parodies of hands emerged from lbe voluminous sleeves of the robe and untied tbe bell. E/Jeryone In lhe hajJ wasjroun . even tbe Cultists IJPpeared to be terrified. At lost tbe belt was undone, and the crearw-e slowly shrugged off tbe robe.

The creature was e/Jim more borrible tban Cbubb bad Inwglned. Crwered with Urigbt, almOSI f/rmrescent, red fur, wearing red and b/adz armour, a huge wbl.p and lUi! at I.ts belt, II had a face Lllle a borned dog and bestlal/egt ending In clawed booves. Prom Its /wdi bung two bat·lI~ wings. It stood there for a moment, loolrl"ll around slowly, and smiled.. An Infinitely dangerous smile - a smile antlclporlng bloodshed.

Wltbsbou/S of terror and dismay, /be Imperia' Guardsme" aropped their lJJeQPOIU andjled. Cbubb's /egr gave WQy compute/y, and be crumpled to tbe flOor. 1b bl.s CY'edlt, thougb pak iJnd shaking. the

GO/Jernor stayed where be was. Through Q ha:a of fear, Cbubb beard blm murmur. 'il Bloodtblnlv. We ore bonoured."

The Thirster looked aJ blm and J/dud bls Itps. . 'My kill," he saId In a /Joice II~ grtl/Jel dropped on an fflIpty coffin, and 11UJvell {()wards th, Gowmor. pluclrlng wblp and axe.from his belt. The axe moaned ar it was jrred.

"hrbap< you had better d/scu$S that with /bo$e genthrmen first, sir." There was no mockery In tbe Governor's voice· Chubb couldn't Inwglne anyone daring {() mock this c:nature. Tbe (rl)vernor nodded at the far sitU! of tbe balf. It was completely empty. Then, suddenly, there was a sblmmer of IIghl, a soundless I'IHh of air - and flve men siOl>d there.

The Marina' Chubb guessed thai tbey were tbe refn[orr:emenlS who arr/1Jed tbls afternoon - won TermInator Armour, grey In cclour; and covered with f:nJrl=le embomng Tbey carried strange weajXmS, long balberds wttb glowing a.ubeads upon them. Tbey faced tbe Bloodtblnter wlthoul fear.

The ~n snarled a cry 0/ recognition - and, Cbubb would almost swear, happiness.. " Wbrtby ~atr It bellowed, raising Its axe and whip, and rusblng towards the men in armour. They met Irs charge unfllncblngly, black Daemon Weapon arId glowing balbeYds $C1Nmlng fbrOugb tbe aIr In a dance of power and fury. One of the Mari"es pointed at /be Daemon and roared strange words· and the Danna" reeled haclt, clutcblng Its bead and screaming In pain.

But tbe Bloodbt/rr/er was strong. RKoverl"g before lbe Marines could press tbelr ad/Jamage, It counwrattaclud SlJvagely. Wllb astonlsblng quickness, the Dtu-mon disengaged jrom tbe Marines It was facIng and burled Itself at tbe Marine wbo bad huri It . appearing to be somewbat dazed by the /tn'OCIty 0/ his own attack, lbe Mari~ bad stumbled off to one side, away from the protection of bls fell(}UJs.

Lasblng out wltb lIS wblp and enlanglf"ll tbe Marine's weapon, tbe Daemon $lammed IU axe down onto tbe Marine's belJd . the axe sbeared througb tbe ","",lr1O.lor Armouras If It were bultm; clea/Jlng tbe Marine from neck to breastplate. ClulCblngJutllelyai the weapon buried In his cbest, the Mariru crumpled to the ground.

Wblle Ibe /)demon was wrmcblng Its weapon from the body o/Ibe di!ad Marine. ano/JJe7' MPrine slipped around beblnd /I and slashed a line of wblte fire across Its undqj81ltkd bacJr. Black 'cbor dripped smoilingon{() tbefloor, and Ibe Daemon's scY'eamssboolz tbe buildIng 10 Its foundation.

Pig-fllce lind the (Jtber warrion bad been paral)':ed wltb surprise ~ /be Marines' arrival, butlbe sight of tbe Daemon's wound brougbt lhem out O/Ibelr shock and Into a.frenzy of anger and bloodlusl. With bellows of rage /bey rushed to support the Daenum . and two Marines cut them d()wn with a/mo$t rontemptuous ease. This fight was befuJeeTl the Daemcn and tbe Marines.

"I think we bad better take Our lealJe. ·· The GO /JE'T7U!r belped Cbubb toblsftel, bolts ofenerg;'blostlng lbe air around tbem, and the two stumbled through a door. As sbame-flJced Imperial GlJards bustled tbe men lJulay, Chubb OIlbbled a question to the GOlJernor.

"Space MarInes. Grey Knlgbts, 10 be precise. Tbey were Ollr reinforcements. ,.

"But, but, who are tbe Grey Knight$?" Chubb could bm"elyspeak, even now.

"Who are tbey? They flgbl creatures IIJu tbeone In tbere. Beyond that, my dear boy. I tblnk you would be much berter of! not knowing anything. In fact," the (iQvemor looluNJ at Cbubb strangE'l)', "'I am utry much afraid tbat you know too muc.b already. Knowledge can be /Jtry dangerous. .. ..

Bul Cbubb wam "tI1st=lng. "Whytbe parley? Whydldn'l the Marines ~ their tekJpons to bit thai, tbal thing, before It gal Inside?"

The GolH!rnOY sighed . . 'It was too much Of a rlsR. There were only fl/Je Knights. and one unjOrtwlate acc/denJ could baw killed Ihem al/. So we bad to find a way to bring /be Daerrum {() a pltu:e where tbe Knlg}Jts could /lght It. Tbls was tbe obVIous solutio"."

A" e:rploslon roc~d the building. Dun and mortar filled the hallway. The Governor looUti dlsgus"Wd, "ru. lDok at tbls tunic! It'sfiltby! Would you he SO irina as {()get me a"otberonefrom mydress/ng room, Chubb?"'

Grat'fut at last to blJve orders tbat,be fully understood, Chubb willingly complied. &blnd him, the GotJernor shook bls bead sadly. The boy had been a usejlll fOlI- e:rcellent at making the memy think them all foolish, weall and stupid.

lt was unfartunalil thai be had witnessed the p:ene In the reception bafI· an unforgivable mls/iJke on the Governor's part. Cbubb warn 'I to blame, but that cba"Jled things not one Iota. He bad told Cbubb the truth - knowledge u dangerous - and Cbubb limply Imew 100 mucb ...

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• ARMY LIST ADDITIONS

The following army list boxes should be added to the Grey Knights section of the Ordo Malleus army list in Slaves to Darkness.

p,ycbic abilities AI< ddorminod randomly. 11011 • D4 (Ot 1<,<1 a.od • DlO lor Clch .~ility. If. 4JpIi_ obilicy ii roIla1. _ >'<I'd !he hsred ~litlCl fnxn IhoJ IC"od ... ~.

;:.:.:

" AW'l of Resistancc I Aura or PI'OIOC!ion ewe Injury 2 """,,pl .. mic Mi<I

3 Haounerlwld ) JI/I, 4 lmmunily (rom ~~ 4 M<:nIaI !loll :; MCIlbI Blow 5 Rolly 6 Sltal Milld 6 Sen .. Prosencc 7 Teleltincsi! I 7 S ....... g Tdcpolhy I a Tdclc.Jncoi,2 9 lelepon I ~ Ttlcporily 2 10 W"md BIasi 10 TclcpOn 2

I Aut'll of Re.:aJcinJ1cc r Aura of 2 Animalc Weapon 2 ClIaoge AJlesloncc l Catlle CoDfwlion 3 ewe lIbunr!> 4 Cause For 4 Lim~

5 Da;1ro)' Aun 5 MCTlIILIBI ... 6 McnIILI81ilZ 6 5 ... 1. 7 ibll 7 SImIgIb of Mind 8 ~elc:i"'''3 8 TcleI:i ... i, ~ 9 Tdcpolh)o 3 9 lcicpolh)o 4 to Tr.;""fcr An .. 10 1CG1pon1 Disron

WDI4

Cure Injury lImunerhand

4 [mmLu)iry from J\)l.$IOt\

5 M .... IB""" 6 Sleal Mind 7 TcI<!dnesiI I 8 Telq:athy I 9 Tdcpon 1 10 WUId Bias<

Animalc w..pon c. ... Co"Mian

4 c. ... Pear 5 Destnly Au~ 6 Menlll8li" 7 Roo! g Telek.i~~)

9 Ttlcpa~ J 10 TrandcrAuf'l

TACTICAL DREADNOUOHT AJU.-lOUR

NEMESIS FORCE W)OAPON

.. :: ..

Al>WtIa 406

"'Y<IU< oIHlllia.,. dcv"";!"O<ld ,.,wmly, 11.011 • D4 for Icvd ond. DID (or each ability. If. dup! >COlt . 1»lIcy I. "'lied. _ IJ1)" or !lie: II$\ed abilities fwm lhat I",d ... f<Ilbocmcn! .

E<!OpIumlc M '" JI ..

4 MCIIIIlIBoII :; Rally 6 Sense I'lacn« 7 Smo.h 8 1C!ckiraill 9 Tdq:athy 2 \0 1CJcpOrt 2

Change AJItgiat1'" Cure _ad< 4 Lisnbo :; McnlllilWr 6 Sus;' 7 S......,u. of Milld 8 Ttlekioesis 4 9 1CJcpaIh)o 4 \0 TtmponI Di>1on

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• CYCLONE TERMINATOR MISSILE-LAUNCHER FOR WARHAMMER 40,000

By Rick Priestley

Among the heavy weapons available to Tennirullor Squads is the Cydone or 7l:rmlrwor Suppon Mlssile-L:wncher, capable of flrlog devestating salvos of up 10 a dozen laser­guided super-crack mlssHes.

The bulk of Thctical Dreadnought Armour Is such that many cooventional heavy weapons can be carried only with extreme dIfficulty. For the same reason, non:nal in.lIne-of-sight video interface targeters cannot be used effeCtively. As an elite force, Intended to undertake the toughest and most d2ngerous mlssions in the depths of space and on the most hazardous baulefields, Terminator Squads need a range of suppon weapons. Various weapons have been created by the Techprlests of the Adeptus Mechanlcus to provide additional fire power without affecting mobility or compromising accuracy.

The Tenninator Suppon Missile-launcher, known to Marines as the Cyclone. is ideaily suited to this purpose. Developed from salvo-firing shJp-to-shlp shan-range killer missiles, the system would be equally at home mounted In the turret of an Imperial battle cruiser. II is loaded with 12 super-crack missiles, each primed for maximum concentration of fire effect. These can be fired singly or as a massive salvo of flamIng destruction.

A Marine armed with the Cyclone Missile System also carries a storm bolter in his right hand .

• CYCLONE SPECIAL RULES

Range Short long

Shooting 10 Hit ShOit Long

0-20 20-72 +1 t1

8aYe Type STR DAM Mod C H S Are8 T

8 010 ·6 See Rules

I. The Cyclonc Is bullllntO me M2rl.or:'s 1!iCtical Dreadnought AITDour and any weight or Imbalance is compensated by :ucltudt sensors, gyroscopic stabl.lsers:rnd suspen50l'.I. As a consequence me Cyclone doe5 nOI COUn! ;u ell her hM.vy or as a slow weapon.

2. The Cyclone guidance s~'lIlem Is Unked to the laser guider opented by the Muine's left hand. The laser guJde( sboots " tbln beam of Ughl towarW the target, visible viii. the Marine's head-Up bolognphle display. The laser guider 15 ilio used 10 Irlgger the weapon.

The Muine m~y fire ehher one or a salvo oC missiles and use Ihe guider 10 direct the miS5iles to their target. Tht + 1 on the to bit modiflers I.s dut 10 the effects of the guider, wblch also ~C"S the systnn as accut:\le at long as at Short range. When using the laser guider. the Marine Is uruiblc co fire tbe 5tonn bolter In hIs right hand.

3. The Marine nuy choose (0 ignore the guider s}'5lem and JUSt fin: missiles OvCr open 5Igb(s. In this case the Marine is free to fire a weapon In bls rigbt hand without any penalry. Tht model may therefore sboot twice, once with the Cyclone and once with his other weapon. However, when firing In this way the la.Kr guider cannot be used and Ihe + 1 to hll bonus dope'S no! apply.

" . The Cyelont may fire a siogle missile. I\. single missile has no radius of effect - the ml~i1e it focused to cause maximum peoetratlve damage :!gaJ.nst a single targel.

5. The Cyclone may, Instead of firing a sIngle missile, fire 2.11 of Its remaining missiles (0 produce a s21unllion e(fecl of flre and devastation. This is C2.Iled a salvo. A Marine muSt have at least 2 missiles Jeft to fire a sah'O.

A salvo Is worked out is foUows. RoU for initial deviation as normal :rnd posirion = area template wIth a radius of Y, " for every ~ile In Ibe salvo. Once the template is In pOSicion, every target w!chln the template is autoooatlc:illy hit . Strength, damage and save l1looilkr.l are as given above. No ~para.te to bit roll Is nece5Sary.

6. The Cyclone is loaded with 12 missiles. The player must record how many llIi.sslJes bave ~en ~d. The Cyclone Is loaded ~nd armed prior to Mttle, and cannot be loaded by Ihe operator. ThIs means thaI ooce Ihe Mulne Ius filed 12 shOts he cannOt fire the Cyclone agtin.

7. If a Marine eqUipped with a Cyclone is hit by enemy fire there is a chant(: tlul his entire stock of missiles wlU be aCCidentally fired in a single salvo. Roll 2D6; If Ihe score is 11 or 12 rhe Cyclone immediately activates - roU on the Catastrophic Launch Table.

au:a.strophic Launch'I2ble D6 ReAult

AU roWUe-s o:plode Immedilltclyl The Marine Is torn apart in a Spcct2cubr pyrole<:hnlc display. Placc the YI" tcmplacc: on the Marine and work Out hiu on other t211!et:! in the area . Rach t211!CI ~celvcs onc hit per rcm.oJnlng mlssUe.

2 All rnlssiIes "'-unch sltnuh:wcoUJly as uingle SlIve. guided to their Dtgct by rhe random position of the laser-guider In the Marinc's left hand. The mlssU" hlt the nean:sl possible tugCt wlthln a 9()0 flrc arc of the Marine's front.

3 AJJ missUes Iaullch slmwCl1Icously lIS a .logle mvo, guided 10 their tatgC1 b)' the random posItion of the laser-guider In the Marille-5 left hand The m.lssilC5 hlt the funhcs( pOMlblc ~ within a 90 0 M arc of the Marine's fronl:and wl!hln range. The mlssiles pass o"er c1~r targetS without o:plodlng.

4 All =Inlng mlssU~ "'-unch simultaneously in a single unguided salvo. Wichout (he benellt of the mlssUc's!ucr-guldcr the salvo Is fired nralght :ll"u::ld wd lands D6 x DIO" immedlatcly In front of Ihe Marine.

S AU retIUlnIng mlsslles lawtell slmuh:aneously 10 a single unguIded Sliva. The ~Ivo vecn .. ouod che t2b1c wlthoUI rhe benefit of dl«crlon, Its guidcncc system C<lOlpl=ly non-functional. Move the rnlRIlles 206" stralgbt2he-ad oflhe 'Ih1n11l.o.cot.lfa Dtget lies in the missiles' pam me salvo wHl hJt It and ccplode, otherwise the rnl5sllcs will change direction randomly (roll D 12 for direction) and tnovel a £unher 2D6". The mlsslles cootlnue to veer 2lOund In thIs w.ty umil they leave the CIb\c or hit wmeth1og.

6 The Marinc's gyroscopic stabilise", whld> counterbalance the Cyclone system rna.J.iunctJon and he Is spun round and round whllsc firing rnJs..o;Ues In random dlrectJOII$. The rcnWnlng rnJs..o;llo fire offonc at a dole. Porach rnlssUe In (urn, determine:! random dirrnloD (DI2).Tbe ailisU" wiU hl( the flr:jr Dtget within IN of a dire,! Un" dnwn In the relev:mt direction. As ach missile is fired the M2rine ~ Jarred IntO a new posit/on 10 flrc the next.

E.xcept wlm raub I (which k.l1ls me Marine), oncc 2.11 the rn.lssUcs Mve breo flred the SYSCCOl shuts down and the Marine may continue nO nnall y.

Army List .,

The foHowlng addition should be nude to the Options in the Termlnaror Thctical Squad box:

erLAC.l Ar 50 POINTS rll. SQUAD

ITEM TO BI! JU!P~ED H<2Vyflarocr

IUlPLACl!MENT

Cyclone IoIWtlc S¥'tem

W015

Page 18: WD114 Pitfall SH

CAREER OPPORTUNITIES The Design Studio Is where all Games Workshop's products are written, developed and prepared for printing. In the Studio, the Editorial, Art and Production departments work together to create GW's books and games In an exciting

and highly-pressured environment.

We are looking for self-mot\\I8ted, meture Individuals whh a professional attitude to work at the Studio. The job offers unlimited herd work and constant pressure from looming print deadlines In 8 creative and Invigorating

atmosphere. For th08e with the energy and enthusIasm, there's plenty of opportunities for career advancement, with salaries Increasing rapidly from their starting points if you're successful.

WDI6

The production depanmont althe Sludio has to do tha pre·pmss work on 811 of Ou( bD<lks, games. I'shins, leallons. bllmr cerd$. shop signs · In tact everything that Games Workshop prints . The department (s constantly busy. with graphic daslgners and lini.hod anitrul working on a wide range of products at any time.

The ProduC1lon Supervisor's role is to ensure th81lhe produetJon ooam works with efficiency and discipline to meet its larget&. These targets a,. alw8'l1 too close. and we'ra looking fo, .omeone who CIIn set and achieve tight dB8dlln~ while maimelnlng the high Quality we 'eQui", from our prodUC1ll.It I~ a demanding and responsible lob that reQuires Quick thinking and the abilitY tD 101e.3te cheerfuUy constant Pre&sure.

Su peNI80ry experience is essential and a. p e"enee of pra·press production Us p.ef erred . A knowledge of rNV products would also be very usoful.

~ Please write with a full OJ to Tony Col1rell al Ihe address below.

The editorial depanment Is responsible for writing and devoloplng OW's games and books. The work involves 8 wide 'ange of both creative 8 nd praC1ical writing skills, and reQulras a knowledge and understanding of Our gam ea.

The ProdUC1ion Editor' s rOle is to lake com pie led games from the authors and guide Ihem through production. ec·ordlnatlng the teXl, anwork and design elements of the produC1.

The job demands a good manager with a highly professional attitude. facility with English. attention to line detail and the ability 10 teke a broad view of the funC1lon 01 each game within our w~ole range.

Familiarity with our games is essential and experience of publishing a distinct advantage.

Plaasa write with a lull CI/ to Phil Gallagher lit Ihe address below.

Working as pan of a bu~y tBam. the Graphic Designe .. ere JQSponslble for deSigning logos. page layout end packaging for ell our products.

The poaition ,equlrestha ability to work comfortablv and quickly within the rapldly·movlng production depanmenl, ohen wo,king on seve",1 jobs at t~e ""me time. Good design I! transparent and you must be able to creata .Imple. clear layoulll in which design is dlclated by function. To this end. tamillarity with games (though not necessarily GW gamesl would be useful.

You must understand our need tor consistent. strong Imagery acrOSS Ihe full range 01 ou, books. gemes and other productS and be able tD tie t0981""r te><tUal and vi"".1 elements into 8 lMlamless whole.

You must also be able to communicate your dealgn clearly and concisely 10 other member3 of Ihe Studio. in particular the finished arUm wor~lng In the production departmenl .

Plea .. writa with 8 full CV and some aemples of you, work to Tony Conrell at the address below.

Games Work.~op commissiOn< B huge Quantity 01 lOp· quality lantasy end science fiction a"worle trom its in·house and freelance arti8ts.

The Art Editor i. required to co-ordlnate I"" commissioning procodure. keepinglrack of e large number of 8rtlslS. ensuring thac Ihey are a\l working 10 their lull capacItY to provide the s lriking imagery that Ii lis rNV's boo ks and games.

The Art Edito. requires excellent organls.atlonelskllls, and lhe ability to warl< in a last·movlng production environment 10 very light deadlines. You will also need cons iderable communication skills to b,ief lreelance aniS18 S<) they can produce exac\1y the righlimages within their deadlines.

A good knowledge of Games Wo,kshop's p,oducts Is assantial, Bnd experience of commissioning an 8 very definite advantage.

Plea88 write with a lull OJ to Phil Gall_ghe, a1 the add~s belo .....

Please send your application letter to:

Games Workshop Design Studio Enfield Chambers 14-16 Low Pavement

Nottingham NG1 7DL

Page 19: WD114 Pitfall SH
Page 20: WD114 Pitfall SH

~~ CHAINSAWS by Jervis Johnson

Among the many crazy players who are attracted to Blood Bowl. some of the most dangerous are those who wield the strange mechanical devices known as Chainsaws. Terrifying, death-dealing and occasionally self-mutilating, no team should be without Its Chains8w Wielding Loonies.

No-one remembers when Chainsaws were first seen on the Blood Bowl field . Some say thst Man-Mangler McStone, the DwaNen engineer famous for his blood -chilling inventions. was the originator of the Chainsaw. Others claim that Man ·Mengler was the first recorded victim of this whirring maelstrom of Connoisseurs of the game maintain that there is no ___ .. _.J ; ~' __ I

,/ f '.

between these statements, pointing out that many players have ~~~~~~~~~~~~~r~~~~ come to a sorry end after a careless swipe with their own .• ~ ___ ~ CheinsBw.

Whatever the truth of the maner, it is clear that the Chain saw is now a reguler feature on the Blood Bowl field· even after the NAF's frequent, and usually unsuccessful. anempts to ban such weapons during the gama. Who can forget Tork Small bones valiant assault on the Oreland Raiders In '73 when he reduced tha taem to half-strength in 8 single whirlwind play 01 blood, bones and brein-matter~ And who can fail to wince whan remembering Tork 's own sad and when he tripped and sat down on hi~ Chainsaw7

CHAINSAW WIELDING LOONIES

At the start 01 the game designate up to 2 players es Cheins8w Wielding Loonies. A Loony has the same characteristiCS as a Uneman of his race.

Only a designated player may use a Chainsaw. If he is killed, other players cannot pick up the weapon (they're far too sensible to get anywhere nsar it) and the Chainsaw is removed from play.

While carrying a Chainsaw, 8 Loony cannot also hold the ball.

A Loony may make a Chalns8w attack instead of blocking or tackling. To make a Chainsaw attack, roll 206 - add the AG of the loony and subtract the AG of the target. Then refer to the Chalns8w Wielding Loony Table.

Chainsa\N Wielding Loony Table

2D6 Roll Result

2-4 Sorryl The loony swings the Chainsew fether too e)(uberantly, missing the terget. Roll for scaner from the square in which the target is standing. If there is a pleyer In the square indicated, ha has been hit by the loony's wild slash • check for damage and Kickback.

5-8 Cursesl The Chain saw missas.

9-11 Choppy Choppyl The Chainsaw hits the target • check for damage and for Kickback.

12 or more Bzzzz, Chop, Thunkl The head of the target is neatly sliced off - see Decapitation. The loony must stili check for Kickback.

Any player hit by the Chainsaw must make an Armour roll. with a penalty of -2 to thair AV. If tha Armour roll is failed, the target must meke an Injury roll. adding + 2 to the roll.

Decapitation A result of Bzzzz, Chop, Thunkl means that the target has been completely decapitated - understandably, this is fatal.

Remove tha decapitated playing piece from the pitch end replace him with a Head Counter. Roll for scatter to see where the decapitated head ends up and move the Head Counter to the appropriate square.

The head may be picked up and carried or thrown just like a football. A player may not hold both the ball and the head.

II the loony's team can get the head back to their Dug-Out, they score a huge moral victory. This entitles them to a Teem Re{O/I as a reward. The only way the opposing team can stop this is to get the head back to their own Dug -Out first. A team gets the head into its Dug·Out if it can get a player holding the head inf() a square in the appropriate Substitute Entry Zone (the four squares besides the team's Dug-Out where new players can enter the gamel.

A Team Reroll may be used by the coach to reroll a dice at any time in the game. The coach can even force his opponent to reroll a dice, and the opposing coach has no option but to throw the dice again. The result of the second roll must be accepted, unless the opposing coach also has a reroll option which he can use to force a third roll 01 the dice. In any case, no dice roll may be rerolled more than once by each coach.

Kickback Once the extent of the target's injuries have been determined, the Loony must check tor Kickback. Roll a 06 - on a result of , or 2, the Chainsaw catches on a piece of armour or bone, gets stuck for a moment. and then kicks back. hining the Loony.

The loony must make Armour and Injury rolls just like any other target. On en unfortunate roll. he may efld up merely stunning the intended target and disembowelling himselfl

HEAD COUNTERS

"'Ot.copy thase counters. suck. tl\em to

a " ieee of 'itm card and It\en cui them out

I.ady 101 p~

wo,s

~-~ .', ~~~ .", ~-;..~ ./. ~~ .', ~~ .'. ~~ .:, ~-~ . ."I]~ .: ,. ..'t~~ l~ • ~~ . ~r.~ . ~ ~11< . ." . \A~ ~~'.. ,... ~,~ ' .. '. ..' ,,' ~ ~ ~ .~ ~ ... -.

.. , .... .. - l - . -, '\ \ -.' ~ • ( .. ~ .. . -

Page 21: WD114 Pitfall SH

DORJAK SURECLAW AIlE HDOIIT :::·r !I 5' 10 ' LEWDGRIP WHIPARM H~,! - ~~·I-"~

CAREER STATS: Rushing 986 paces; Rt=cic:ving 93 pa:;scs for 2H2 paces; Throwing 36 from 54 for 428 paces ; 83 ThuchdowllS; 34 [nterceptlons returned 353 paces; [8 Player P.ltaIJ t[ e5.

CAREER STATS: Rushing 327 pa~; Recieving 19 passes for 97 paces; Throwing 176 from 214 for 2,728 paces; 28 Thuchdowns; 32 lntc:TceptlolU returned 153 pacts; 8 Player F~tal.itles.

BEST GAME; Rushing 101 pacts; ReceivIng 14 pa.ssc:s for 193 pa~; Throwing 8 p:uscs from 18 fOf t 16 paces; 4 Thuchdowns; 2 Interceptions returned for 53 paces.

BEST GAME: Rushing 127 paces; Tbrowlng 4 passes from 7 for \21 paCe$: t PlaYeT F.taIity

SKilLS: SKILLS:

Long Throw: Lcwdgrlp may throw the: ball up to 18 squares; Dodge: OpponentS I2ckllng Dorjakmust subtract ·1 from "IlI.ckk usc: the shortest route, counting the: target SqlUfC but nOI the rolls unless they have Taellle sJdlI at level I or greater square Lewdgnp occupies . Roll on the Long 8ombfrow of the

Tbrourlng Tabk. Luck: Dorjak getS 2 rc:-rolb peT game. Luck: Lewdgrlp gets 2 re·rolls per game.

Sure Hands: Add + 2 to Ihe dice roll when :Ion opponent Irks to strip the ball from Dorj:aJc .

Seta Throw: If Lcwdgrtp's throw i5 Intercepted. roll a D6 and add +2 . The ball Is missed on a total of 7 or more. Tackle: Add + I to LewdgrJp's Tackle roll unless opponent bas

MIJTATIONS: Tackle sk.lll of level 3 or higheT. Toughness; SubJraCl ·1 from Injury rolls. A tOtal of 1 or 1eS$

Clew: Instead of maIcJng a Block, Dorjak m:ay maJa:: a Slash UIlick. If he rolls over Dis opponent's Agmty on a 06. his

results In no Injury. A roll of 12 before modlflc:u.lon StW results in Lcwdgrlp being killed.

opponent must make :til Armour roll 10 avoid Injury. A roll of MUTATION: I is always a miS5. a roll of 6 Is always ::r hll. Tentacle; Gives Lewdgrip Tactle skill of level 3. see above.

1 UGROTH 'RIPPER' BOLGROT H~ HEIOIfT ~.~ 6' \ " 1 FLINT CHURNBLADE H~ H!lOIfI ~~~ S' 2"

CAREER STATS: Rushing 968 paces; Throwing 3 from 94 fOr CAREER STATS: RushIng 2.513 paces; ~ Touchdowns; 2 28 pacts: 7 Touchdowns; 81nterceptloru returned 214 paces; Inten:ep,Ions returned 48 paCc:5: 125 Player Fatalities; 753 232 Player flat:a.lltles: 1,023 Clvi1i;m f:mlltlC$; :; Rl::.ft:ree F:uaUtlts. CivlH:m Fatalities; 13 Referee Fatalities.

BEST GAME: RushJng 95 paces; 3 Touchdowns; I Interception BEST GAME: Rushing 163 paces; 1 lbuchdown; \0 Player returned 33 paces; 5 Player Fatalities; 327 Civilian Fatalitlcs; Fatalities; 107 Civilian Falalhlcs; 13 Rl::ferce Fatalities. 2 Referee fat:lliries .

SKILlS: Chalnsaw: Se:e the rules for chainsaws.

SKilLS:

Dlny Tackle : Subtract ·1 from opponent'S AV after a successful Block: Flint adds + I to Block rolls unless hIs opponent also tackle. If opponent falls his A rmour roll. add + I to his Injury has the Block sldU. Opponents mus( sub(ract·1 from Block rolls roll. Successful I2ckle must be made by. not agaIns(. Ugroth. against fHnt UnlcS5lhl")' hJve (he Block.,klll a( Icvcl2 or SJ"C:'ler. but does Include: the Botb PlAyers Knoclted Over ~ull. PbyC1S m.a.kIng a Multiple Block or Ganging Up 100aI their Block Dislike Humans: IfUgroth wlshe5 10 baod off or lhrow Ibe ball levels before comparison . to a Human he must n~t roll a D6. on a result of 4·6 he takes a d1slilce 10 thc player. and will nOI give him the ball . He may Chalnsaw: See Ihe ruks for chalnsaws. try anothcr player. Distract: Opponenl$ in Ugroth's Thckle Zone 5ubttact-2 rather

Luck: film gel~ I rc-roll P<'r game.

th:tll -I when throwing or catching the bill .

Thick Skull; [(slunned, placc UgrOlh In Ihe Reserve box oflhe Dug·Oul. He can rc:/oJn the game at the 51.1rt of his (<,am's nexl (Urn . If he Is KO·d . place UgrOlh in the Stunned box.

Mighty Blow: Subtract -2 from 3n opponenr's AV :.fler a successful Block by FUm. lfthc opposing player falls hJ.o;AmlOur roll, add + I to hi.> Injury roll.

Page 22: WD114 Pitfall SH

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LEWDGRIP WHIPARM

RACE:

Human MuL'lnr

ALIGNMENT:

Chaos

[ NU~BER:

POSITION:

Thro 'Wer

FLINT CHURNBLADE

RACE: J D'Warf

ALIGNMENT:

Good

NU: BER:]

POSITION:

Bloc ker

SPECIAL SKILLS: Block (Irvrl 21 . Clu lnuw. Luck (lC"Vd I). I\flgh.y BIDW (Irvd 2)

RACE:

Cbaos

NUM~~]

POSITION:

Cat c h er

ALIGNMENT:

Chaos

E-NU7ER~

POSITION:

Line1Dan

Ch~l"''''''.·. Ol rlY l'.Icklc (level I) . O), lIk. H u.n.n_. OI .. n.cl . n ... "" S kull

Page 23: WD114 Pitfall SH

GROGRAT CRUNCHSKUll BILEROT VOMITFLESH M 'GORG'GN 'THROG

RACE:

ALIGNMENT:

Chaos -1_, Chaos ,

Chaos

NUM; ER: I I . - , - ,~ II I I NUMBER: <: NUMBER:

, . 8 6 "-

POSITION: I.~' ~ 1. 1 POSITION: I POSITION:

B l ocker " "Iv, .-:=----' Blocker Blitzer

ALIGNMENT: ALIGNMENT: ALIGNMENT:

Chaos Chaos Chaos

NUMBER: NUMBER: NUMBER:

3 11 2

POSITION: POSITION: ':X IAI. POSITION:

Bloc ker Bloc ker _" .... I _ ~ . Blitzer

Page 24: WD114 Pitfall SH

M'GORG'GN'THROG ..01 HBOI4'I WIIOKT

97 " ,- 411 u..

CAREER STATS: Rushing 2, 208 pac~; ReclNlng 14 p= for 187 paces; 751buchdowns; 11 Interceptloru returned 98 paces; 243 Player Fatalitle:l: 916 Civilian f:l.uJllles.

BEST GAME: Rushing 130 paces; 2 Touchdowns; 11ntercepllon returned 103 paces; 7 Player Fata1ltles

SKilLS: leap: Add + 2 10 Ihe dice roll when leaping over prone opponents.

Mighty Blow: Subtract -3 from an opponent's AV 3fter a successful Block by M'Gorg'Gn·Throg. If the opposing player falls his Al'77Wur roU , add + 2 [0 his Injury roll .

Nerves of Stool; M 'Gorg 'G n'Throg Ignores any opposing 'P.ockk ZOnes when throwing, kickJng or catching I he baU, Sure Hand,: Add + 2to Ihe dice roU when an opponenllrlcs 10 slrip tbe ba.U from M'Gorg'Gn'Tbrog. Throw Team-Mate: M'Gorg'Gn'Throg may Ihrow Goblin, HaWing or SootUng t.eWl-mates .

Toughne88: Subtract -2 from Injury rolk A lOW of I or IC50S results In no Injury. A roll of 12 before modifiC3llon 5tlllfl"Sults In M'Gorg'Gn'Thtog being killed .

GAlMEN GORE BLADE AGl HBOHT waoHT 17 S' 6 " 16V lb.

CAREER STATS : Rushing J,327 (laces; R~cdvinlt 9 P:l.SS<:S for 84 paces; Throwing 298 (rom 463 for 3,928 p3Ces ; 18 lbuchdowns; 12 Inlerceptioru returned 453 paces; 12 Pby<'r FauJitles,

BEST GAME: Rushing 173 paces; 3 TouchdowfU; ReCeiving Z jY.lSSC5 for 34 paco; I Interception returned 53 paces: 2 Player F~"'-'illes.

SKilLS :

l&op : Add + 3 '0 the dice roll when le~plng over prone opponents.

Mighty Blow: SublraCt · 2 from an opponcn('s AV after a successful Block by Galmen. If Ihe opposIng pL1rer falls his Armour roll, add + I to his Injury roll.

Toughness: Subtract -3 from Injury roils. A (0121 of I or less results in no Injury. A roll of 12 before modlflcalionSl1II results In Galmcn being kllkd ,

BllEROT VOMITFLESH H~: _1fT ,~I S' ."

CAR.l!I!R STArS: Rushing 1037 paces: Throwing 16 from 64 for 241 paces; IB lbuchdowns; 29 IntefCeptlons returned (or 284 paces; 32 Player l'al2lities; 983 CllrlHan Facalities; 2 Refer« F3caUlies.

BEST GAME: Rushing 147 paces; 1 Touchdown; 4lnlerccpl1ons rerume-dior 83 paces; 3 Playc:r Paulltles; 17 Ct,'lIi30 Pata.Utles; 2 Referee Fatal(( les.

SKilLS:

DIBtrlllC1: Opponents in Bilcrol 's Thckle ZOne subtra" ,2 ralher Ihan ,I Whl'Tl .hrowlng Or catching Ihe ba.U,

Self Control: Blkrollgnores all raci:l.l dtslfltes and anfmos(tfe&. Toughne.s: Sub,rac, -3 from Injury rolls, A lOcal of I or 1CS5 results In no Injury, A roll of 12 before modificalionslllI resuhs I" BllcrOl being kJlled

MUTATIONS:

Leprou. Flellh; Opponcnls must roU 4 or more on .. D6to Block or 'P.Iekic BiJcro •.

Noisome St&nch: AU opponents In Bllero('s Thck.le ZOne suffer a ' \ 10 all Block ',md TaCkle rolls, even agaifUl other pl:ryers.

ObeS&: B.lerol may never sprint.

BELLOW THUNDERSLAM AOl - WIlQIfT 0000" kDOW 7' 7" HO u..

CAREER STATS: Ru~hlnl! 8Z7 (Y.I~<·s : Thro"'In[l, 3 frOOl 28 for S~ p~ccs ; 25 l ouchdowns; 1 Inlcrccplion rcturned 78 pac"",; ~ > 2 Pla),,;r F3ul"k~: ')64 CIvilian FlU.BIIl'S; " Referee hUIlI Ie."

BEST GAME: RWlhln~ 195 pac"": 2 Touchduwns; I 100('«epl\(',n r"turned 78 raec>; S Player I'>tlllllc-~; 43 Clvlll;!o 1'~12Ihle': Z Referee Fa[;lllllc's.

SKilLS:

Block: Thundersl:un ldd~ + I 10 BlOck rolls unlcs.s his Oppvncnl also has Ihe 810ck skill. Oppon<:nls musl sul>l raet ·1 from Block rolls agalnsl Thunderslam unlc-,~ Ihey h~"c (he IJloc/J skill ~I k-vel I or grcalCr. PI:J)'cr:< making a MIIWplc 8Iock or Gal/glllE Up 10tal Ihelr Block lc"els bdore com(Y.Irlson

luck: Thuodersl:un get I re,roll per g:lrnc. MlghlY Blow: Sublncl , 2 (rom an opponcnl'~ AV lflcr a successful Block by Thundersbm . If Ihe opposing plaYlT fails his Annour roll, add + I 10 hls II/jury roll ,

Strip Ball: Add + 2 10 Ihe d icc roll whm Thunderslam Iries 10

Slrip .he ball from 11\ opponent. Toughness: Subtract ,2 from I"jury rolls. A IOtal of I or less resull5 In no Injury. A roll of 12 before modiflcation still resules In Thunderslam being killed .

GROG RAT CRUNCHSKULL H: - ,:1 9' sit'

CAREER STATS; Rushing 2,213 paces; 8lbuchdowns; 63 Player Pacallllcs; 143 Civilian FatalitIes; 26 Refer« Casualties,

BEST GAME: Rushing 87 paces; 3 Toucl1dowos ; 8 Player Facalilles.

SKILLS;

luck: Grogral gets 1 re -roU per game.

Mighty Blow: Sublrael -3 from an opponent's AV after a successful Block by Grograt , If Ihe opposing player (ails his A rmou" roll , add + 2 to his Injury roll .

ToughneN; SublraCl -2 from Injury rolls. A lOcal of I or less results In no injury. A roll of 12 before rnodlfica.lon still results in Grogral being killed .

GRAK'NG'GRAK GORTHAG ..0. ItDQO(1 WElOIfT II' 7 ' I' ,a7 lb.

CAREER STATS: Rushing 1,9261"3C<'5; Throwln[l3 from 48 for S 1 paces; 59 lbuchdowns: I I nlercep(\on fl'l urned 87 pacl"S; 524 PI:J)'ef FacaUI!l .. ; I,OO~ Ch'lIlao P.1I:a1llicll; 7 R..·fcrt:c F..l.alhlcs .

BEST GAME: Rllshlng 176 pac('s; 4 '\buchdow!\!'; I Imc:rcepllon relUrned 87 p~r('~; 7 Player Flt~lIttcs ; 87 Civlll~n F."'-'ltlcs; 3 Ik(r~e Fa'-ll"tc~ .

SKilLS: Block; Gr:tk'Ns'Gm ;tdds + I to Block rolls unless his opponenl abo has Ihe Blocll skill. Opponeflls musl subtract -I from Block rolls agalllSl Gral'Ng'Grak unless Ihey have Ihe Block skill at Ic\'el 2 or src:lICr. Players malc:lng 3 Multlpll! Block or Ganging Up .oul their Block k-vt.:Ls before comparisoll.

Itchy Feet: Grlk'Ng'Grak leaves the leam after one game.

Mighty Blow; Subtract -2 (rom an opponent's AV after a successful Block by GraJc. 'Ng 'Gnll. If the opposing pl2yer faiJ5 his Armour roll, add + I 10 his lnjury roll. Throw Team,Mate: Grak'Ng'Grak may Ihrow Goblin, HaIlllng or Snotling learn,mates, Toughne88: Subtract -2 from Injury rolls, A Iota I of I Ot less J'C'Sults In no Injury. A roU of 12 before modlflcatlon still results In GnJc:'Ng'Grak being kiUed .

f-

~ ~ ~

;! ~ '" ~ ~

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IN

The Adeptus Tltanicus issues of White Dwarf are disappearing fast. Don't miss your chance to get the complete rules for Vehicles, Infantry, Close Combat and Robots as well as the rules for Reavers, Warhounds and Eldar Phantom ntans. Back issues can be obtained through Games Workshop Mail Order or from Games Workshop stores and Independent Specialist Stockists. All White Dwarf back issues are £1.50.

ISSUE 108: 'Esvy Metal· Battle Colours, Trtan painting speciijl.

ISSUE 109: Land Ralde,-Rhinol!, Dreadnoughts and Land Raiders In Adeptua Tltanlcua plus rules {or Reaver and Werhound Class Titans. ISSUE 110: Space Merine· Infantry in Adeptua Tltanlcus plus rules for Eldar Phantom Class Titans. ISSU E 111: Chain Fhn -New rulu for close combat plus Crater rules and a special Titans' Esvy Metel. ISSUE 112: Conqueror· Robots in Adeptua TltanlcUB.

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DEATH BLOW! ADVANCED DAMAGE RULES

FOR. ADEPTUS TITANICUS

by Jervis Johnson The following rules introduce several new categories of superficial damage, adding a new level of detail to the Adeptus Tit3.n.1cus rules. These new rules are optional, and both players must agree on whether 01" not to use them before the start of a game.

TITAN ROSTER

In order to use these rules, you will need a copy of the TiUln Roster for each Titan in your force. A blank Titan Roster Is included with this article, for you to photocopy and use in your own games.

A Titln Roster cont::l.ins the following jnformation:

Ti12n ID: This cells you which of your Titans the Roster refers to. You can use a number, painted OntO the Titan's base, carapace or banners; Or you can record some identifying feature of the Titan, such as a personal emblem on a weapon banner.

Data Card Information: Copy ou t the information from the Titan's Data Card Into the appropriate boxes.

ReroUs: This space is only used in the campaign game. Record the number of dice reroUs (if any) available co the Titan's crew here. Don't forget to reduce the number as the rerolls ace used up.

Skills: This space Is only used In the campaign game. Record the skills (if any) avallable to the Titan's crew in this space.

Damage: Record any damage to the Titan in this section. Any danuge that is repaired should be erased or crossed out. It is a good idea to use a pencil to record the Titan'S damage.

Kills: Record the Titan's kills here.

DATA CARD INFORMATION

Speed

Left Arm Battle Rating Right Arm

Void Shields

Skills Damage

Kills

W026

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DEATH BLOWI

REPAIR ROLLS

The repair rules in me Adeptus TitanJcus rulebook are not substantially changed. but repair and malfunction rolls are nOW combined into a single dice roll . Tbls single repair roll Is still made during the repair phase, following any rolls to see if downed Void Shields have become opet'ational agala.

Any damaged weapon or system may be repaired, unless the damage tables speclflcally say otherwise. Roll a D6 for each weapon or system that you are attempting to repair and add or subtract any Repair Roll Modifiers (see below) . If the modified dice roll is 5 or more tbe system has been repaired; if it is I or less the system has malfuncrioned and suffered Catastroptc Damage. Any other roll means the system remains damaged· another repair roU may be made in the next Repair Phase ..

REPAIR ROLL MODIFIERS

Damage Control orders . . , . . . . . . . . . . . . . .. + I Phantom Class Eldar Titan . . . . . . . . . . . . . . .. + 1 Repair Systems damaged .. , ......... , . . _. - 1

THE RULE OF 1 AND 6 When making a repair roU, a natural (Ie unmodified) roll of 6 a/ways results in the system being repaired, and a natural roll of 1 always results In the system malfunctioning.

WD26

LEVEL OF DAMAGE

As stated in the rulebook, a successful hit against a Titan while all of its Void Shields are down causes real damage.

The following is an alternative system [Q determine (he effects of such shots. and replaces the procedure given in the rulebook .

For each hit that causes real damage. you should roll a D6 and consult the following table to discover the level oj damage.

LEVEL OF DAMAGE TABLE

Weapon Hit Superficial Critical Deflected Damage D:lm2ge

Heavy Weapons Auto-Cannon 1 or less 2-5 6 or more Las-Cannon I or less 2-3 4 or more Missile-Launcher 1 or less 2-4 5 or more Multi·l.auncher I or less 2-4 5 or more Multi-Mdta I or less 2 3 or more Plasma Gun

- Sustained I or less 2·5 6 or more - Maximal I or less 2-4 5 or more

Very Heavy Weapons Defence Laser 1 or less 2 or more Macro-Cannon 1 or less 2 3 or more Plasma Cannon

- Sustained I or less 2-5 6 or more - Maximal I or less 2 3 or more

Pulse Laser 1 Of less 2-3 4 or more

Modifier: add + I to the level oj damage roll if the target is a lightweight Titan (eg a Warhound CJass Scout Titan).

Hit Deflected, the hit was only a glancing blow and has no effeCI on (he Titan.

Supecllclal Damage: roU 2D6 and refer to the Superficial Damage Table.

Critical Damage, roll 2D6 and refer to the Critical Damage Table.

CUMULATIVE DAMAGE If an already-damaged weapon or system is hit again. roll a D6 for cumu{QtlVe damage as normal. unless the damage table states (hat further bits have no effect. A roll of }·3 means the second hit has no effect; a roU of 4-6 means the Titan suffers CatastrophiC Damage - apply the normal Catastrophic Damage rules from the Adeptus Titanicus rulebook.

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DEATH BLOW!

SUPERFICIAL DAMAGE TABLE

2D6 Roll Result

CRITICAL DAMAGE TABLE

2D6 Roll Result

3 Mwd Impulse Vaiu Damaged - The Titan: Is given orders as normal , bUI roll}' go out o f" control. Until the Mind [mpulse: Unlts are repaired, roU a dice at the start of each movement phase: and each combat phase 10 see what the TIIafl v,' iU do:

06 Roll [·3 4,5 6

Movemeot Phase Move normally May not move Random move

Combat Phase Fire oonna/ly May not fire Random fire

Random Move. The opposing pl~yer may move the Titan, within the restrictions of the orders the TiWl has (or the tlJ m,

Random Fire: The Titan fires ail of its weapons at the nearest target a~";IUable . friend or foe! . within the restrictions of the orders the Tilafl has for the turn and the rules for LOS. If there Is a choice of targetS, the opposi n8 player can choQse wbich ns a re used a nd w hat they fire al .

~Y;-~Qlr.be repaired. lifhe Titan h~'Onlr ~al0 if {he wget does nofhaVC,

WOl7

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• '. ,- "" . _ ' _ • j ' . • ~ _ t .

FOLLOVVERS OF ~~41 ... ~

2 CHAMPION OF NURGLE CHAMPION OF NURGLE

W028

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won

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DEATH BLOW!

eRE"" INJURIES

IMPERIAL TITANS - MODERATI

Roll a D6 to see which Moderatus has been injured.

06 Roll Result \-2 Left Ann 3-4 Right Arm 5-6 Carapace

The indicated Moderatus Is too badly injured to control his weapons (note mat all carapace-mounted weapons are controUed by a single Moderarus). Anorher Moderatus may take over these weapons, but suffers a -1 modjfier to hie and may not fire his own weapons and those of the iojured Moderatus In the same tum.

If you have one or more injured Moderatl, you must declare which weapons are firing before rolling to hit.

IMPERIAL TITANS - PRINCEPS

The Princeps is too badly injured to control the Titan, and control must be taken over by one of the Moderatj (the player may decide which) . This Moderatus may no longer use his weapons.

Roll a D6 at the start of each orders phase: on a roll of I, the Titan suffers reduced control.

A Titan suffering reduced control must use the same orders as it used last tum. The number of 45 0 turns the Titan may make are reduced by one (to a minimum of 1), and aU difficult terrain test dice rolls suffer a -L modifier. The Titan suffers a -1 modifier to hit in close combae, and close combat opponents recieve a + 1 modifier to hit .

If there Is no uninjured Moderatus to take over control. the Titan grinds to a halt as if it had damaged MIUs.

PHANTOM CLASS ELDAR TITANS Because the crew of a Phantom Class Eld.ar Titan are. 'in mental rapport, a Psychic Shock result will stun the whole crew foc one rum, In addirion to injuring one of them.

The Than may not attack, and may nOt be given any orders in the tum followIng [he damage.

longer-term effects depend on the number of crew members who have been injured:

The only effect of a Knockout Blow is to stOP the crew ejecting or firing any anti-personnel weapons. The da.mage does not affect the Titan's InfinJty Circuit.

W030

LONG TERM CREW INJURY EFFECTS

ff you ue playing me campaign game, roll a D6 and consult the Crew 11ljury Table to fiod the long term effects of a crew-member 's injury. Only roll once on the [able, regardless of how many crewmen are injured .

CREW INJURY TABLE

D6 Roll Result

2·4

511gbt WOUJld - the Ulllureac;:re,'lY';, io time for next game ..

Killed - 1 replacement crew me in. ;md' the Tit:m is ready ·for Ho~·e\"cr. the crc';\- is nOl so before:

Impedal Tiuns : the crew loses 10% of its C'.xpt"riencc points (rounding up) for each ModerJtus ki.lled. -:lrId 70% if the Princeps is killed. kills:ue neo.·er losl unless the Princeps is killed . in wh.ich else all skills lire lost.

Elda l" TIt.aos: the crew losts 25% of itS experience pOi.nls (rounding up) for each cnc-v.- mcmhcr killed. For each skill the crew has. roU 1 D6 3.fld add the number of dead C~, mernbi;rs: 0(1 :I roU or 7 or more. the skill is losr.

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GENESTEALERS by Paul MurphjJ

Tbls is the first of a two-part article describing the Genestealers, a race of aliens menacing the universe of Warbammer 40,000. This article describes the Stealers, discusses how they move about the gala.xy and how their covens infiltrate the Imperium. The next article will contain Genestea1er and hybrid game statistics, and an army list for Genestealer cults.

The Genestealers are a race of aliens from another gauxy who seek to conquer the Imperium from within. They infiltrate a planet, infecting citizens with chelr genetic material, causing their children to be born Genestealer­Human hybrids. A Stealer and its victims form a secret cult on tbe planet, wherein the Stealer's monstrous progeny can mature in safety and secrecy, until they are In a position co challenge the planet's rulers.

These cults seek to gain control over the host planet subtly. through hidden manipulation of the populace and sub\Te:r.;ion of the planetary government . However, they can put a potent force Into battle if threatened. The Stealer cults sometimes form alliances with other cults, and they can be found fighting alongside Chaos or Vampire cults or warbands - or, if it suits their purpose, against them.

The Genestealers ace among the most unusual of creatures Humanity has yet encountered. combining extraordlnary intelligence and subtlety of mind with remarkable strength and quickness of body. Their torsos and extreme ties are protected by a deep blue carapace. Their sinewy muscles are purple-red. They are bipedal, standing In a perpetual crouch atop hooved feet, and they have two sets of arms, one eqUipped with Human-like hands, one with powerful ripping claws. The Geneslea1ers ' hairless heads are bulbous In shape, coloured the same deep purple-red as their muscles, with the creatures' {ang-filled mouths and hypnotic eyes at the front.

Genestealers are stronger and hardier than Men, able to withstand even the most hostile envjronments - includlng hud vacuum - unprotected . They live for centuries.

WD31

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REPRODUCTION CYCLE OF THE GENESTEALERS The Genestealers' method of reproduction is as alien as their appearance. There are no male or female Genestea1ers: the Stealet'S do not mare with each other; they do not bear their own youog, Instead, the Stealers 'Infect' members of other races with their genetic material.

Genestealers are equipped with oviposters, or egg-layers, in their tongues. They have the ability to mesmerise their victims with their gaze, in much the way a snake can paralyze a bird with terror. Once the victim is subdued, the Stealer pierces tbe victim with its tongue, which deposits an egg beneath the skin.

Tbe Stealer's egg never hatches - in fact, 'egg' is something of a misnomer; it is more like a cancer than an egg. When implanted, the egg begins to alter the host's genetic structure, cell by cell, wreakiog particular damage to tbe victim'S reproductive system. The victim shows little outward sign of the infection - in fact, he gains some of the Stealer's remarkable strength, resilience, and longeviey, becoming healthier than he was before. However, the damage Is horribly evident in !be victim's chlidren.

When someone infected by a Stealer mates, his offspring are hybrids -part Human, part Stealer, with the Stealer traits predominating. Once marure, these hybrids infect other Humans with eggs: their children are also hybrids, though they will look more like normal Humans.

The cycle of Infection concinues until about the fourth generation, when the hybrids are all but indistinguishable from purest rain Humans. The fourth generation hybrids have no oviposters and mate in the normal Human fashion, but they may spawn Humans, hybrids, or purestraln Genestealers.

GENESIEALER

Perhaps the most horrifying aspect of tbe entire cycJe is that the Human hosts appear not to notice· or care - that their children are mODSters. The parents love and cherish tbe creatures, above and beyond even Dorm.al parental affection, Whether this is because of some power of lbe child or because the parents are psychically dominated by the purest.ra.in Genesteale.r is unknown.

Once the Genestealers begin to infIltrate and infect a new race, that race's days are clearly numbered. A single Genestealer can infect bundreds; tbelr children can infeCt millions. 'Unless the infection Is spotted early and ruthlessly countered, in shon cenrurles the orlglnal race Is all but extinct. This ma1c.es the Genestea1et'S terrible., implacable enemies - they must constantly seek out new rlIces (0

conquer, or their race will perish with their victims.

GENESTEALERS AND TECHNOLOGY Though equipped with flexible, sensitive hands, purestrain Genestealers are mentally incapable of using even the simpllst of tools and weapons. Apparently. the very concept of manipulating their environment through tools Is entirely alien to theIr psychology, and they are not able (0

comprehend the workings of the {ever, the spear or the blaster. This is extremely fortunate for tbe Imperium, for in every other way they are deadly warriors.

However, their hybrid children are not so limited. The first generation tends to have the same mental shortcomings as pure Stealers, but funher generations· where the Human genes apparently have more influence· gain some of Man's fadllty with tools and weapons. Though not technolOgical innovarors, these later hybrids can use equipment others have designed and buill.

WOJ3

Page 36: WD114 Pitfall SH

GENESTEALER

• Space hulks are massive, derelid vessels, locked in a strange, eternal voyage through the warp. These mysrerious vessels appear only very rarely in Imperial space - and they bring either great wealth or greae calamity to those who find them.

Very little is known about the warp. Some srudies were undertaken during the Dark Ages of1echnology, but most of the knowledge was lost in the Age of Strife, or suppressed by the Ordo Malleus In the years since. However, it is known that there are currents and eddies In the warp, which can trap a vessel in warpspace forever, or tum It from Its course and deposit it back in realspace light years - or centuries - {rom its intended destination.

The vessels known as space hulks suffer a different, and In many ways, much more unpleasant, fate. Space hulks have been wrenched from their course, and drift helplessly through warpspace, travelling wherever rhe currents take them. They may stay locked in warpspace for centuries, or drop back into realspace minutes after eorering the warp.

It is impossible to deterntine where or when - or if - a hulk will relurn to real space, and even the psychic Astropaths are unable to Influence or predid the hulk's voyage. Once the hulk is returned to reaJspace, il is not free. Minutes, hours, days, or years larer, it will be sucked back into the warp, to endure another uncertain, endless voyage.

Passengers trapped aboard a drifting space hulk face slow death by Starvation - or quick death by madness. Possibly the most unforrunate are those whose vessels have eflldent life-support systems: they may linger for centuries.

There appears to be some kind of pattern to the arrival and departure of space hulks, and periodically, two or more appear in realspace at the same place and time. If one is empty and dead and the Other inhabited, the crew of the inhabited vessel scavenges the other for metal, energy, and spare parts, seeking to repair their own dying ship or expand their living space by binding the two vessels together. If both shJps are occupied, the crews may fight savagely to take each other's vessel. Over rhe millennia, the patchwork vessels attain huge Size.

h is {mpossible to predict when a hulk will re-enrer rhe warp, so anyone who boards them risks eternal prison. However, there are many who are wiUing to rake thaI risk, Some hulks have been in exiStence since the Dark Age of Technology or even earlier - though their original inhabitants are long dead, chese vessels are treasure-houses of lost technology, containing secrets which could bring unimaginable wealth to anyone who dares plunder them.

Genestealers use this 10 their greal advantage in the war against Man. They have boarded a number of space hulks, accompanied by their hybrid children. The hybrids construct cryogenic suspension chambers for the pure Stealers - though hardy and long-lived, even (he Stealers cannot survive for cenrurles in the awful cold and vacuum of space.

Once the cryogenic chambers are complete, the hybrids depart. The purestrain Genestealers sleep, and the hulk continues irs elernal voyage. Though it may rake centuries, eventually - inevitably - some day the space hulk will reappear in populated space, [0 be discovered and boarded by foolhardy treasure-humers.

WD34

When the space hulk is boarded, sensors are triggered, awakening the sleeping Genesrealers. The boarding party is attacked, overwhelmed, infected - and then released. Several Stealers accompany the parry back to their ship, infecting the ship's crew as weU. and then hJding themselves in the ship's holds.

Psychically controUed by the Stealers, the ship's crew have little or no memory of the attack, and may nOf be aware that they have been infected or that they are carrying Stealers. When the ship reaches a Human-held planet, an implanted crewman departs, accompanied by a Genescealer. The vessel becomes a plague carrier, bringing its cargo of death and despair to each planet it visits.

Once on the planet, [he Stealer goes InlO hiding, and the crewman under his control begins to form a cult .

• There are many cults scattered throughout the Imperium. In an age where psychic power is strong, when Daemons and monsters staJk the galaxy, and the powers that be ruthlessly suppress all knowledge of these things, it is inevitable [hat the foolish, or curious, or power-hungry will seek this knowledge on their own. Such people often form religions, secret societies or hidden enclaves where they can experiment, plot, or worship far from the prying eyes of rhe Inquisition.

Some of these cults are harmless, run by religious quacks or charlatans; some are much more sinister. 11 is rumoured thar there are milUons o{ Chaos cults scattered throughoul the Imperium, as well as other groups dedicated to the Emperor's downfall - including Genesrealer cults.

When they arrive on a Human planet, the Genestealer and its Human thrall go as far away as possible from Civilisation, sertling in the most remote and desolate part of the planet - either in the far wilderness or deep in the bowels of the abandoned inner city. The Genestealer begins to prey on the Humans around him; those he infeds join his cult. The children of Ihe infected Humans (Human-Stealer hybrids) are kept well hidden from prying eyes.

A Geneslealer cult usuaUy masquerades as a new religion, with the Stealer's thrall as titular head . In outward appearance the religion is completely harmless, and often laudable, promoting hard work, cherisrung the young and respecting the old, and encouraging extreme modesty (most of the prIests and priesrt"Sses go about completely robed at all times). The religIous message is simple, usually (orteUing the corning arrival of the Blessed Children, who will lead their parents to eternal bliss.

Space Marines froro the Blood Drinkers and the Nova Marines engaged in the process of cleanSing rhe space hulk codenamed Death of Integrity. Members of the First Company from both Chapters led the assault, clad in Tactical Dreadnought Armour for extra protection. Tn all a kill ratio of 53 to 1 was achieved.

Total annihilation of the Genestealer population has subsequently been confirmed - [he hulk is now being examined for STC materials.

Page 37: WD114 Pitfall SH
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GENESTEALER

As it grows in power and Influence, the religion attracts genuine converts. who have no idea of the sinister cult hiding behind it. Eventually, these dupes are initiated into the deeper mysteries of the faith - and Infected themsel yes.

Though Genestealers are driven by a ferocious and all but uncontrollable need to infect victims to ensure the survival of their species, the pure Stealer restrains itself and its progeny from Infecting too many Humans too fast, recognizing that the religion's too-rapid growth might arouse the suspicloo of the Impeial Inquisition.

The years pass, 2nd eventually tbe third and fourth generation hybrids are born . Some are virtually indistinguishable from untainted Humans. It is at this point that the cult begins to spread its power across the planet. The tiUllar head of the relIgion, the original crewmember infected by the Stealer, is removed, and his place Is taken by a fourth generation hybrid. The hybrid, having some of [he Genestealef5' hypnotic powers. literally mesmerises those who see him, gaining oew and even more fanatical members for tbe cult.

Other fourth generation bybrids leave the close protection of the cult and, masquerading as diplomats, religious missionaries, merchants, or other travellers, spread the infection across the planet, and throughout the Imperium.

Once the fourth generation is born, virtually Ihe only way to seop the infection is to sterilize the entire planet, killing every living thing on it.

WD36

• GENESTEALER CULTS IN BATTLE

When a Genestealer fights, it does so as a wild beast -rending its opponents with Its powerful claws, tearing at them with its razor-sharp teeth.

A Stealer is all but unstoppable in close combat; even a man protected by Thctical Dreadnought Armour is no match . Thus. close combat is at the hean of a Geoestealer cult'S battle tactics - a massive wave assault of Stealers. hybrids, and Human fanatics. If the attackers reach the enemy's pOSition , the enemy is almost cert:ainly doomed.

10 battle. the cult is led by its Magus - a fourth generation hybrid who is the figurehead leader of the cult . The purestrain Genes(ealer continues to advise the Magus, but it leaves the actual generalship to someone who is better able to understand the opponent'S weaponry.

The Magus and Genestealer :l.re accompanied by the core of the cult - the coven, containing most of the early­generation bybrlds and a small number of Humans armed with ranged weapons. The coven takes no part in the early stages of the battle, merely directing the other troops, providing a rallying pOint, and awaiting the moment to spring.

The cult probably won't have a good deal of ranged weaponry at Its disposal - the Genestealer Is Indifferent to such things and they are often d1ffi.cuIt for any but legitimate military forces to attain.

Whatever ranged weapons the cult has are concentrated in a single unit. This urtit takes up a good defensive position, attempting co eng:age the enemy's ranged weapons, pinning them down and drawing fire away from the coven's shock troops.

The bulk of the cult's fanatiC Human members are provided with close assault weapons - short-range guns, if available, rocks, clubs, swords, and tbe like. Forming up in massive waves, they rush out ontO the fleld, screaming wildly, firing indiscriminantly, and waving the cult's battle banner. Tbls has two purposes: to work them up intO an even greater frenzy. and co frighten and demoralize the enemy. They advance mindlessly, taking no noeice of casualties - the only • way to Stop them is 10 kill them all.

When the enemy Is demoralized or the battle hangs in the balance, the coven itself enterS the fray. Moving close behind the fanatics, drawing protection from enemy fire by the seething mass of frenzied Humanity, the Magus, the purest rain Stealer and the early hybrids move in for the klU. When the fanatics have reached the enemy lines, the coven springs loto action, ripping their opponents apan in an orgy of blood and destruction.

Of course, specific detal1s vary from battle to battle. The cult may bave auxiliary troops from allied Chaos cults or other Genestealer cultS; rogue psykers or Beasunen may be fighting alongside the cult for their own purposes; the cultists may be mounted on horseback or within an armoured vehicle i tbe Magus may be possessed by a Daemon (an awesome comblnaLion lndeedl). But whatever the circumstances, the overall tactics remain the same: get In close and tear the enemy apan.

Few cao face (he awesome might of a Genestealer cult at war. If diSCipline is at all weak, If they waver for even 3

moment, they are surely doomed.

Page 39: WD114 Pitfall SH

INTERNAllGNAL

Issue 1 ........................................ Living Steel, EnGarde, RuneQuest supplements, Mega Traveller. Special feature on magic in rolegames.

Issue 2 ................................................... GURPS space and supplements, Star Wars: Strike Force Shantipole, Glorantha: Genertela, Crucible of the Hero Wars.

Issue 3 ........................................ Realm of Chaos, Harnmaster and supplements, Ars Magica, RuneQuest Cities.

Issue 4 ......................... o ......................... Adeptus Titanicus, SPACE: 1889, GURPS Swashbucklers and High-Tech.

Issue 5 ........................................ AD&D second edition, SPACE: 1889 . scenario, Calandia Guidebook, Tekumel Sourcebook. Special feature on cyberpunk: reviews of Cyberpunk and Earth/Cybertech 2300 supplement. How to run a game in' the dark and dismal future.

Special features coming up: Robots! Cities! Superheroes! Humour!

Plus full news and reviews of boardgames and wargames.

SERIOUS FUN! Available in newsagents and games shops world wide. Subscriptions £12.50 for 12 issues from Games /ntemationaJ, Larnerton House, 23a High Street, Ealing, London W5 SDF. Back issues available: £1.50. Subscription hotline: 01-5792612. VISA and ACCESS/Mastercard accepted.

Stop Press ................................... The prestigio~us US Library Journal has just named Games International 'one of the best new magazines of '88'

WD37

Page 40: WD114 Pitfall SH

AlANQUINS OF NURGLE Of the Plague Lord's many strange devices, the Palanquin is among the fmest. A Champion of Nurgle who receives a Palanquin is honoured indeed, held in high esteem by his master to warrant such a gift. Seated on his Palanquin, held aloft by a swann ofNurglings, the Champion tan enter battle enthroned, as glorious as auy lord or princeling to the eyes of his admiring followers.

on daemonic battlefields, bands of Daemons ride to war, carried by their lesser brethren, proud of their aging fmery. Surrounded by a cloud of buzzing flies, wielding jagged broadswords, bringing with them the incurable taint of disease, Plaguei>earers, Nurgle's Lesser Daemons, face their enemies from gilded thrones and taunt the lower beings who are to feel their master's wrath.

In rlu ~ar1J' lig}l/. rh~ Palanquin WQ.I only a dLJrk sluJpe muving acroos a darker hilLride. Behind ir. smaJl~r shadows follo ... ,d in ils wake . the insubSIQTI/i.aIJorms of hunched 8ea.Jlmen cuui armoured warriOTS. No-on~ in rh, village bdow s,,'" thr pfCNssion. Carried onJauledfon. bom~ on a hundred 1m)· shouldus. Crossban. Nurglr·s Champion OJId w,lPrd. .... ;lIched tu his followers· he thougJu oflh2m as Jrjs jILJck -fannrd oul a~rou II" hill cuui dropped inlO hiding.

When all Wt're JrjMen . he rollgrolulaled himul[ on his CwuUllg. Ft'W o[ his Lord·s Failhful .... ould hove lhoughl o[ approaching from nownwind. Crossbon Jampled the biro fresh bread. dung from Ihe uablu. orzd uleslJJle smell o[ p~asanlry.

He cough"d. when.illg allhe bomlIiry of il all and broke wind. His odLJur drifted a .. ".'" on Ihe bruu. pu,"ued by an eager horde of NurglingJ wlro

bounced and delighted ill irsfragrancn Grossbon sniffed wilh surprising delicacy [or a aile,,",',,'" q/his siu. HiJ diJtJpprova/ ... w clear. Immedinb-Iy. Ih~ Nurglillgs fell silent and. ehturened. returnLd to rheir p/ocn benealh GToJSborl·S choir OJId confinement. the Palanquin. He fell rh~ srmned ~llShions cuui mild""",d hor.r~ir shift MMIl1h his weighl as Ihdr should~r.r lifted him again.

· ·~it. m)·prellies. wail"· GroublJn·, voice whe~ OUJ through ulcuaud lips DN1 over a forredlollgue. He 'pol. cuui Ihe phelem lumg 0/1 hi, armOur !iu 0 felid jewel foT a nwmrnl. Ih~n il "'os snOlched up. One of Ihe smalla Nurgllngs chonledlll lIS good fortune. ~ boliUT cuui rrwre intelligenJ lhan Ihe resl. il rea~hcd IJ{J and'lroW Groubon·, cheek. Irs ~a,*ed. lillie ''<lice crooned 10 llu boillhol w.17$ growing Ihere as irs cI~r fingus Icneaded and slroud rhe flesh. lIS claws found purchnse on CrossblJn ·s breaslp/au and. Slrt'lChing up. il planted an alfulionare kiss 011 Ihe Champian 's cheek.

Gro.rsIxJn. dislroaeti from * JigJu to CCf1!£. gn·nTUid dawn 01 flu> dLJeTTWn/ing. · ·There's plttuures to be hadfrom an old corpse as ... "tll as a fresh one. eh. f1T)' friend? Bltllool< OUI Ih2re . .. Grossbon roised his arm and pointed. Obtdienl. Ihe Nurgling turMd innocenl and empty eyes towards Ihe banlqield. ··Su. Ihert . .. ·· Grossban said.

Thr light \VOS geltlng btl/no The \7//oge 1<'(1.< a Straggle a[ houses alollg rhe sidt oflhe MI. SmokP rosefrom three c-himnrys. blendillg with Ihe Mr/y morning miSI. A \WJJer whullurned in Ihe sITMm. The place had an air o[ se/fJolisfoclioll. bolstered by good IuJrveslS and foil beiliu. Tht [l'W villagers who cauld be sun looked as plump tu l~iT vil/og~ • unawaT~.

[01 and uady for pluclcing.

WhOI remained· or had cwr M~n • o[ rh2 NU'8lin8 ·s tWSC wrink.l~d in disgusl OJ the sigJu o[ ilJ I!11I!mies . . "Nast)".·· il sojd. summing IJ{J t~ ullage perfectly .

. 'Yn . .. Grossban lifted Ihe cmJJur~ slighllyhigher. so lhalll could scrotch behind his ~ar. . "Nost)' illlked, my friend. But nol for long. Their flesh. Ihou sin,..... Ihou <'Yes - all so clean and c1rar. They are row meal . .A. Sliming point. no more."'

TIu: NU'8ling Slopped scral~hing ond popped a smnll lump o[ .flesh into ils . mOUlh . " spok, again. spra>;ng ils ImpromplU mL'aJ inlo Gross/Jan·s hair . . "NasI)"! · ·

. "Hush.lilll~one. Ah. il is IIlUlhallneywill nol app~ioteourWQrk. They

... ill. puhaps. even "sen) Ihe beauliful. polsied pearls of red and )",,11_ 011 Iheir skinS. But lhal will po.rI. Th~· will know. in Ihe end. Ihal whOI we bring 10 Ihis piau is for the bes/. · · The CluJmpian paIred Ih~ Nurgling on ils head. his gnlUT"t! made clumsy 11)' his shaking limb. He shifted on Ihe Palanquin . . "Now. 10 work . ..

H~ <pOI again. slojninglh~ grass. He roised hisfw and looked along Ihe lilll! o[ his followers. &d-rimmed <'Yes S10red back. Then. with a jerk. he broughl his hOlld down onU) Q crusled cushion. His ooiu was raised IQ a hOll,., screech. ·For-...'lJrd. Omvords! ONWARDS.'··

The Nurglillgs h~aved his Palanquin up-.<-ards and Ihen. Iheir unnaTUral/eel finding perfecT purduzse on II,e hillside. il Sw~pl down lowards Ihe housu below. All around Grossban hi> follOK¥rs and 8eaSlmen huwled in glu.

The Sun rose abo~ Ihe hilliops. In Ihe momenl o[ his viClory. GlOssban could su lhal r.·en iu light "\IS sallaw. A gloi1Du.I. pale cO/OIIr IIuJI wtuJud health from Ihe Io.nd around cuui promised him viclory. And OS he SOw Ihe vil~n nagger from Ihei r lri>rrws. WISIIrt! o[ whaJ I/) db. the pok ligJu washed colOllr from Iheir [pee •. They ...... I"r r~y 10 aCC<'pl his 10keflS and blmlish2s on Iheir fluh.

Page 41: WD114 Pitfall SH

--- PALANQUIN OF NURGLE .....-The Palanquins of Nurg/~ arc: large ceremonial lillers used by the Lord of Decay's most O'Ust~ ~rvants. Seat~ on ornate thrones, these Champions and Daemons are borne into banle 00 the shoulder.; of a horde of Nurglings. Many ofNurgJe's.servants are permanently confin~ to their Palanquins. unable to mnve beyond Ihese conveyances thanks to their mul!itude of physically debilitating plagues and pestilences.

Polanquin.s usually show signs of decayed grandalr. Often they have gold finings and velver cusb.ions, although in keeping with Nurgle's wishes these are banered, mildewed and encrusted with filth. A horde of Nurglings, the gibbering, Oatulent Daemonic SelVaJlts of the Plague Lord, is magically bound to the fabric of each Palanquin. These act as ilS bearen;, carrying their cargo upon a host of small shoulders. They are also capable of leaving !heir burden brieOy to attack enemies, swarming Forth co bite and nip al opponents.

When in hand-to-band combst a Palanquin has D6 blr~ attacks as its NurgJing carriers swann from beneath !heir burden and onto any opponents. Each of these attacks has ~apon Skin 2125, Slmlgfh I and Initiative 2nO. No additional models need be provided. nor IS it possible to slay the Nurglings who make these attacks. Losses suffered in combat are inelevant , given the number of carriers required by each Palanquin ,

Palanquins may be used by Champions of Nurgle olld by Plaguebearers, his Lesser Daemons. They have a M(lI'emenl of 8. and aresWTOunded by a fetid smell and a cloud of flies. All opponenl5 in close combat against PaJ(11Iquin riders are at -11-1010 hil as flies buzz into eyes. noses and moulhs (ie the same effect as the Cloud of Fli~s anribute, see The MtlTk of Choos in Slaves to Darkness). It should be noted that the cloud of flies around a Palanquin absorbs the similar cloud around a Plague bearer - the two -11-10 /0 hir penalties are not cumulative.

The Palanquin itself has Toughness 5 and 3117 Damage Points. It may be aaacked instead of its rider (anaclc.er's choice). Once reduced to zero Damage Poinl:! Ihe Palanquin dissolves into a slippery mass of nauseous slime and ilS bound Nurglings immediately return to the warp.

Finally, the Nurglings frequently leave a pool of ordure and similar filth in their wake. Each tumlroucd roll a D6. A result of 6 indicatJ:s !hat the Nurglings have produ~ just such a pool. This should be represent~ by a I" diameter marlc.er pla~ upon the tabletop. Any creature moving ioto this mark~ area takes a Strength 4 hit due to the foul and conupting llllture of Ihe Nurgli.og's waste substances. Armour (other Ihan magical or Chaos Armour) is ignored and the victim receives no armour saving throw.

Page 42: WD114 Pitfall SH

PITFALL A SPAt.: HULK MISSION

by Paul Murphy

Space Hulk is Games Workshop's new game of combat between Thrminator-c1ad Space Marines and the dreaded allen Genestealers. Pitfall is an additional Spa.ce Hulk Mission which introduces several new featurest pitfalls, ladders, rubble and the disposal chute.

WD4C

Pitfall takes place after Mission Six in Space Hulk. The Space Marines have successfully deployed the toxins into the Genestealers' cryogenics system, wiping out roughly 30,000 of the monslers. ALI that remains Is the mopping • up of the 6,000 survivors.

The remnants of (he Blood Angels Termi0210r Squads, fourteen men in all, were carrying out a sweep of the landing areas where the rest of the Blood Angels (those who were equipped with standard power armour Instead of Terminator suits) were due to arrive, when the Genestealers launched a counterattack. Pitifully weak compared to the massive assaults of the earlier actions, with only two hundred Geneslealers taking parc, it still carne near to overwhelming the battered Space Marines.

Though the altack was beaten off at heavy cost to the Genestealers and only two fatalities among the Space Marines, six men were cut off from the landing area . Forming an ad hoc Squad under the command of Sergeant Martina, they attempted to fight their way back to chelr comrades, but were repulsed, losing one Marine In the battle, The Squad was forced to retrear Into the bowels of the massive ship.

Not wishing to risk furtl1er loss of Marine life after the battle was won, Serge:mt Martina decided 10 seek an alternative, safer route to his comrades. He requested assistance from • the command crew.

Aboard the command vessel, Lieutenant Tarkenson studied the tactical maps of that area of the hulk, integrating the known and projected strength of the enemy. He quickly concluded thar any anempt to return to the staging area was doomed to failure, even If supported by a sallying-forth from the remaining Marines. He was about to suggest that the cur-off Marines attack, and sell their lives as dearly as possible, when another thOUght occurred to him.

They were Space Marines, after all...

08JIECTIU':S The Space Marines are near to a disposal chute, designed to vent garbage into the reaches of space. If they can reach the chute and dive into it, they will be able to blast through the chute's doors and exit the hulk. Once outside, they can proceed under their own power to the assault torpedoes, entering via external airlock .

The Genesrealers are attempting to destroy them before they escape.

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SP£CIAL COMPONIENTS Pitfall introduces several new features for Space Hulk: pitfalls, ladders, rubble, and the disposal chute. Feel free to use these in Missions of your own design. or you can add them to the six Missions provided in the game itself. But be warned: they may damage play balance. You may have to adjust the force mbe or victory conditions to compensate.

Page 43 conta ins twO speci al map sections and sixteen new counters. Before play begins, cut them out and glue them to sturdy cardboard, making sure that the backs of the counters are identical.

Ladder Counter. Pitfall Counter.

D O Ladder

Shadow Counter.

MAP

Pitfall Sbadow Counter.

Rubble Counter.

Disposal ChuU? map sections.

The map represents two differenr sublevels of the giant space hulk. The levels are virtually identical. and the upper level Is directly above the lower one. Thus. a ladder In a space in the upper level would lead to the same space on the lower one. The disposal chute can be accessed via either level.

UPPIER FLOOR

o Marine Deployment

o Area

Caunrer Placement Area

_ Door

KEY + Stealer Enrry Areas Thms 1-10

~ Ste~ler Entry Areas _ Thms 11+

_ Disposal Chute

LOWIER FLOOR

WD41

Page 44: WD114 Pitfall SH

SPIECIAl SfT-UP RULfS Set up [he map as shown . Then separate the shadow counters from the others and place them to one side. Thrn the remaining counters face-down and shuffle them together. Each pl:ayer, in tum, places one of these counters (without looking al it) in any dear space in any of the shaded (ooms or corridors on the upper level. No more than one counter may be placed in a single room or corridor section .

After they are pbced, rum the counters face up. Then place an appropriate shadow counter on the lower level, dlreccly beneath the ladders and pitfalls. Shadow counters have no effect upon play: they merely indicate the lower-level squares the pitfalls and ladders open on (0.

FORCIES Space Marl.aes : The Sp:lce Marines begin play with one complete Squad.

Genestealers: As the game opens, there are eighteen Genestealers between the Marines and the safety of space. Before play begins, the Genc:stealer player takes any number of Blips totalling eighteen Stealers, shuffles them. and places them face-down in the box top. These 3re all of Ihe forces available to him (or the ftrst ten game [Uros; during that time he has a starring force of two Blips and gets two reinforcements per tufn until he runs out.

On the elevenrh and subsequent turns, additional Genestealers begin pouring into the attack. ML" all of the Blips not on the map Into [he box top; from this pain! on, the Genestealer bas un! i.m.ited reinforcementS. These arrive ar the rate of tbree per tum.

OIEPLOYM£NT Space Marines, The Space Marines set up on the shaded corridor section on the upper level.

Genestealcrs: During rums I-tO, the Genestealers' starting forces and reinlorc ements may be placed in any of the entry areas shown on the lower leve.l. During tum 11 and after. his reinforcements arrive at the entry areas on the uppee level.

UICTORY The Space Marine player wins if he gets at least twO Marines into the disposal cbute. The game Is drawn if only one Marine escapes.

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Page 46: WD114 Pitfall SH

~ 0 u t b g t a CHARITY GAMES GALA

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o b t [5 Games. & Puz~le~ of . Colchester rn asoclatlon with

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SPfCIAL RULfS

The Disposal Chutes If a Space Marine or Genestealer eorers the bottomless pit space, he is removed from the game.

Rubble It costs an additional AP to enter a rubble space. (A Marine pays 2 APs to move forward into a rubble space; 3 APs to move backwards; etc.)

When a Space Marine fires a storm bolter at a target within or behind a rubble space, there is a chance his shot is deflected by the rubble. Once the target has been hit. the Stealer player rolls a single dice: if the roll is a 5 or 6. the shot is deflected. If the shot passes through or into more than one rubble pile. the Stealer player rolls for each pile of rubble.

The Stealer does not get to roll if tbe shot passes on a diagonal next to a rubble space; the shot must actually pass through the rubble.

Rubble does not block LOS. It has no effect upon flamer fire.

Pitfalls The pitfall counters represeor a hole In the floor of the upper level, opening onro the lower level. The holes do not continue down through the floor of the lower level - that is. a Marine who falls through the pitfall in the upper level crashes to the floore of the lower level : be doeso't fall any further.

Pitfalls do not block LOS. A flamer hit in a sectloa with a pitfall in it will not affect the section above or below il.

Space Marines and PItf2lls A Marine on the lower level cannOt climb up through a pitfall.

When a Marine moves into a space-containing a pitfall. the Marine player rolls one dice; on a roll of 1, the Marine tumbles to the space directly below. The Marine can also voluntarily jump Into the pllfall. simply by announcing that he Is doing so as be eoters the space. (If tbe Marine decides to jump intO the pitfall after he bas already entered the space, be pays 1 AP to do so.)

Marines Jumpillg or Falling into a PItfall

• If the Space is Empty The Marine player rolls a dice: on a roll of 1-4, he lands badly and falls prone: place him face-down in the space. On a 5-6, he lands upright, with any facing the Marine player wishes.

• If the Space is Occupied by a Stealer The Stealer player rolls a dice: on a roll of 3-6, the Stealer scuttles out of the way (the Stealer player moves it into any adjacent empty square, keeping the same facing) and the Marine follows the rules for falling into an empty square (see above). If the Stealer fails the roll. the Stealer is killed and the falling Marine is prone in that space.

• U the Space is Occupied by Another Marine Roll a dice: on a roll of 1-3, the Marine below is killed and the falling Marine is prone in that space. On a roll of 4-6, the Marine below Is knocked prone, and the Stealer player places the falling Marine in any empty adjacent space, also prone.

Effects of Being Prone It costs 2 APs for a prone Marine to get up; the Marine player faces him as he chooses.

A prone Marine has no LOS. He cannOt move, fire, or initiate close assault combat until he gets up. If a prone Marine is at~cked in close assault, he subtracts one from his combat dice roll. In addition. be follows aU rules for not facing his attacker (that is, he cannot harm the Stealer; if he wins or ties the roll, he can get up and face hIs attacker).

Stealers and Pitf2lls Stealers and Blips can enter and pass through pitfall squares without risk of falling. They climb up through a pitfall at a cost of 3 APs; they jump down for the cost of entering tbe square (or 1 AP, If they decide to jump after they already occupy tbe square). The Stealer player gives the jumping or climbing Stealer any facing he wishes.

Ladders All pieces can enter ladder spaces without risk of falling. Marines, Stealers and BUps climb up or down ladders at a cost of 2 APs. The player may give the climbing or descending pieces any facing in the new space. Pieces can voluntarUy jump down through ladder boles, following the rules for pitfallS above.

Close Assault Through Pitfalls and Ladder Spaces Marines cannot lnitiate close assault through a /.adder or pitfall. A GenesteaJer can close assault up or down through a pitfall or ladder space; Its target must be In the space directly above or below it.

When a Marine is attacked through a pitfall or ladder space, he follows the rules for being attacked from the side or rear - that is, he cannot harm his attacker. However, if he wins or ties the first round of close assault. instead of cbanging his facing. he can retreat to any empty front or rear square without AP cost (but he keeps hIs current facing).

Blip COQversion When converting a BUp in or directly below a ladder or pitfall space, the space above or below them is conSidered adjacent and Stealers can be placed there (following the normal rules for conversion).

Fire Combat Through Ladders and Pitfalls A Marine can fire a storm bolter or flamer up or down through a ladder or pitfall space. Overwacch fire also cakes place through pitfalls and ladders. Flamer shots affect only the sector they are targeted at; they have no affect upon the sector above or below memo

LOS and fire Arcs through Ladder Holes and Pitfalls Marines can trace LOS through pitfalls or ladders if they occupy or are adjacent co the space comal.a.lng the pitfall or ladder. The view Is quite IJmlted: at best the Marine will be able to see through the hole to the space above or below and possibly some adjacent spaces.

Blocking LOS Through Holes A model occupying the upper level of a pltfallJ1adder space blocks LOS through tbe hole. A model at the bottom of the pilfallfladder does not block LOS.

WD46

Page 48: WD114 Pitfall SH
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LINE OF SIGHT DIAGRAMS

The following diagrams show LOS and fire arcs through pitfalls or ladder boles. FIRE ARC L.o.S. ONLY

Note: lOS and fire arcs up through a bole are tbe same as down. (For example, a Marine below and diagonally adjacent to a pitfall has LOS and fire arc to the pitfall space and the space diagonally opposite to bim.)

W048

Page 51: WD114 Pitfall SH

- - New this month-­FORGOTIEN REALMS ™

lcewind Dale Trilogy Volume 2 STRFAMS OF SILVER

(Vol. 1 Crystal Shard already available)

Page 52: WD114 Pitfall SH

- - - - _. ~~-~~----------------- --- .. -

Ex:unple of Close Assault and Orerwatcb Flrc Through a Pitfall

MOVE • l.O.S. ___ _

FIRE ~ ~ ~ ~ ~ ~ ~ ~

CLOSE ~ ~ ~ ASSAULT ~~~

\ !

V The Marine has LOS to Stealers (J) and (3); be bas LOS and fire arc to Stealer (2).

I

, '" ... ., ... I I

I • ~ "'" I

~ ~~~7· I / I 2 / 3

Marine (A) can see and fire at Stealers (2) and (3).

Bx:unpJe of P:dlhJg Through a Plthll ------,

( 7 jn-/ /: I II i I

I . t I!

v~7 :~:b~{~nnot ,ee any SUa/en· Marlne (A) ( / /JiIV / 7: / /?~ l! i: i: !! // !!V~j/7 II ,~. I V ! : ~ ~ ~ /: The Marine moves into the pitfall square (A). The

Marine player rolls to see if he falls: the roll Is a J B 2 _ the Marine f{lils! The Marine player then rolls to

IHar{ne (A) has LOS and fire arc to Stealer (1) but not Stealer (2) - Stealer (1) blocks his view; Marine (B) bas LOS and fire arc to both Stealers - the lower Stealer does not block LOS.

W050

see bow tbe Marine lands; tbe roll is a 3, so the Marine falls prone (B). The Marine player spends 2 APs to have the Marine stand uprIgbt; be pnulently faces tbe Marine towards the nearby Stealer (C).

Page 53: WD114 Pitfall SH

~plesofWSa.DdFlreArcsTbrougb Pltf:ills -----------------------, and Ladder Holes

v

Tbe two Marines guarding the pitfall are in Overwatch, but the Genesteaier beneath tbem dectd.es to atUUk anyway.

The Genestealer moves forward (I AP), drawing Overwatch fire from the Mari7U! above bim (A). The fire misses.

77:Je Stealer attacks tbe Marine (1 AP) (BJ. The Marine wins tbe combat, but since It Is tbrougb a pitfall, be cannot harm the Stealer. Instead, be moves out oftbe pitfall square (e). This move gives the Marine behind him a LOS to the Stealer; be automatically Overwatcb fires at the monster (D). This misses, as well.

The Stealer leaps up through the pitfall and faces tbe firing Marine (2 APs) (E), drawing yet anotber round of Overwatcb. Predictably, tbls misses.

The Stuller attacks tbeMarlne, winning the combat in one round (I AP) (F). He spends his last AP dropping down tbe hole once more, tum Ing to face the one remaining Marine.

Sp~~ial A~tions AP Chart

Special Action

Jump Down Ladder Hole or Pitfall

Climb Up or Down L2ddec Climb Up Pitfall

AP Cost M:ui..tJ.e Stealer Blip

OW 1

011· 2 3

011· 2 3

• 0 APs if the piece announces II Is juropJI18 as it enler.; Ihe square (that Is, there Is no additional AP COSt beyond the: ~tandard cost to enter the square); once In (he squ2re .. II p2YS I AP to jump down.

Page 54: WD114 Pitfall SH

STUDIO STAFF

t CHAOS ROBOT (CONVERSION)

W052

1m Ba.t1leel Andy Cwg

II

Riclwd Hodskiason DurCII Matthews Mike McVey

2. ELDAR TrTAN 3. ELF WARDANCER

4. GREY KNIGHT TERMINATOR

12. SQUAT ADVENTUREA

Page 55: WD114 Pitfall SH

17 CHAOS WARRIOR

19 BlOOD BOWL MINOTAUR

25 CHAOS I(NIGHT ON CONVERTED STEED

18 CHAOS CHARIOT

28 BlOOD BOWL TREEMAN

W053

Page 56: WD114 Pitfall SH

r-__________________ O~~~;~ ;

Welcome to the second of our new style 'Eavy Metal features. In these pages you will once again see some of the magnificent work produced by the Studio Swf and outside painters. As I mentioned in the last Issue, we still want you to write in with your comments and queries on [he miniatures featured on these pages. Phil and I read every leiter, and we do take note of everything you have to say.

On April 8th I spent the day at the Notringham branch of Games Workshop, demonstrating the techniques we fearure in 'Eavy Metal and calking to people about aJl aspects of the hobby. I really enjoyed the day and I'd like [0 say thanks to all the people who came down to see me, particularly those who travelled considerable distances.

I'd also Like to give a special mention to Jonathan Wood. who [ravelled down from Scotland with his parents for the day. At six years old he has to be one of the youngest and keenest painters I've ever met. Keep up the good work Jonathan.

Many of you who came into the shop asked me the same two quesllons: How do you do your bases? and How do you paint checkered patterns?

Borh are very easy, when you know the techniques to use,

I finish bases by painting PYA glue - that'S the white glue woodworkers use - onto the base of the model, taking care [0 avoid the feet. While the glue is still wet, I dip the base imo a box of ordinary sand, I then shake off the loose sand and pur !.he mlnlature aside. When it's completely dry. I paint the base with WoodJand Green, over which I put a wash of green Ink. Finally, I drybrush the base with a mi..."I(ture of Woodland Green and Sunburst YeUow, Easy!

Painting checkered patterns on a model is Just as simple: first paint the whole area In the lighter colour. Then, with the darker shade. paint a square grid over me Ughter colour. FinaUy, fill in the grid to create your 'check pattern,

W054'

PAGE 6 - CHAOS ALL-STARS Now. on to this month's miniatures. starting with Phil Lewis's Chaos AU-Stars, fielded when PhU fancies a game of Blood Bowl.

UncharactcristicaJly (or Phil. the bulk of these mJrtiarures were started with a white undercoat, ramer than his normal black. Phil also used Inks for shading, which he finds gives a much cleaner, subtler tone co his work.

For insunce, the pink areas on some of the minlarure.s were paInted in the following way:

a) Aiter cleaning ofCthe flash and mould lines, PWI applied a Skull White undercoat to the model.

b) Once the undercoat was dry, he painted the basic pink tone, using a mixture of Skull White and red ink.

c) When this was dry, he applied a red Ink wash - allowing rhe ink to flow into the crevices on the model, creating the areas of deep shadow,

d) While [he ink wash was still wet, Phil used a Skull White/red ink mi.x to blend in the highlights. This is the tricky bit, and takes patience and practice. You may find that you achieve the best resulls when the Ink Is just begining to dry, and is Slightly tacky.

The rest of Phil's models were painted In much the same way. using a mix of Woodland Green and Skull White for the green areas, and Bronzed Flesh and brown ink for the skin tones. The bases were done using PYA glue and sand. as I described above, but Phil painted them with Citadel Greys instead of green and yellow.

One of the AlI-StarS of particular interest is Garak Grigo!son (photo 4) which is totally scratch-built by building up an epoxy putty such as MilHput over a wire frame. This makes it totally unique to Phil's leam .

Some of the other miniarures - Snake Sanders, 'Constrictor' Atlanson and Sark Four Eyes (photos 5. 7 and 8) - are also unique. They are conversions of production castings, USing pieces from other miniatures and Milliput to create the players' mutations.

The more observant of you may also notice that the Them Redvenom and Dieter Hamrnerlash (the Star Players shown in photos 1 and 3 )aren'[ normal members oC the All·Stars. They've been lured away by a healthy fee in Gold Crowns from the Dark Renegades and the Mongrel Horde to bring the team up to full strength after a particularly arduous season.

Finally, before I hand over'to Phil_ who is going to take you through the rest oC this month's miniatures, I would just like to draw your attention to (he new Skeleton Army boxed set. It contains some of the best plastic miniatures Citadel have so far produced, Including a marvellous Chariot model pulled by Skeleton Horses - pieces of which will make great material for conveqlng into totems and banners!

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r--------------------~-IA~rt~~~ ~----------------~ PAGE 7 - STEVE MUSSARED A new face visiting the Studio from time ro time belongs to Steve Mussared.

Steve, who came third in the Mounted Figure category at Golden Demon '88, is a keen gamer - he !jsts Warbammer 40,000, Warbammer Fantasy Battle, Warba m mer Fantasy ROleplay and Blood Bowl as his particular favourites ,

Steve has coHecred Citadel Miniatures from the their early days, odglnally painting them in enamels, moving onto oils, and fmally on to acrylics and inks - which he finds give him the best results. All of Steve's miniatures are used for gammg, and very rarely will he produce a model for dispJay only.

After a whire undercoat, Steve wiU usually st:m with the flesh tones. for Human rniniarures he begins with a chestnut ink wash, followed by Bronzed Flesh 10 build up the h.!ghllghts. Other skin tones are done In much the same way, but using an ink wash of the appropriare colour.

Steve generally blocks In an area of the miniature, applies an ink wasb, and then highUghts with white while the ink is still wet - in much the same way J did with some of the Chaos All-Stars, Steve uses the drybrushing technique for hair, skeletons and bone, weapons and wood.

Steve also employs a slightly dlfferent technique for his bases than John or myself, using MilUput and small pieces of sponge and crysral. After ink washes and drybrushing, he decorates the base with Milliput and fusewire toadstools (made by Steve's girlfriend, Sharon) - leaving him with minJatures that would grace any games table. Well done Steve!

PAGES 28 & 29 - REALM OF CHAOS This spread show the Daemons and servants of Nu rgJe and 1Zeentch, the twO Cbaos Powers featured in The Lost arid The Damned, the second part of Realm of Chaos. The two armies fearure a number of, as yec. unreleased models, paimed by various Srudio artists including Andy, Colin, Darren, Ivan, Kevin , Mike, Richard and myself. as well as viSitors Pete Thylor and Dale Hurst.

PAGE 28 The Champion of Nurgle and the Great Unclean One in photos I and 7, painted by Mike, were done with a Woodland Green base, which was then highlighted with a Goblin Green/Skull White mix. The different shades of green were obtained by varying the ratios of the paints used in me mix -adding a small amount of Chaos Black in certain cases, where a particularly deep shadow was required .

Ivan gave the flesh on the Champion of NurgJe in photO 2 a base coat of Bestial Brown, and then highlighted it with HobgobUn Orange and Bronzed Flesh. A thinned Skull WhitelSunburst Ye.1low mix was applied, to Ughten the skin. and a glaze of yellOWr&reen ink added to give the appearance of rotting flesh. A glue Is a wash of ink that is thinned to such an eXtent that the mix is almost colourless, and is applied to blend the different layers of paint together.

The Champion in photo 3 was painted in a sim1lar way to the Champion In photO 1, not suprising as this miniature is also painted by Mike - only this time it was highlighted up with more white, so that a pastel affect was achieved . The lines on the armour were done with thinned black paint , before a coat of gloss varnish complete~ the effect.

The Chaos Warrior and the Plaguebearer In 4 and lO are by Andy, and were given base coats of a Woodland GreenlSunburst YellowlSkuU White mix - which was then

washed w ith thinned green Ink and highlighted using the base colour mixed with Skull White.

The Chaos Beastmen In photos 5, 8 and 9.:ill painted by Ivan, were given a base coat of Bestial Brown. highlighled with a Hobgoblln Orange/Bronzed Flesh mix to gCI a healthy Human skin rone. The flesh was t hen r~worked with thinned Skull White/Sunburst Yellow to give:lI1 u.nbea.lthy hue, before a final chestnut and yellow ink wash W J.S

applied . The fur on rhe miniatures was painted with a Bestial Brown/Skull White mix, and drybrushed with various Hobgoblin OrangelSkuU White mixes. until alm05t pure white was achieved . A fInal wash of brown ink was then apptied, to blend the different layers of paint togcthcr.

Note that the miniatures shown In photos 4, S, 8, 9 and )0 have not been released yet.

PAGE 29 Photos 11) 12 and 13 show a selection of Pink and Blue Horrors, painted by Kevin Adams and Dale Hurst. We hope to deal wilh the rechniques Dale uses in a future White Dwarf. and to elaborate further on Kevin's methods, which we briefly mentioned last month.

Photo 14, by Colin Dixon, shows another method of painting yellows. CoHn uses a base of Spearst:aff Brown, drybrushed with a combination of Sunburst YeUow/Skull White and thin yellow/brown/orange ink washes , alternating between the two. Final highlights were then blended· in while the last ink wash was still wet.

PAGES 52 & 53 - STUDIO STAFF This spread shows some of our Latest releases, and a few very special conversions by members of the Studio staff,

The Chaos Robot conversion in photo I is the model that John Blanche was working on during his painting demonstration in April. It is made with pans of War hound and Reaver Titans and a Chaos Champion, and is now back on display in the NOllingham shop where the demonstration was held.

Photo 4 shows one of the new Grey Knight Space Marines. dad In golden Terminator Armour, The mlniature was first painted in Shining Gold, on top of which a wash of brown and orange ink was applied . Once this was dry, the rims and edges were repainted with Shining Gold - a simple technique, but one which achieves a stunning effect.

Photo 16 shows one of my conversions, inspired by John Blanche'S painting of Baron Heinlich von Torlichhelm which gra..ced the cover of Wblte Dwarf 83. The plastic horse's legs were bent into shape by cutting small V-Shapes from around the joints and then rebonding them finni y together - after which Milliput was applied to disguise the joins. MUliput was also used to create the horse 's mane. tail and ' feathers' (the hair above the horses hooves) ,

Photo 25 is the third of our new Chaos Cavalry miniatures, here mounted on a convened metal Chaos Warhorse instead of a plaslic horse. This conversion. by Darren, was done by removing the horse's head and replacing it with one taken from a Greater Daemon of Slaanesh . Milliput was used to create both the mane. which disguises the join between head and body, and the horn , Again very simple, but very effective.

L

W065

Page 58: WD114 Pitfall SH

In the nightmare future of the 41st Mntenlum there is no time for peace. No

tespite, no forgiveness. There: 15 only war. WARHAMMER 40,000 Is a science fictJon battle gaJllcfrom

the makel'll of 'Warhammer Fantasy Battle. The I2vlllhIy­illustrated h:ardback rulcbook covers all ~pc:cts of the game,

~~P1!!!!!!li~I~I~=~~~~~;ii5,~~ Including an extensive descriptIon of the universe of the 41st Millennium and the Human and alien races, notes on buying and painting tninl2tUfCS, plus a complde battle sceruulo to get you st2rted. You C2JI. command forces of the dreaded Sp2ce M2tines, bands of marauding Orb, groups of sophlstiC2ted but deadly Efdar,

or any of ~C2l other r2CCS. Pslonia, vehIcles and heavy weapons are all covered in det2il, and the profusion of llIustraHons and ptJotographs convey the unique atmosphere that has made W'.Ull2mmu 40,000 the best-selling gamc of its type.

Page 59: WD114 Pitfall SH

Cl'rADEI;M 1\'UNIJXCIlRES CITADI!L HIl'fLU'mS produce over 2 hUDd.rN flndy-aUtat ""'" mIn.I2nltet ach mordI. boch for Wild' om or -40,000 ODd lor Game, Workshop'. olher hobby sam ••. CItadel', ranle, 01 many thouund, 01 rnIrIbrutco an: IInivaully UKd for :all ro\q>\ay 2Dd combat lames. bu. each mod.1 I. oped1Ia1Iy deII8JII:d 10 be coaIpQdble wttb!be

-.~@~§.r=o nr blister p2<:k r2II8<S Include:

Space Marines Eldar Space Orks Squats

~.. Realm of Chaos Robots

A selection of miniatures from Ciudel's boxed sets. From left to right: 1C:rminator (meUI), Space Marine (plastic). Eldar Harlequin (met:d), Space Dwarf (plastic). Space Ork (meul). Imperial Guarsdman (plastic).

'IIHIn D'IIA.a ... G ..... 'll\:lflubop', moo, • .,. I1!tIf;Ulnr.. contiiftlnt 110 *&hb of lniotm:llion m -~.ooo""'Gco-...v, .. "" boIoI>J pmo'''''''''' MlcImJ .. o(' ........ Chadtl MInII< ..... _~noJoo._ ... md paI",l,.. hi .... tnd ..... and _ ......

THE CITADEl CATAIOGUl! I> ",cud ",lib • vur ~~ctJon of Ch:u:k:l Mlolalun:." rnormous .. nac. ODd punchrd "" _In a "",-blndet. MONhly updarc 1h«1un: IMItable by POOl Ot In _III: _ map>:ine,

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"D~, ,,~

REALM OF CHAOS is "' two-volume set core o( Ihe warbammer myth.os - the ~d Ch20s Powcrs. Each volume containa full dnallo ot IwO Ch2M PowM 210<\11 with Ihd, foUoweft 2nd acn:ml tnemons, :and Includeo full 2nDY lI"s as well :as cxrenslve rok$ CXJl2ll$lons for WlIthammer 40.000, Wubammtr Faatuy Battle and Warhammcr P.aotuy Roltplay.

Boxed SClS o( Citadel MJnhtu.rr::s an: a popubt way to bulld up the strength of your Warbammer 40,000 (orces, As well as metal miniatures, there is an ever-cxpanding range of plastic miniatures - indistinguishable (rom thc:k metal countcIp2tt8 when painted, and with separate arms and weapons offering enormous scope for conversIon and modeUing work. Plastic vehicle kits provide a fonnldable force of armoured flgbtingvdtlcles, and vac-fonucd crata sheets offer quick, easy and hlgh-quality tabletop scenery. The ranges of Warbammer 40,000 miniatures and modc:ls arc cODlltantly

- expanding.

IN 1'111 WOaD . {i2mO '\Ibtbbop's rua.y-..orkk 1.rl i:OMUIHly ~JC91ndlrw Jnd dtycfopl" • . l.f1d w.rtw:IImu ~IOOO 'I m Qccp:ion . .u lbe tim'! 0( wlf""" aor- 'lbbbap • .." ... ....:rti .. on ,"" loUo..,{n. produ('U ot patllculu ' " (frel' 10 _40,000_". 5prIIo< Kalil -Th< • ........". n...,.,..., .. 0( lWrn1rwOt Marines lo('ktd. In d.u41~ ('om'blll with .. lien GcncooaIcn _, .... cltt<1i<I Jp><Uhi1' Feuu""

hlp-qnUry pbltlc mlnt.nut::' :and .. I'talble: beNd ,~cc:m .

cODlroo.radoa . A nrwtf (1Ibl~cop lame In 'he _~.OOO"""'· fIIIw _____ WJft tn lhe krwu Ic¥'c:h oI1bc N«minutMb Ii'w WOrld. 'T'br ptIIC I. jUPP9C'!rd by 21 (ull nntt o( mlnluum. •

Sb.,..lo·Jblp eombat - AS yet untilled. 1 new mitWoI....- ............ oI~pt_ln 1he-~ 4O.ooo -lIlnl~lV.

~-'-andllpo<c __ ,,'M) new board.as of l'DI!Di rmnb.lura .

PIMtk ftWclc klu . Ork and Eklu whklo :1ft

cul'ft'Nly In tSrYrloprnmt.

___ 40.ooo~ .... __ from all Game. Worlr.lhop ahopa end tpeei,.ilt .tocld .... • M from bMtat t'OY end hobI>v shope _"1_'" In the ~t of dlffla.rlty, Of tot 'u-nhe, d«Ail. of 0<0' late.t tel.lil., lind •• Umped •• If­.ddr ••• d envelope to the IPPro'prj.te add .... ,,"low,

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US CAJ.tOJIWnI pleiN write to:

a..... WotUhop Inc.. 34·31 Il00000 Awn.,., BaKlmo, ..

Mlrylond 2'227.

CO/>lnrl>' @ 'S/J9 G __ ""p lid­AHrlgh .. ..-.

WARNINGI Citadel Mlnlatu ... · meto' miniature. con,.ln leeel which mev be h.rmful if chewed 0' Iwallowed. They ere nOI tOYI. ItIld or, unluiUbie lot chlkhn untf., 12.

The W ..... mme' 40.000, Raalm of Cheol, Whit. Ow.If. Game. Wolklhop ond Citadel Miniature. logo. ere alltradernar1<. of Gamet Wori<Aho(> Ltd.

Page 60: WD114 Pitfall SH

SPACE MARINEm

COMPETITION -----,..-----..1 00 Garnes to be vvon

QU-ESTION 1 ... QUESTION 2 ...

Who - or what - was Which of the following Warmaster Horus? Space Marine Chapters

did not remain loyal Al The commander of a during the Horus

Tyranld hlve·fleet Heresy? B) An Imperial general

possessed by Chaos A) Imperial Fists C) A mad planetary B) Space Wolves

governor who believed CI World Eeters he was an ancient OJ Blood Angels Egyptian god

0) A renegade Inquisitor

Space Marine is an epic-scale game of science-fiction infantry and armour warfare. The wars of the Horus Heresy have torn the Imperium of Humanity apart; Space Marine fights Space Marine, loyalist against traitor. The box contains everything needed to play the game, including detailed rules, vac-formed plastic buildings, and over three hundred epic scale miniatures: 320 Marines, 16 Land Raiders and 32 Rhinosl There are also rules for including Titans in your Space Marine battles.

To win a copy of Space Marine, simply answer the following four questions and send your answers on a postcard, clearly marked SPACE MARINE COMPETITION, to the appropriate address below.

QUESTION 3 ... QUESTION 4 'Y Which of the following How was the Horus

Is not an Imperial Heresy ended? armoured vehicle?

Al The Emperor killed A) Land Raider Horus

BI Rhino BI Horus killed the C) Predator Emperor

0) Wartrak C) A peace treaty gave Horus one·third of Imperial space

0) Horus was murdered by an ambitious subordinate.

We are running TWO separate competitions, one in the UK and one in the US. Be sure to check whIch closing date and address applies to you. Note that the US competition is only open to residents of the United States and Canada.

The first 50 correct answers In each competItion will win a copy of the Space Merlne boxed game. UK runners-up will each win e (5 voucher for the game. redeemable at any Games Workshop or participating Independent Specialist Stockist. or through GW

mall order. A similar system will operate in the US.

SENDING YOUR ENTRY Entries should be written clearly on a postcard, or on the back of a sealed envelope.

RULES The winners of the competition will be the first 50 chosen at random from the correct entries received by the specified closing date. All winners and runners-up will be notified by post. The judges' decision is final and no correspondence will be entered into. Employees of Games Workshop Ltd or their families may not enter. Vouchers for Space Marine are valid until 31st October 1989.

Page 61: WD114 Pitfall SH

by David V Barrett

Lots of good actJon paperbacks tbls time - which means you can actually afford to buy the books, mtber [han having to get them all from the library (or channing someone Into buying them for you).

There are plenty of post-nuclear holocaust novels, but nOt so many post­nuclear meltdown, though many of the effectS an: the same. Michael Swanwick's In the Drift (Legend 214pp ~.95 pb) is startlingly good.

It's set in 21st century Pennsylvania, still blighted by the meltdown of the Three Mile Island reactor back In the 20th century. The Drift is the area polluted by radiation driftiog lo on the wind; there are mutants, tbere are dangerous mdiatlon hotspots, and people have to wear air filters. Keith Plotrowlcz flods himself growing up mpidiy when he gets on the wrong side of the Mafia-like Mummers who run his city, and ldlls for the flfSt time. The stocy Is fast-moving; you find your loyalties switching between authority and rebels as characters change sides, and as the vlewpolot sblfts between characters over the years. H.lgh1y recommended -and the cover 15 stunning: fire-red melding into electric bLue through a particularly l'2dioactive violet. Beautiful.

These days kids grow up with the fear that pollution will destroy the world in their llfetime; in the 19505 :and 60s the t!\reat W2S the Bomb. In Leigh Kennedy's Saint Hiroshima (Abacus 182pp£3.99 pb), young Katie sees a film of the Hiroshima musbroom cloud tbe day after she sees a woman killed in a car crash. The twO eventS fuse in her rnlnd; the boole is an evocative account of how the lives of Kalle and her close friend Phil are irrevocably changed by her vision of the ghostly Saint HIroshima. Not SF, but haunting.

10 Pat Cadlgan's Mind Pbyen (Gollancz 276pp £3.50 ph), Allie is caught experiencing an lIIegal paranoid delusion, and when tbe Brain Police have flnlshed cleaning up her mind she gets recruited as a rnindplayer. After training, her job is to go intO other peopLe's minds via their optiC nerves (I'm still squirming at the memory of her POpping out her eyeballs each time sbe makes a connection) to SOrt our their psychoses, neuroses, para no las and other assorted

insanl(ies. But you can't play around Inside other people's craziness without picklng up some of It youISCIf... We're flung Into tbiS right from page 1: it's powerful and deeply thought-provoking, especially when Allie gets Into wondering JUSt who in hell she really is.

Dark Toys and Consumer Goods (Macmillan 15lpp £6 .95 hc) Is a collection of eight shon stories, all set In a near-future Britain , by a writer completely new to me, Laurence Staig. Each story is a terrifying nightmare of consumerism gone crazy: the horror oC Thalcherlsm 10 full swing. People are encouraged to BuyBuyBuy, and their love of technological gadgets is taken to an extreme. Tbls Is SF-as-Wamlng. It's published as :a teenage book, but It gave me more sbivers than anything else I've read recently. I don ' t care if it Is a hardcover: go out and buy it - you'll never view a shopping centre the same again.

Douglas Hill has been around for a whlle, writing SF for a young audience. His first foray Into Fantasy, with Blade of the Poisoner and irs sequel Master of Fiends (Piper 192pp & 184pp ,£2 .25 each pb) shows he's every bit as good In tills genre.

Jarml has been CUt by the evll Prince Mephtlk's sword, and will die in a month's time if tbe blade and the poisoner aren't destroyed. One of hIs friends is blind, but can see aU around him; another can mentally direct her arrows so they Dever miss; the third can make people see - 0[" not see - what she mentally tells them. But ]arraI's special ThIent is even more potent, whIch ~ why the Unnamed Enemy, tbe Master of Fiends, is out to kill him, There are aJot of stock elements In these books. but Hll handies them well to create a tense and enjoyable adventure.

Another teenage book which aduLr Fantasy readers wlll love Is Robert

Westall's The Cats of Serostc.r (piper 278pp£,2.25 pb). The Miw an: twice the size of your average moggy, Intelligent, and tough fighters. When the old Duke is murdered they save and protect his son. MeanwhUe a young man, Cam, Is conned IntO taking a bloodthirsty knife whlch makes him an immortal hero, and the cats help him in his fight agaInst tbe usurpers to return the young Dulce to his dty. An excitlog Story, well told.

Bride oBbe Spear (Corg./297pp£3.50 ph) Is K2tbleen Herbert's third novel set in 6th Cenrury northern BriUin, though the events predate those of her excellent Queen of the lightning and Ghost In tbe Sunlight. Properly speaking tbls, like the others, is ao histOrical novel, but Its sening just after the time of Arthur, the belief of the characters lo the old magic. and the fact that It is based f1..rmiy on the old Welsh tale "The Lady of the Fountain" In the Mabinogtan, make this required readirtg for ail lovers of quality Fantasy.

I'm never happy when a Big Name Author lends his name to a book title, as in Arthur C Clarke's Chronicles of the Strange and MysterIous (Grafton 189pp £5 .99 pb) by John Fairley aDd Simon Welfare. This is the third book spin-off from Clarke's TV series about unexplained phenomena, and covers sightlngs of str:ange creatures; strange things falling from the sky, strange archaeological discoveries, smutg<:. .. You ger the Idea. It's all interesdng SlUff, and there's a lot more of It In The Eocyclopedia of Uo.solved Mysteries (Bbndford 318pp£6.95 pb) by Colin and Damon Wilson. Pence for pages this is far bet!er value, but It's not an encyclopaedia; it's 42 chapters whose headings happen to be in alphabetical order. Th.is one covers Atlantis, UFOs, the Loch Ness Monster. the Thein Shroud, the vanlsbed Mme Celeste and much more. Both books are well illustrated: both contain hours of fascin.ating reading.

Finally, some reprints to cater to different tastes. Norman Spint;ld's The Men in the Juogle (Grafton 316pp £.3 .50 pb) isn't up to the standard of his vicious Hitler parody The Iron Dream, and has none of the brilliance of his classic Bug jack Barron, but if you're loto blood­spurting nastiness on a planet where they raise babies for food, you might enjoy it.

Slippery Jim dl Grlz Is back 10 Harrv Harrison's spoof The Stainless Steel Rat Saves the World (Bantam 158pp £2.50 pb). Michael Moorcock's Fantasies The KIng of the Swords and The Bull and the Spear (Grafton 142pp & 158pp £2,99 each pb) are the third and fourth books of Corum.

And tbe best of tb.is buncb, Cordwaioet' Smlth wrote SF like. nobody else, for both style and story; read The Instrumentality of Mankind (Goll:mcz 238pp.£Il.95 hc), and discover really excellent writing.

WOfi9

Page 62: WD114 Pitfall SH

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Page 64: WD114 Pitfall SH

COLLEGES OF MAGIC - W THE COWURS OF MAGIC IN WARHAMMER FANTASY BATTLE

By Bryan Ansell and Rick Priestley In the previous part of this exposition (White DWU'f 11.3) we looked at the magical flux, the eight colours of magic, their relationship on the Great Wheel, and the two Hub Magics of the Rainbow and the Dark Wizards. In this Issue we provide new W2rhammer Pant1lSy Battle game rules and spells for Colour Magic. Flrstly, we shall explore in greater depth the symbols of the Eight Colleges and their sIgnificance.

We h:lVe alrudy seen how magicians decOl'2te their clothes wIth symbols appropriace to their college. These symbols also appear as decOr:l.live jewelry and as desIgns on weapons and staffs. All maglc symbols help co focus the wIzard's rnlnd upon the magk:ll colour from which he derives his power.

Symbob take the fonn of IUtur:ll lmages. such as the Sword of the Grt:y College: or tbe Arrow of the Amber College, and goomecrlc symbols. Both types Itllly be: used to decorate tbe robes of wl:ards. In addJllon, there i5 a group of symbols wblcb represent the Great Wbeel Itself and wbich can also appear as decoratIve designs on :a wlz:ud's clothing.

Note that wb.J..Ist a symbol bas nuglc:al power Irrespective of which way Ills oriented, It will be most powerful when oriented towards the statIon of the Gre:u Wheel appropriate to the college (see the Great Wheel diagram in Wh(u Dwarf 113).

LIght Wizards. This college stresses Intcllectu1.1 endeavour and purity. as chllractensed by its geometric symbol, the single Arrow moving STraight up OUT of the Great Wheel. Tbe natur:ll symbols of 1Tee, Tower, Pillar:and CmdJe or Lamp all reflect this upward movement, as well as represeru:ing in.reUectua! endc:avour and study.

Golden Wizards. These symbols stand for the asplr:ulons and triumph of reason 25 symbollsed by the s02Clng Eagle. The geometric symbol of the college ecboes the eagle's head motif.

Jade W1z2tds: The majority ofJ:.tde symbols reflect tbelr coUegc's posItion at tbe third StaTion of the Great Wheel and stress the magical poteocy of the number 3. The: geometric symbol is said to represeOt :an aerial view of a round barrow With its avenue pointing to the east (towards the rising sun). Thc Leaf Is a popular symbol1SSoci:ued wIth the college, lUustrating Its close association witb oa.rure.

Ceh:stb.l Wlzarw. Here the geometric symbol stands (or both :I visu:l1 representation of the Comet, and the m:lthemalical measurement of rhe: heavens wbich forms a pan of the coUege's astronomical background. Tbe Cornet Itself Is displayed In many versions, representing knowledge amidst Ignora.nce as the Comet is light in the darkness of the nlghl.

Grey Wizards: The geometric symbol clearly indicates the position of the Grey College on the Great Wheel . consisting of :I. downward pointir\g brO:l.d arrow. An 2rrowhead pointing in the

WD61

same direction Is sometimes used as :I. n:aturallsllc varIation . Arrowheads may be worn about the neck or calrled as lucky cbarms. The: most commonly associ1.ted n:uul'2l symbol Is the Sword of Judgement and rhe Sworclsman. stressing the legend:lry good Judgement of the Grey WizarcIs.

Amethyst WIzards: The georoetric symbol indicates the position of the college and is echoed by the shape of the Scythe. Further nacur:ll symbols derive from the Grim Reaper. The symbol is said to represent roortllllty rather than death . 2nd reminds the wuard that he must seek his rew:trds and pleasures In his mona! life.

Brlg)u WLurd.s: The geometric symbol here represents a sryllsed version of the Key of SecretS which Is also used 35 a natUralistic symbol. There are m:any variations upon me Key and Keyhole, shOwing the Key of Secrecs as the means of entry toto the knowledge of magic. The bunch of 7 Keys Is a highly significant ~ymbol of the college's power.

Amber WI:t:lrds: The Arrow Is shown in naturalistic and geometric forol , and stands {or the Archer aJm.l.ogfor and piercing [he sun or moon with hIs arrow. The sun =d moon are both symbols of the Great Wheel and of the power of magic, and the overall symbol represenu the wizard's endeavour to tn:IStet it .

Symbols of the Wheel. These general magic symbols all de.rive from the elght-spoked Gre:u Wheel . the spokes often being fonned from a device associated with a particular college (eg swords for tbe Grey CoUege). Only the eight-arrowed Wheel of Chaos is directly 1I.SsociAlred with Chaos and Is avoided by all but Dark Wlz2rds. The SUD and the moon are both wide.ly-used symbols of the Gre:u Wheel.

R.al.nbow Wizards: These symbols show tbe Great Wheel as a whole, or as a unified force, represeotl0.8 the bringing together of the dJvlded flux Into a harmOnious fonn . The Pyramid' derives from the Upper or Light Cone of the Spindle of Magic. Tbe Eye is a symbol of beneficence whose !tis reflects the circular theme of the Other symbols.

Dark Wizards: These symbols all represent the dirt'ct power of Chaos and the undivided energy of I'2W magic. The elght·pointed Wbeel of Chaos is most common, and the Spider and Web symbols derive from It . The Inverted tr1.angle stl'2nds for the Dark Cone of the Spindle of Magic and Is a dlrect opposite to the Light Cone.

Page 65: WD114 Pitfall SH

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Page 66: WD114 Pitfall SH

COlLEGES OF MAGIC

COLOUR MAGIC IN WARHAMMER FAN'CASY BAC~LE

At the start of the game all wizards are declared to be of a specific college, either one of the eight colour colleges, the Rainbow Wizards or the Dark College. Their colour allegiance must be obvious from the appearance of their model.

Also at the Start of the game any units or characters whose appearance strongly features one of the eight colours is nominated as being of that colou T, Both players should note down the colour of these unitS and characters. If aU the members of a unit carry an identical shield, for ex:ampJe, you might chose the colour of the shicld as the unit's colour.

Units which have no distinct colour will not be subject to the rules given below, You should make a note of which units these are at the start of the game to avoid confusion later.

A wizard's college makes no difference to the spells he can cast - all of the colleges can use any of the usual spell types from Warhammer Fantasy Batt/e. A wizard's coUegemay make some difference to the effectiveness of his spells when cast against wizards or units of a different colour, This is decermined by the caster and target's colleges and their respective pOSitions on the Great Wheel of Magic, as explainiOd below.

SPELLS CAS'C AGAINSt: Ot:HER WIZARDS Spells are only affected if the colour of the casting wizard lies adjacent [0 the colou r of the target on the Grea t Wheel of Magic. Each colour is superior to the colour lying clockwise, and inferior to the colour lying anticiockwise on the wheel. For example, Celestial Wizards are superior to Grey Wizards and inferior to Jade Wizards.

1. A. wizard may (ast a ranged spell against an inferior enemy colour wizard regardless of normal targening restrictions so long as he has line of sight (if the: spell normalJy requires it· note that some ofthe new Colour Magic spells don't require line of Sight , eg Colour Cballenge). The spell is not restricted by its normal range. The target may be s truck if it is in the front rank of a friendly unit or in combat so long as a line of Sight can be drawn from the caster.

2. If a wizard castS a spell against a wizard of an inferior colour, he may immediate! y cast the speU a second tJroe against the same target at no extra magiC points case.

3. If a wizard casts a spell against a wizard of an inferior colour the speU is automatically enhanced by + 1 magic pOint, reducing the target's magic saving throw by .1. If the wizard casts twice, as he is allowed to do, then each casting is enhanced by + 1 magiC point. TIlls enhancement is a natural result of the colour magic . it does not affect the caster's srock of magic points.

4 , If a wizard castS a spell against a wizard of a superior C010Uf, the target's magic saving tbrow (if any) is augmented by + I. This does not affect the target's stock of magic polnrs - it is a free advantage because of his colour.

5. If a wizard casts a spell against a wizard of a superior colour, the target may (urther augment his magic saving throw using his stOck of magic polnlS as normal. However. each magic point expended increases the magic saving throw by + 2 rather than the usual + I ,

SPELLS CASt: AGAINS'C UNlt:S Like spells cast against other wizards, spells cast against units are only affected if the colour of the casting wizard lles adjacent to t he colour of the target on the Great Wheel of Magic, Units that have no distinctive colour are not subject to the following effects .

1. If a wizard casts a spell againsi,a unit or non-wizard character of an In{erior colour, the spell is automatically enhanced by + 1 (at no exIra magic points cost W) the caster) and any magic saving throw is therefore reduced by -I.

2. If a wizard casts a spell against a unit or non-wizard character of a superior colour, the target's magic saving throw (if any) Is automatically augmented by + 1 (at no magic points cost to the target).

Page 67: WD114 Pitfall SH

t:HE HUB WIZARDS Tbe Rainbow Wizards and Dark Wizards are neitber superior nor inferior to wizards of the orher eight colleges. Spells case against a Wlit, characrer or colour wizard by a Rainbow Wizard or Dark Wizard are therefore treated as normal, with no additional bonuses or penalties.

However, the direct opposition of the two types of Hub Wizards gJves them equal and potent powers over each olher - they are botb superior to each other. A Rainbow Wtzard casting against a Dark waard may cast twice, whilst the Dark Wizard may augment his magic saving throw using magic points on a 2 {or I basis. The same is true of a Dark Wizard casting against a Rainbow Wizard. The normal + I enhancement and + 1 augmentation cancel each other out and are eherefore ignored.

WIZARDS OF t:HE CHAOS POWERS Any wizard follower of a Chaos Power may belong to the Dark College, and as sucb he neither benefits nor suffers from the effects of colour magic. His only special rciationsltip is with the RaInbow CoUege wbose wizards oppose the ambitions of the Powers of Chaos.

A wizard whose College has the same dominant colour as his patron Power may display sufficient courage and strength of mind to retain his colour despite the ever increasing temptation to tum roward the Dark College. So, a wizard follower of Nurgle might be a Jade Wizard, and a wizard follower ofSlaanesb mJght by an Amethyst Wizard. A wizard follower of lZeentch might be either Golden Qr Ce.1estial .

WIZARDS IN CHAOS ARMY LISt:S Aflnies oC a Chaos Power may Include only those wizards oC an appropriate colour. When wizards are selected from the Chaos army LiSts their College should be determined randomly as Indicated on rhe Chaos Wizards Table.

Players should provide wizard models painted In the correct predominant colour, as tbis will prevent any possible confusiOflthat rnlght otherwise occur. A wi2ard model may always be assumed to be a Dark Wizard wharever colour it Is palnted, although ideally Dark Wizards should be painted in dark colours or black.

CHAOS WIZARDS TABLE

Power D6 Roll College

Slaanesh 1-3 Dark 4-6 Amethyst

Nurgle 1-3 Dark 4-6 Jade

1Zeemch 1-2 Dark 3-4 Golden 5-6 Celestial

COLLEGES OF MAGIC

COLOUR SPELLS Colour spells are a new type of magJc that relates directly to the new Colleges of Magl.c rules. Colour Magic may be used by any of the Eight Colleges or the Rainbow Wizards, but nor by Dark Wizards.

A wizard may choose to include any number of colour spells in his spelliisr up to his permitted maximum for that level. Note that at present tbere are only two levels of Colour Magic. Spells are determined by rolling randomly on the appropriate table. Other spells (if any) for these levels are then determined using tbe normal method .

COWUR MAGIC SPELL TABLE

LEVEL 1

06 Roll Number 1-2 CLl 3-4 C1.2 5-6 Cl.3

LEVEL 2

06 Roll 1·2 3-4 5·6

Number C2 .1 C2 .2 C2.3

Spell Magic Points Bonds of Colour 1 Conceal Colour Focus Colour

Spell Disperse FJu~ Colour Cha.llenge Combustion of Magic

Magic Polnts 6 3

8

W065

Page 68: WD114 Pitfall SH

COUEGES OF MAGIC

Cl.1 BONDS OF COWUR Spell l.cvel M~g.ic Points R.2.nge Magic S~ving Throw

I Battlefield Yes

This spell creates strands of coloured magic which sn~e their way across the battlefield towards an enemy wizard. As soon as chey touch their victim, the strands spin themselves into bonds, trapping and immobHislng the victim.

The spell may be cast against any wizard of an inferlor colour, or by a Rainbow Wizard against any colour wizard. The Rainbow Wizard's spell does not receive the + 1 enhancement, and is cast only once as opposed to twice.

Oace bound a wizard may nO! move or do anything and may not casl further magic until he escapes. By expending D3 magiC pOints ia his magic phase. the trapped wizard may anempt an unmodified magic saving throw, and is free if successful, and may cast !tis own magic tbat phase.

C1.2 CONCEAL COLOUR Spell Level Magic Points R.2.nge Magic Saving Throw

I 1 Personal No

This spell must be cast before the battle: 1 magic pOint is deducted before the players set up their troops. The wizard disguises his true colour by projecting a false image of some other colour of his choice. The magical flux that surges above him assumes the tint of his disguise and his clothes appear as the masking colour. To aU appearances, the wizard Is of a different college and a suitable model is placed on the table.

However, the false colour is simply a mask which [s dispersed as soon as a spell is cast against the Wizard, or when tbe wizard casts a speU blroself. When this happens the model is replaced by one bearing its (rue colour and the nonnal effects of superiority and inferiority are applle~.

C1.3 POCUS COWUR

SpeU Level Magic Points Range 24" Magic Savi1lg Throw Yes

This spell concentrates magic of the wizard's colour Into h.imselfand the area around him, whiJe draWlDg the colour away from other pans of tbe battlefield. Streams of magic flow intO the wizMd until he is suffused with the energy of his colour. All ocher wl.zards of the same colour must attempt their magic saving throw, and any that fail will lose D3 magic points from their current total. The total number of magic points lost by other wizards is transferred co the casting wizard. If chere are ao other wizards of the same colour, the caster automatically gajns 06 magic pOints.

If the additional magiC points take the wizard's rotal to above his power level, his mind becomes dangerously overloaded. The wizard collapses to the ground, his body frothing and cburning with uncontrollable mllgic colour. The wizard loses 1 magic point during each of his following magiC phases, and remains lDlictive until his magic points are reduced to his pawer level. Wblle overloaded the wizard can do nothing - magic ofan inferior colour cannOt affect him, but other magic affects bim as normal . He may not use magic points co augment his magic saving throw when in this state.

WD66

C2.l DISPERSE FLUX

Spell Level Magic Points Range Magic Saving Throw

2 6 Battlefield No

Tills spell is used to drive away first one colour and then the remaining colours of the magical flux. To those with wlzudly sight, the battlefield becomes dull as the clouds of roiling magic fade and dissipate. As each colour disappears, any wizards dependent On it lose their powers and are unable to cast spells. The casting wizard chooses any of (he eight colours on the Great Wheel as the first colour to be driven away and roUs a D6.

D6 Colour Roll 1-2 Chosen Colour 3-4 Colour antidockwlse

5-6 Colour clockwise

The colour indicated is dispersed immediately, and wizards of that colour can no longer cast spells. Durlng every subsequent magic phase, including the magic phase of the: enemy player, the colour adjacent to the most recently dispersed colour is also dispersed. Roll initially to determine whether dispersal proceeds clockwise or antlclockwise.

D6 Direction Roll 1-3 Clockwise 4-6 Antlclockwise

"

Once it has begun, dispersal continues In the direction Indicated until the entire magic flux has been driven from the battle area aDd no more spells may be cast.

lUinbow Wizards can draw their power from any or all of the magical colours S() they can continue to cast spells until all of the flux has been dispersed. Dark Wizards are not affected by this speU as they drzw their power directly from the raw undlfferentlated magic of the warp.

Page 69: WD114 Pitfall SH

-~

C2.2 COLOUR CHALLENGE

Spell level MagIc Points Range Magic Saving Throw

2 3 Battlefield No

This spell enables a wizard to challenge another wiza~ of the same college. This clash of wills draws colour from the flux In a spectacular bout of magical COnfliCT. Glittering rays of colour arc across the baetlefield and meet with a mighty roaf between the two wizards. Far above the struggling nugldans terrible beasts appear to leap from the twisting ropes of colour and tear at each other, ripping and clawing as the minds of the combatants lunge and parry

. in their magical duel. As one wizard finds a weak point and slips inside his opponent's defences, the beasts transform themselves into the victor"s chosen speU and hunle towards the defeated wizard .

Both wizards secretly nominate any spell from those they have and deduct the magic points cost of the spell from their total.

They both then secretly put aside a number of their remaining magiC points as challenge points. Each wizard rolls a D6. ,"od t he highest scoring wizard adds the difference in dice scores 10 his challenge points.

The wl1=l.rd who h:JS the highest numbet" of challenge pofl'/./s wins the CODlt'st :.ind his speU Is case against the other wizard. The spell is -DOl bound by raoge or other casting restrictions. and there is no m.agic saving throw. The loser's speU ls nOI C2Sl_

Mag{c points pu t into th( Colour Challenge by Ihe viCTor are regaiDed unmc.dt31d. .Uagic points PUI in by [he defeated l'>'izud ~

COlliCES OF MAGIC

C2.3 COMBUSTION OF MAGIC

SpeU Level Magic Points Range Magic Saving Throw

2 8 Battlefield Yes

By a tremendous effort of will the wizard harnesses and propels the colour of the flux corresponding to his coUege in a bill of bubbling magical fire of the appropriate colour. All local raw magic of that colour is burnt up by his efforts. If the spell is successful all wizards of that colour are unable to cast further spells for the rest of the battle.

The raw magic converted is hurled as a ball of coloured magical fiee against the chosen target· the target may be anywhere on the batclefield. The target is entitled to the usual magic saving throw. The spell may be enhanced by the caster, but the urget may not augtnent die save if he is a wizard of the same colour as the caster (aU the raw magic of tbat colour has just been used up).

If the target 's magic saving throw is failed, he is struck by a Strengtb 10 hit causing 06 + 1 lJibunds. All models within 6" of the origlnal target are hit by a Strength 10 hit causing 03 Wbunds each. No saving throws apply.

If the initial magic saving tbrow succeeds, the power of the spell is rebounded onto the casting wizard, coursing through his body and bubbling back into tbe flux . The magical flux is rescored and wizards may once again draw upon this colour. The casting wizard rakes 1 Wound automatically and is reduced to an ineffectual screaming heap until be can rolJ a 6 on a D6 at the beginning of one of his foHowlng turns. While out of action the wizard cannot do anytlting at all, including use any of his magical power.

W067

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HAOS CHARIOTS As a Champion gains rewards he is likely to attract large or especially powerful creatures to bis retinue. In addition to the gifts of Chaos Spawnt Daemonic Steeds or Daemonic Hounds, a Cbampionts retinue may include creatures generated from the Retinue Table. Many of these creatures can be pressed into service to draw a Chaos Chariot for the Champion to ride.

A chariot cannot be gained directly as a gift - it must be built by the Champion's own followers. A Champion's retinue must include the workmen necessary to build the chariot. True to their heritage of craftsmanship and mechanical accomplishment, any Chaos Dwarfs in the Champion's retinue have the sklll to construct sucb a chariot.

BUILDING THE CHARIOT A minimwn of IWO Chaos Dwarfs will be reqlliced for lhis work. Though warped by of Chaos. lheS!: Dwarfs retain lheil" age-old skills and their fascinalioo with all mechanical contraplions. They can conslrucllhe chariot out of wood. iron. bones or any olher suitable malerial. binding it together with ancient inCaJllJllions • the Iypc of material ma\ces no difference 10 lhe chanot"s perfonnance.

As well as two Dwarfs to build lhe ch.ariot. the Champion·s retinue mUSI also include a crealUre or crealUres to pull il. Ordinary ch.ariOts are usually pulled by horses, boars or wolves, bur a Chaos Chariot can be puUed by any crearure the Champion wishes 10 use, providing ;1 is Slrong enough. Although lhe majority of Champions prefer 10 harness large, powerful crearures 10 lheir chariols. some are prepared to give lhis task to olher. even intelligent. members of lheir retinue. Indeed, some "OP.ihippers would consider il an honour to serve as beasts of burden on behalf of Iheir master.

The Chaos Chariot may be drawn by any creature from the relinue with aSmmgth of 6 or more. Alternatively, the chariOt may be drawn by any two or more crearures of the same kind with a combined Slrenglh of 6 or more. For example. 2 Chaos Steeds with a Strength of 4 eacb are needed to pull lhe chariOl. but a Griffon with a Slrenglh of 6 may do so on its own.

If a Champion's retinue includes the Chaos Dwarfs and draught crearures required, the Champion may immediately command thaI a chariot be built. The Dwarfs set to work on preparing the chariot for use in the Champion·s nellt conflict. The Champion may choose to ride his chariot into baltle in any following game. If the Champion chooses nOl to ride his chariol. Ihe crealUre/s usually assigned to pull it may be deployed nonnally as pan of his retinue. A Champion·s retinue may only include a single chariot , as only Ihe Champion is important enough to ride one. If the chariot is destroyed or damaged. the Champ,on may have h.is Chaos Dwarfs build him a replacemenl before the ne.JI.t banle.

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SPECIAL RULES .......... FOR CHAOS CHARIOTS ..........

Alllhe normal Warbammer Fantasy Battle chariot rules apply to Chaos Chariots. The number of creatures puUing the chariot Jruly vary: Ihe usual movement modifiers apply as shown below.

N.-ber of Cn:Mar8 ...... CIIarIIIt

I 2 3

4 or more

Mcwe" ; ~ for the creature miDus 3-M for die cteltUre mInus Z­~ ilr the creaaure miDus 1M

AJ for the creature

The Champion may ride alone in his chariot. or he may choose one of his retinue to accompany him as the driver. The driver must havc an Intelligence of at leasl 5 and must be physically capable of driving the chariot. This is left to the discretion and common sense of the players.

Allhough the chariot may be driven by another character, the Champion's characteristics are still used as the basic for all p.ryclwlogy and roul teSts.

A Chaos Chariot is constructed by the magical skills of the Chaos Dwarfs. Some of this magic is wrought into the chariot itself, protecting it and giving it certain magical propenies. Because of this a Chaos Chariot. including its crew and draught creatures. can only be harmed by magical atL8cks: ordinary non-magical attacks have no effec!. A Chariol may only be harmed by spells. attacks by Daemons. Elememals. Ethereal Creatures, CreatuTCSofChaos, and magical attacks from weapons.

The same magic which protects the chariol also enhances its attacks. including those of i ... crew and draught animals. All attacks are treated as magical. and therefore have full effect against creatures immune to non-magical atlaCKs (including other Chaos Chariots).

The magical propenies of chariotS ella /0 fly if pulled by creatures which are them$<!lves capable of flight. The flying profile oflbecrearure is used for !.he chariot: 110 speed penalties are applied.

Chaos Chariots may be constructed with whirl ing scythes if the Champion wishes. Scythe artacks are magical just I ike other chariot alL8cks.

A Dispel MagiC spell casl successfully upon a Chaos Chariot has an extraordinary and spcctacular effect. The Champion is allowed a magical save on behalf of the entire chariot. If he fails his save. the Owarven magic Ihat holds the chariot togelber begins to fail.

I. The Chariot immediately loses ils magical protection . becoming vulnerable to ordinary non-magical allacks. However. crearures and Champions which arc invulnerable to non-magical attacks in their own right do not lose their specific personal protection.

2. Any magical weapons or armour the Champion, crew or draft animals have has no effect in the target's foUowing tum. Attacks made by the chariot. crew or draft crearures do not count as magical il\ their following rum. These effects lasl for one tum.

3. AI the end of the chariot"s following rum it will dissolve into the raw magic and material compenents from which it was formed. Roll a 06.

1-3 The chariot dissolves inlo a ruined mass which is unpleasant but otherwise harmless. The crew and draft crearures are free to continue the baule.

4-5 The chariot dissolves forming a mire. The draft creatures and crew are pulled into mire and stuck fas!. To free themselves each individual mUSI roU a 5 or 6 on a 06 al the beginning of its following tum.

6 The entire chariot including its crew collapses and forms a IbnexofChaosas described for the level 2 Banle Magic spell. If the Champion is still in the chariot he is slain - bUI can be recovered after the game as ifhe had fallen in battle.-

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....... DAMAGE AGAINST CHAOS CHARIOTS ___ The procedure (or establishing damage is the same as for nonnal chariots. The attacking player establishes the number of hits as nonna! . whether from shooting or close combat. The close combat opponents of chariots always consider th~ chariot's WS (0 be the greatesl WS of its crew (usual Iy the Champion hirrrself in the case of Chaos Chariots). When the shOOtilZg or combat pIulse is complete, the anacker rolls 206 and adds the number of hilS from shOOling or close comba\. The attacker refers to the Chariol Damoge Table

and reads the result appropriate to his score. For example, if the chariot sustains 2 hilS from shooting. the player rolls 2D6 and adds +2 to the score.

The Chariol DanuJge Table in Ubrhammer Fanrasy Boult has been designed for ordinary charioes pulled by hor.;es or similar crearures. The new Chaos Charior Damage Table given below should Ihereforc be used instead. This cban may also be used for ordinary non-chaotic clulriots.

---CHAOS CllARIOl' DAMAGE TABLE .....-

~ ..... 3-7 No CIi:a.

8 ODe c:I d:Ie cbulot whee .. iJ lMdIy damIaed IIItd ita spoIrcs ~ 1!pIiDIcred. This praeDU 110 problem while !be dwiot ~1I'IIWdIiIIJ in allnllht line. If the chariot MImIpCS ID tum !be pI.ycr IIIUIt roll. 1)6: 011 • ,all at 401 _die wheel liI1.aputud die ale brem u describrd UIIder 13l1e1ow.

9 Thereilllbeoomc~, ~OIIdead1ed ~lbecbft CftIIIIIIa. If I=-- ilaublequcady aIaia tbedllriot will 1IDI1IIIIOot 011 a D6 _ of oS Or 6. If !be c1wiot IUIIJ amok it will Uom.IIica1ly dwJe !be DeArealIaJiet ID its froat in itlI j)J1o\WIa 011 &II)' tublcqucot IW'II. The crew caDDOt fisht or do uytIliq die whiJe the chariot nIDI amok - they IIIIISI bold 011 tisbdy ID P-em beiDa tbrown aide. If unable to dIaqe a IUitabIe 1aJiet •• cbarioc which fUM amok. moves l'&IIdomIy (1)6: 1-2 ID d:Ie left, 3-4 aznisbt OIl, Soli 10 die riaht). 0Dce a clwiot ruB' IDIot it continuu to I!IOYC

rudomly ill this WioD duriD& ill tum. II. chariot rIIIIIIiDB amok oIf tbc IIbIe taIrt.:I DO f'unber part ill !be pme, but i, ..uned ID IIDp all the table without sullliniDB further danIIF- The dJariol., CI'eIIIIIJea IDII crew are tbelaore ready ID tak& pan in \be ~','nal pme.

10 OIIeci the c:ftlIIIftI pI!IiIw lhecharioc illbUdr. The c:teaIW'e is allowed its DOnII&l 4TINIfIT 1tIIiI'IfI dtmw. If tbia i. fIiIed die cftIIare ,1IItIios DIO MbuntI.t. If the cre.lure is d.ain die chIriotCOlllClID a balta its crew IINItdisanbct ID fisht oa bit. AIry turViviDa dnusbt CIUIma remain ~

.,: ID tile c:bariot UIId may DOt move iJr Ihe I'eI1IIinder of \be pme.

II ODe c:I tbc chariot's ctnI is IIrUCk - rudotnly cletcr!niDe .whieh cAdle occupanII il hit. The IIJFC IIbI his oonnaI _ ~ tIurJw. If Ihi& is failed. Ibe crewm&II roU, I D6 UIId IUtIiDa l' ~ lID the _«.4 or more., On the roll d 13 or leu d1cc:teWllllll is 1IIlIfi!ded. If!be elmer i, .I.&in ,aother CfC1I'mln may take over the reins ~, but tile chariOt will rw111Zm01t0ll the D6_ all 6 <see 9 above) •

2D6 a-Jt 12 The ehlriot pitdles vioIadIy 10 one side u the draft CRIIIUIeI

rear up 10 lIVOid bejna hit. The crew ~ almo. pitched 0W:IbaInI UIId ~ foroed 'tDclill8 oolorlheir liYea. 1beCI'eW

IDlY do DIIthiJIg in their foIlowiDa IUtII -they !Ill)' DOl fight ill clote combat, Jhooc miuile wrapooa. or i:aIt &II)' spell,.

13 The chariot', ale IIIl&pI 1tId' the chariot skids D6 ~bes dircc:tly Iorwardw-c:omina 10 .!Wt. II. .kiddlDS chariot callIeS D4 aulDmllic ~lI8tll 4 hits apiIIIt any unit iD its pith. lDdividUII c:remuea or clwactm ~ abo hit, but l1li)'

leap uidc: aad lIVOid d.uDIae OIl the D6 roll c:J a 4 or more. The cIiariot'. crew ~ 1IIIbanDed. UIId l1li)' diIInouIII in dJeir ilIIa!riDI tum ill ordeI-lD fisht 011 ilot. The dtIIIIfIt aeaIIIRI remain banIIiaed ID the chariOt &lid may DOt move lor the ranaiDder of the ~.

14 The ~lttachUIa Ibec1nnlPt aaIUreItotne chariot gMa WII)' IS the ~ buck IDd rear to avoid beiDa hun. If in dole oomIliIIlbe cramrea CXiDtiDue to fighlllllll wiD. p.anue 'llY routina enemy. If DOt IJI close combat, Ibe draught. ereatweI will alltimlllica1ly fIUI IU1IDIc IS ctesc:ribcd under 9 aboIIe.

The chariot ibdfilllO'lol uscIess IIIId its ~ IIlIIQ.disembuIc. to fiabt 011 foot.

15 The cJwiot is abruPtly overturned IIItd ilS cn:w pitched vilIendy fM:r the side. All c!nupt etaIlIftS aod cmv IUIIIin D6 R6IIndr unm Ibey ~ 1beirbuM: armDIIT SIn'iItg rItmw 011. D6. Survivilll crew are pIaocd withiD tbeir DOrlIIIImove dlltaooe 01 the chariot aDd may c:onIimic to fiabt 011 i00i. SurviviDa drauabt cn:aIIImi remain IIarueIIed ID Ibe dwiot IIJd may DOl !DIM mr !be mnaindet 01 the game.

16+ A matlive jolt tbrows !be crt:W ave~. The ~Ughl CralUlU aucolDlltically 11Ut aIItDIt II de.cribed fur 9 ~ e.dt ~ member .1IlIIIiDI D6 A6uIIdi UDIeu they make tbcir DmIOW' SCI"", dlfffW ¥litb ID IddhioDaI -I paIIIty (SIlbtDct I from !be D6 1COI'e). SurviviDg crew ~ pbced witbiD dIdr DOnIIIl· ~di--=ec:lcbedlariol .. deacribrd iIr 15 above.

....... USING UNUSUAL CREATURES TO PULL THE' CHARIaI' ...-..-These rules place no restrictions on the Champion's choice of draught creature. Player:s must therefore be prepared to use a Iiule common seasc when harnessing their chariots. Severe or unusual mutations. especially !.hose affecting movement , may make it impossible for creatures to serve in this fashion . There is cenainly nothing 10 prevent a player using Hwnans. Troll~. or other bipedal creatures p~uming they have surticient combined Sfr~flglh. Nor is there 4lly!.hing \0 prevent a player employing a Dragon or other large creature 10 pull his chariot.

Spawn or other severely mutated creatures make especialy interesting draught crearures. 11 is possible thai these creatures will each have different mutations, and Ihal they may have differing Movemtml distances as a result. In such a case the player should take the lowest Mt:Nem~nt as Ihe base value (flJrther deduction may be made depending on the number of c rcilru res used) . You will have to use crlmmon sense to determine which of a Spawn's attacks or other allributes can be used while it is harnessed to Ihe chariot·

Page 73: WD114 Pitfall SH

ATTACK! A GAME FOR CITADEL COMBAT CARDS

By Jervis Johnson

Citadel Combat Cards are available in six different packs: Dwarfs, Goblinoids. Warriors, Chaos, Monsters and Spacewar. Each pack contl1ns 35 cards showing beautifully painted Cit2del Miniatures. Combat Cards can be used as a colour gulde to painting your models, and for a variety of simple battle games. Attack! is a tactical board game in which you must outfight your opponent

in order to klll his General and conquer bJs army.

COMPONENTS Attacklll is a simple board game for cwo players. To play the game you will need;

A pack 0/ Cladd Comb:Jt Quds

A chess board

32 plastic bases, sucb as tbose used In 13l1sma.a. (If you don't have enough bases, lumps o/plasticine work almost as well)

AD6

A D12 (if the optional rules are used)

SETTING UP • Place the chess board between the two players. Thke the

pack of Combat Cards and deal 16 to each player. Eacb player should uke the cards and stand them in the plastic bases llk.e thls:

15 Troopers 1 General

Any card can be chosen as the General, bur take care - the first player to lose hls General ilio loses the game. For a faster game, use 8 Troopers and I General.

The cards are then set up 00 the chess board, 1 card per square. Each player may set up his cards in any of the squares on his half of the board, with the back of the card fac:ing towards his opponent. Within these restrictions the playen have a free choice as to where they set up their cards.

As the cards are set up with their backs facing the opponent, neither player will know which card the opposing player bas in a square (thougb they will know where the opposing player's Generalis because of the way he's placed in his stand).

L-______________________ ~®

won

Page 74: WD114 Pitfall SH

ATTACK!

PLAYING THE GAME Boch players should roll a dice - che player with the highest score goes first.

Each player takes It in. turn to make one move and one attack.

A move coosists of a player moving one of his cards up to 2 squares. A cards may move in any directiOD (including clli1gona1\y) or combination of directions. A cards may not move intO a square occupied by another card, or off che board. Players do not have to move If they do not want to, and may move a card by only 1 square if they wish .

The General may never be moved.

After a move, a player may make an attack with one of his cards on one enemy card. Any card can be chosen to make an attack., Including che one that has Just moved. The player does not have to attack If he does not want to.

An attack can only be made on an enemy card that Is in an adjacent square. Cards may not attack diagona.l.ly.

A. card may attack adjacent sqrmres.

Once the attack Is declared, the cards involved are turned so that botb playen can see them. The two C2rds must then fight a DueItt> the Death. The only time a player is allowed to look at enemy cards is during a Duel to tbe Death - chel:r identity Is kept secret at all ocher times.

The Duel to the Death 1. The card with the highest Speed strikes firTlt. In the

case of a draw, each player rolls a 06 - the player wich the higher score strikes first.

2. Compare che Weapon Skills of the twO cards.

D6 roU needed to score a bit 3-6 4-6 5-6

3. U the strike hits, compare the Strength of the card that made the hit to the opponent's Toughness. If tbe Strength score is bigher, tbe opponent is killed and the duel Is over. If it is equal to or less than the Toughness score, the striker must roll 4 or more on the D6 to kill the opponent.

4. An opponent wbo survives gets a chance to make a strike, as in step 2 above. Keep on fighting rounds of combat until one card is killed.

The card that I.s killed is removed from play.

The winning card is turned around so chat its identity is once again hidden.

At the controlling player's option, the winning card may be advanced into che square that was occupied by the defeated card.

It Is now the other player's turn [0 move and attack.

Winning The Game The first player to kill the other player's General wins the game.

MULTI-PLAYER GAME This I.s a variant that allows three or four players to take part In che same game. The board will have to be drawn up by one of the players, before the game starts, following che dia.gra.m laid out below. You may have to draw a chess board pattern large enough to allow each square to bold a Combat Card face down.

Board layout for multf-player game.

won

You will also need four sets of counters, one for each player. Each set sbould be a different colour and contain 16 counters, one of which should be marked with the letter 'G '.

Finally, you will need two SetS of Citadel Combat Cards, which shouldbe shuffled together at the start of the game. Alternatively, use one pack of cards per player, and allow each player to dnw 16 cards from their own pack.

When setting up, each player may set up their cards anywbere in their own Home 1erritOry. Each card is placed face-down in a square with one of the player's counters on top so that everyone will know who owns which card during the game. The counter marked with the letter 'G' denotes a player's General. In a three player game, Player 4 '8 Home 1erritory is out of bounds and may not be entered by any card . As usual, each player should roll a dice to see who goes £int, with play then proc~ clockwise round the board.

When a player's Generalis killed, all his cards are removed from play and he"is out of the game. The winner is the last player left in the game.

H you are using the rules for 1bTain, set up the 1errain markers In 'No-Mans Land '. All other game rules are left unchanged.

Page 75: WD114 Pitfall SH

OPTIONAL RULES

Special Abilities Some Combat Cards have strange symbols printed on the bottom of the card. Each symbol represents a spectaJ abflity possessed by the card, which have the following effects on play:

~iI This card. may make a ranged attack a.g:linst

Area Effect Weapon

r~ cards up to 3 squares aw:;!y from the attacker (including diagonals). The auack Is made against 2 cards in adjacent squares. Roll a 06 for each target; on a roll of 6 the target card Is killed. The General may never be attacked in this way.

Berserker If this card wins a combat It must advance loto the loser's square, and may then Immediately

_ attack a second time if there is another enemy card adjacent to It . If it wins the second comba.c. it mwt advance agaJn, but may not attack a third time..

Fearsome Monster When a Fearsome Monster is i.cvolved in a Duel to the Death, the opponent must make a Bravery Roll at the start of the combat. Roll a 012. If the score is equal to or less than the card's Bravery value it passes the lest and may fight the duel as normal. If the score Is greater than the card's Bravery it will cower. When a card cowers, the Fearsome Monster always gets to strike fu-st, and Its Weapon Skill Is doubled for the first strike only,

It.lder When a Leader makes a move, it may order another card that started the turn in an adjacent square to make a move as weU. Both cards are moved in the same tum.

$ Wizard or Psyker Instead of making an attack, a Wlurd or Psyker can probe another card 00 any square on the board. The chosen card is rumed round for 5 secoods so that Irs identity Is revealed.

Magic Armour A suit of M2gic Armour makes the card immune to the effects of any enemy card's special abilities. For example, tbe card will never be kIlled by a Ranged Weapon and cannot be probed by an opposing Psyker or Wizard.

Magic Weapon A Magic Weapon ajw:;!ys ldl1s an opponent if a bit is scored, no matter what the target's lbugbness may be. The only thing that will save the target is a suIt of Magic Armour.

e MnsiclanlStaod3rd Beaf'e1' A A card thai is adjacent to this card may add + 3

to Its Bravery if it has to make a Bravery Roll when fighting a Fearsome Monster.

ATTACK!

Medic Instead of m.akiog an artld::, this C2rd 1n:OI)" trT to cure a card that bas been 'killed'_ RoO;l 06: 00 a roll of 6, the player may ch~ on~ 0 ,

the cards that has been remow-ed from the b<nrd and return It to pbly fully healed i.e :lD onpcy square adjacent to the Medic.

Ranged Weapon Instead of making a normal attack, thls o.rd may make a ranged attack against anyone enemy card that is up to 3 squares aw:ar (including dJ2gonals). Roll a 06 . The ~t"t Is Jdlled on a roll of 6, The General. JIUy never be attacked in this way,

Uswg SpecW Abilities Only one special ability may be used per rum. You must reveal the card to the opposing player, but you only needs to show the pan of the card with the special ability symbol on It (this is easUy achIeved by covering the rest of the card with your hand).

1\vo Pack Game Use two packs of Combat Cards, Each player deals out 16 cards from their own pack. Note that this may lead to a rather unbalanced game, as some packs are 'better' than others. The players must agree on all the packs to be used in this game.

Terrain lb use this rule, one of the players will have to make up a set of 6 Water Terrain markers and 6 WbotU Terrain markers before tbe game begins. Eacb marker should be latge enough to fill one square on the board. Shuffle all the terrain markers together and set them up before the players set-up their cards, One marker should be placed face-up, in each shaded square 00 tbe diagram below:

1"erra(n Layout

Water woom! ~ I Terrain markers have the following effects on play:

Waterl No card may ever enter a square containing a Water marker.

Woods: A card must stop movieg as soon as It enters a square cootaining a Woods macker, even if it has only moved ooe square. Cards that are in Woods may never be attacked with Ranged or Area Effect Weapons.

WD73

Page 76: WD114 Pitfall SH

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COMMISSARS

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401313

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RIGHT ARM SWORD 023704

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033610

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Page 80: WD114 Pitfall SH

MISSILE SUPPORT TERMINATOR 410706

TERMINATOR MARINES

DESIGNED BY JES GOODWIN

TRAITOR TERMINATOR 410705

EXAMPLES OF Co'MPLETE MODelS

GENE­STEALERS

460204 HYBRID

W078

4150202 PRIME

DESIGNED BY JES GOODWIN 460206

HYBRID

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BLOOD BOWL TREEMAN

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Page 82: WD114 Pitfall SH

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ELDAR SCOUTS

DESIGNED BY JES GOODWIN

430701

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BLOOD BOWL TROLL

200801

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COMPLETE MODEL CONSISTS OF 1 PALANQUIN AND 1 RIDER

Page 83: WD114 Pitfall SH

ROL[~ \ GAMES_ ~

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Page 84: WD114 Pitfall SH