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Editorial
I see you shiver with anticipation! Welcome to the eighth issue of Firebase magazine, my fellow faithful acionados of the Warhammer 40,000 universe. I have to admit to feeling a little as though we outdid ourselves last issue, regardless we are certain you will enjoy the fruits of everyones labors this issue. Im always impressed with the amount of dedication that my staff and contributors bring to our magazine, and I hope you take the time to appreciate their generous endeavors - without their tireless efforts this publication would cease to be. Inside you will nd the reviews, tutorials, and quality of battle reports youve come to love; this issue we have an especially good battle report featuring some amazing Adeptus Mechanicus and a great little Space Hulk tutorial I couldnt bear to not share with the rest of you. I hope everyone has a safe and pleasurable Halloween, personally my favorite holiday. Im lucky enough to be dressed as an awfully average looking vampire, anked by a striking vampiress companion this year. Dont forget: its just a jump to the left -Gabriel Gabe Schrock, Editor
FIREBASE STAFF
Editor . . . . . . . . . . . . . . . . .Gabriel Schrock Gaming Sub-Editor . . . . Michael Glaeser Modelling Sub-Editor. . . . . . Stephen Gair Advisor. . . . . . . . . . . . . . . . . . .Adam Smith Design & Layout . . . . . . . . . . Jon Mattison Proofreaders . . . . . . . . . . . Greg Alexander Huw Davies James Maliska Matthew Phelps
STAFF
Cover Art . . . . . . . . . . . . . . . . . . . Tim Divar Art . . . . . . . . . . . . . . . . . . . . Travis Andrews Josef Eugenio Nacho Fernandez Jason Heuser Tim Solosy Pavel Zolotoko Comics. . . . . . . . . . . . . . Nacho Fernandez Rob Leigh Brian Solomon Paul Wantland Writers . . . . . . . . . . . . . . . . Greg Alexander Huw Davies Michael Glaeser Timo Lorenz David McGuire And to our Matthew Phelps contributors a Gabriel Schrock massive thank Adam Smith you! Geoffrey Snider Brian Solomon 2
FIREBASE is published every three months in association with Warseer.com. All text and layout remains the copyright of FIREBASE. FIREBASE is a fully independent publication and its views are not the views of any company mentioned herein. All characters and artwork shown in this magazine remain the and trademark of their respective owners. No part of this magazine may be reproduced without the express permission of the Editor or Deputy Editor. FIREBASE can accept no responsibility for inaccuracies or complaints arising from editorial or advertising within this magazine. All letters and emails received will be considered for publication, but we cannot always provide personal replies. This fanzine is completely unofficial and in no way endorsed by Games Workshop Limited. FIREBASE is a nonprofit making fanzine with the aim of promoting Games Workshop games, products and hobby. Firebase Issue #8 October 2008
Table of Contents
IN THIS ISSUE
Staff Work-in-Progress . . . . . . . . . . . . . . . . . 4 News from the Library . . . . . . . . . . . . . . . . 11 Product Review: KR Multicase . . . . . . . . . . 14 Imperial Register . . . . . . . . . . . . . . . . . . . . 16 Astartes Archive: Aurora Chapter . . . . . . . 18 Apocalypse Datasheets . . . . . . . . . . . . . . . 25 Strategy: Tyranids in 5th Edition . . . . . . . . 28 Ammobunker Report on GD UK . . . . . . . . 33 Interview: Brian Aderson, GD Organizer . 58 Playing 40K Second Edition. . . . . . . . . . . . 61 Battle Report: IG & Eldar vs. Chaos . . . . . 65 Tutorial: Modular 5th Ed. Game Table . . . 92 Tutorial: Pre-Heresy Terminator Shoulder Pads . . 95 Tutorial: Old School Plague Marines . . . 100 Dark Heresy: Alternate Premises. . . . . . . 105 Comics. . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Fiction: The Four Horsemen: Space Hulk . . 114 Fiction: The Pandora Strain . . . . . . . . . . . 118 Specilist Games . . . . . . . . . . . . . . . . . . . . 133 Epic: The Painting of a Ship. . . . . . . . . . . 134 AI: Flying the Chaos Way . . . . . . . . . . . . . 136 Epic: Collecting Guard, Part 3 . . . . . . . . . 137 Tutorial: Travel Space Hulk. . . . . . . . . . . . 145 Teaser for Issue 9 . . . . . . . . . . . . . . . . . . . 147
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Staff Work-in-Progress
MATTHEW PHELPS I must apologise for the lack of Part Two of the Ruins Tutorial in this issue of Firebase - due to The Ammobunker taking part at Games Day UK this year all of my time went into that particular venture (see the article in this issue for more). I will, however, be getting back to work on that to get it nished off in time to appear in the next issue of Firebase. Post Games Day Ive been able to get back to some actual modelling; I nished off my second Dreadnought/Deler:
Staff Work-in-Progress
Matthew Phelps: I also started a heavily modied Leman Russ - in these pictures you can see some of the work done so far, including the new position of the turret ring, side skirts, forward crew hatches and engine.
Staff Work-in-Progress
Matthew Phelps: And, nally, Ive gone back to working on my Militia. Heres the rst infantry gure Ive put together in far too many months; this guy has a scanner which will be used to help squads target the enemy, hopefully it will mean a Lascannon squad taking down a Carnifex a lot easier
Staff Work-in-Progress
DAVID MCGUIRE This is a pretty big piece which dominates any 4 x 6 board it is on; it contains 4 separate bunkers, all with ring slits, and 4 roof positions with cover all round. Its taken a few hits from enemy re here and there, but is still intact and in use, although it appears that some AoBR Orks have snuck onto the roof! As a piece of line-of-sight blocking terrain it more than sufces, but it can also play a part in many different missions. The roof sections are removable so you can place models on the ring positions inside. I made this out of dense styrofoam, using 10mm thick boards; I drew templates rst for
each wall or oor section, cut them out and stuck them all together with hot glue. The detailing is from GWs Cities of Death range, as well as some posters I downloaded from Warseer, bits of plastic plumbing and other sci bits and pieces I had lying around; the bronze doors are actually clips to attach shelves to a wall. I painted the whole thing dark grey with some budget acrylics and Firebase Issue #8 October 2008
then progressively drybrushed lighter shades. I drybrushed Burnt Umber for the dirt and grime, black for the scorch marks and used a few watered down ink washes and some of the new Citadel washes here and there for staining the concrete and adding more dirt and rust. After spraying with matt varnish I added some scenic water to the pipes (for leaks) and to the lamps (to make them shine a bit!).
Staff Work-in-Progress
pieces. To block line-of-sight more completely, I boarded up all the windows on the lower level with panels from the Platformer range. Below right, blocking line-of-sight is something I have tried to do in many of my terrain boards, hence the large rubble pile, the large, leaning wall on the right and the intact ground oor of the building. Five bases of terrain ready for painting. Each of them uses the GW Cities of Death sprues and Hirst Arts Gothic pieces, as well as assorted junk from my bitz box, some cat litter, Polylla, sand and glue. All bar one are 12 square. Below left, the stairway is made of Hirst Arts Above right, more Hirst Arts pieces went into making the wall in the one on the left. The block of foam on the right hand one will be the foundation for a fairly tall rubble pile. Those damn Orks get everywhere!
Staff Work-in-Progress
GREG ALEXANDER Some of you, if you were at the UK Gamesday, might have noticed this particular squad if you happened to wander past one of the tables put on by The Ammobunker. They were part of the WIP table and to be quite frank had Matt, one of my fellow Ammobunkerians, not insisted that I have a squad on show (having seen the test-mini I had posted in our Project Log forum) then I wouldnt be part of this particular article. Anyway, Ive always been tempted to try and do a Marine in predominantly orange colours, just to see how hed turn out. Fortunately Ive still not managed to do that; common sense prevails some might say I did, however, try it out on the shoulder pads of a spare model that I had kicking around just to see if I could get it looking OK. I did. I then looked at Firebase Issue #8 October 2008
the Dreadnought Id painted in Deathwing colours Before long, I was happily attacking the model with Foundation paints, reasoning that I may as well give them a chance to impress me. Which, Im happy to say, they duly did. With them came the new washes; again, I was impressed. Microset and Microsol made an appearance with regards to the transfers. The name Fire Wolves was a happy accident - originally they would have been the Fire Gryphons, but I couldnt nd any Gryphon transfers online, or in my room, so that idea went out the window as I cant freehand to save my life. While hunting around my room, though, I came across a Space Wolves transfer sheetperfect.
Staff Work-in-Progress
MICHAEL GLAESER It seems like my list of things to paint just keeps getting longer. When Im not doing commission work, building a new Daemon army, dipping Tyranids or working on future Golden Demon entries, Im working on my Vostroyans. I recently added some armour to my force which includes a Malcador, Baneblade and Macharius; Im particularly excited about the latter as it is such a cool kit! The guys at Forgeworld have really outdone themselves on this one, it truly captures the spirit of the Guard. However, it needs a bit of work to become a true vehicle of the Vostroyan Firstborn. As with all my other tanks, I replaced the main gun with plastic empire cannon barrels as these pieces look handcrafted, much like other Vostroyan weaponry. If you look hard enough, I also replaced the hull heavy stubber with part of a Dwarf organ gun to continue the cannon theme. Other additions include eagles on the side panels and a searchlight, both courtesy of the plastic Cities of Death buildings. To nish it off, I plan on converting Forgeworlds General Grizmund model into a Vostroyan tank commander. Emperor have mercy on my future opponents!
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THE BLOOD ANGELS OMNIBUS - JAMES SWALLOW The Omnibus contains the related novels Deus Encarmine and Deus Sanguinius that are connected through a short story about a shady inquisitor, which is part of both novels. Its a fairly good compilation and one of the few 40k books with a white binding. Only James Swallows books and the Ultramarines novels have achieved this so far. The story tells of the relationship between two brothers, Rafen and Arkio, who are forced to turn against each other in the course of the plot. Its a saga about heroism, corruption and deceit on the highest level. The Blood Angels are pursuing the Word Bearers after their attack, but what lies ahead is only the setting of a new threat.
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FOAMING MAD
by Adam Smith In his quest for a ne quality carry case, Adam Smith discovers that your first choice isnt always the best choice... It all began one fateful night. Actually, thats not entirely true, it began a week before; when my lovely new girlfriend had arranged to stay for the weekend, and that presented a problem. Having been rather extravagant earlier in the year, I now had 5,000pts of Tau miniatures dominating my
living space. I needed a carry case to hide it all in a monstrous carry case. And I needed it fast! My rst choice was Figures in Comfort, having used their medium sized carry cases many times before. But they were on holiday, and I needed a carry case now. So; I went looking for alternatives and found KR Multicase. With over 100 troops, numerous battle suits, tanks, light vehicles and even objective markers, I had no idea which foam trays I would need to accommodate it all, let alone which of the enormous carry cases to choose from and time was of the essence. So I sent them an email and quickly received a full list of the trays I needed, available in a choice of two carry cases which would meet my needs. Attached was also a photograph of a carry case with trays cut to accommodate the Tau army of one of their staff members. Once the case arrived, I began pulling apart the section of foam to match the photo, while making a few personal improvements along the way. Within an hour (remember, I have 5,000pts of Tau!) all my tanks, troops and battle suits were sitting snugly. While admiring my handiwork, I was surprised just how good the materials were. The images on the KR Multicase website had left me feeling rather dubious about my expensive purchase, but what had arrived in the post was a weatherproof, nylon 600 denier fabric carry case lled with high grade cardboard boxes, each housing tightly packed foam trays now Admiring my handiwork... comfortably cradling my miniatures. Perhaps KR Multicase should invest in a better camera to make their products more appealing? Only one thing now concerned me, and that was the thinness of each trays foam base. But once everything was packed inside, it was clear to see how the unusual stacking effect worked. Basically, the layers of foam within the tightly packed hard case snugly press against each another, securing both the trays and the models in place, preventing the slight slipping and warping that tends to occur with fabric carry cases especially when the case is turned upon its side while carried or stored. So the question youre probably asking right now is, Which is the best carry case? Well, to be completely honest, none of them are. It all comes down to what you need.
Figures in Comfort have the biggest range of foam trays to choose from that t anything from land raiders to tiny Wings of War bi planes while KR Multicase trays require a little planning on your part, but provide a very snug and safe t for your miniatures, being easy to cut and customise, which makes them much more versatile. Finally, there is the choice between a hard case and a soft fabric case. Both have their own merits, one is sturdy, one is exible and both protect your miniatures in slightly different ways. So while I used to always buy my carry cases from either Charon Productions or Figures in Comfort, KR Multicase has much to offer. The moral of the story is to check all the shops and have a good look around before you make your next impulse buy. That way youll make sure that you nd the right case for what you need, regardless of who makes it.
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Imperial Register
OBJECTIVE UPGRADES: Cost: +10 points per objective Effect: The effect of the upgrade depends on the army and can be found below. Range: Any unit with a model within 6 inches of the objective gains the effect. Note: A player can choose to upgrade each objective he places at the start of the game. The upgrade must coincide with the appropriate army i.e.: a Tyranid army must utilize the Tyranid objective rule. Any ensuing advantages are only gained by the army that placed the objective and effects are not cumulative. FORCES OF THE IMPERIUM All of the Emperors ghting forces see the objective as a holy relic and will ght to the death to defend it.
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Imperial Register
All units within range benet from the Fearless special rule. ELDAR A link to the webway provides the Eldar with powerful knowledge of their enemies. All units within range benet from the Preferred Enemy special rule. ORKS Objectives do not mean much to the Orks. All they know is that there is usually a good scrap nearby. All units within range benet from the Counter Attack special rule. DARK ELDAR Objectives set by the Dark Eldar are usually cunning traps which lure unsuspecting forces into deadly ambushes. All units within range benet from the Hit & Run special rule. CHAOS The Dark Gods only smile upon the bloodthirsty and victorious. Claiming an objective in their name strengths the bloodlust of the warriors. All units within range benet from the Furious Charge special rule. DAEMONS Daemonic objectives usually act as conduits to the warp. The favor of the Dark Gods is much stronger in these areas. All units within range benet from the Feel No Pain special rule. Email your article to rebase-magazine@hotmail.com Do NOT embed photos in your document. Put only the photo name in your article with caption where it should appear. Do not resize your photos, thats our job. Just bundle them up in a ZIP archive and send them along: AuthorName.doc, AuthorName.zip NECRONS Objectives sought by the Necrons pulse with ancient power not understood by the venerable Techpriests of Mars. All units within range benet from a second Well Be Back roll should they have failed the rst. TAU In the name of the Ethereal, Tau warriors defend their objectives to further the Greater Good. All units within range benet from the Stubborn special rule. TYRANID Tyranid objectives are usually living organisms psychically linked to the Hive Mind. All units within range benet from the Synapse special rule.
OI! MONKEY!
FIREASE does not have a staff made entirely of selectively bred, genetically enhanced Gorilla Warriors. We accept submissions from the average monkey like you. For the monkeys, by the monkeys. So grab a gun, shoot alien scum and help to defend the FIREBASE!
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Led by their Master Velatian and the Librarian Sulaco, the Aurora detachment aided the Macharian Crusade in its battles to reclaim the worlds of the galactic southwest, participating in the Scouring of Adrantis V and the infamous Siege of Duma. The Marines returned to Firestorm victorious, re-uniting with the homeworld their predecessors had left behind six thousand years before. The entire Chapter was deployed to Theris III during the turbulent wars of the Macharian Heresy, upholding the peace so hard-won by their brothers.
to full alert, assembling his defensive forces Greenskins were on their way. With scant time remaining before the Orks would make planetfall, Cainen began to organize. In an effort legendary by even Ultramarines standards, Firestorms edgling industry was shifted to a war footing almost overnight. News of the impending attack spread quickly; faced with the prospect of certain death, the population of Firestorm woked tirelessly to master the art of warfare. Government buildings were turned into fortresses; assembly lines, previously used to produce mining and farming, now forged the tools of war. The Warboss Zagrokk and the sizable greenskin forces under his command had been displaced from their holdings by the ferocious battles of the Heresy, and had set its sights on Firestorm
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as a resupply station and source of slave labor. The Great Crusade had seen a change in human civilization, turning once-ripe targets of Ork invasion into well-defended enclaves able to turn aside all but the largest WAAAGH. The prospect of once again pillaging an undefended human world had set the Orks into a frenzy, and the greenskins had set the whole of their warmaking apparatus towards the quick conquest of the planet. The rst volley of orbital defense lasers took the Orks by surprise, reducing a full third of their Kroozers to smoldering hulks. It was not long, however, before the sentries were met with suicide Firebase Issue #8 October 2008
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VENERABLE
Fiction by Brian Solomon & Michael Hoep Soft chants of ceremony filtered into the darkened antechamber. Inside, Brother-Librarian Sulaco exed and rotated the mechanica that had long since replaced his body. It was three days hence that the Master of the Chapter had fallen; in the chamber beyond, the Chapter Council was performing their grim duty to select his successor. Roused from several decades of slumber, Sulaco awaited his role in the ceremony with a patience alien to mortal esh. Years of internment in this living tomb had robbed him of much of his psychic might, but he could still see the minds of men clearly as ever. His thoughts drifted into the past - Sulaco had given over a thousand years to the Chapter, years that served as ample ground on which his mind could wander. So much of the Chapters history lay within him now; he recalled the grueling losses of the Johnus Campaign, and the miraculous victory in the canyons of Vernus VII. He relived the glorious return of the Imperium to Theris III, and the incalculable devastation of the Macharian Heresy. The memories of so many battles played across his vision, given form by cogitators attached to his aged brain. To him, the past unfolded with the unerring accuracy of a textbook, unfettered by the diminishing recall of mortal esh. He knew, however, that there were gaps. His sarcophagus had carried his broken body onto
Several characters and concepts for this article have been borrowed from the Macharian Crusade Campaign Book, created by our friends over at the Bell of Lost Souls. Thanks to bigred, mkerr and all the rest for their dedication to the hobby, and the use of their materials! To see more on the Macharian Crusade, Warhammer 30K and many other works by the BoLS, visit their website at http://belloostsouls.blogspot.com Firebase Issue #8 October 2008
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POINTS: 50 + MODELS
VI, consumption began during the primary incursion to quickly invigorate the hive eet and exploit advantageous genetic collection. Like a nightmare locust plague, a mass of rippers herded by a Malanthrope ravaged vast biomass tracts. The sheer number of rippers overwhelmed all defenses while the deadly Malanthrope eliminated die-hard survivors.
Malanthrope
Ripper Swarm
Ripper Swarm
Ripper Swarm
Ripper Swarm
Ripper Swarm
FORMATION:
1+ Malanthrope 5+ Ripper Swarms
SPECIAL RULES:
Deployment: All units must deploy within 12 of a Malanthrope. Debris cloud: The swarm creates a cloud of debris inhibiting LOS. Unlike a normal swarm, a gorging swarm offers an intervening cover save for all models. Sheer numbers: An uncountable mass of rippers surges forward. If one ripper does not get you, another one will. All rippers get to re-roll to hit rolls. In turn, killing scores of rippers does not affect the voracity of the swarm. All rippers have the special Feel-no-Pain rule. Mindless hunger: The rippers sole objective is to gorge themselves. The rippers can neither perform sweeping advances nor consolidate.
Datasheet for use in Apocalypse games. Derived from IP owned by Games Workshop
by Stefan Sheckells
Trygon
Tyranicus Subterra Extremis
Trygon
Tyranicus Subterra Extremis
Trygon
Tyranicus Subterra Extremis
Trygon
Tyranicus Subterra Extremis
Trygon
Tyranicus Subterra Extremis
FORMATION:
3 - 5 Trygons
SPECIAL RULES:
Deployment: All models within the formation must enter play from the strategic reserve. The formation deploys starting with the rst Trygon using Deep Strike. The subsequent Trygons are placed within 12 inches of the rst Trygon as they home in on the rst Trygon. Earthquake: The eruption of multiple Trygons creates an earthquake. All enemy infantry forces within 6 of any Trygon must immediately take an unmodied leadership test including units normally immune to leadership tests or automatically passing them. If the unit fails the test they are considered to have gone to ground (p24) that turn and get all respective benets and deciencies. The test represents units being thrown about from earthquake.
Datasheet for use in Apocalypse games. Derived from IP owned by Games Workshop
by Stefan Sheckells
INTRUDER TITAN
The Intruder is the largest of the Tau Titans, and it is still dwarfed by the Scout Titans of the Imperium. Not all Tau Titans are agile and graceful constructs, but the Intruders compact size allows it to move with a swiftness and smoothness quite simply impossible for the war machines of other races. The Intruder mounts a number of powerful jump jets, turning its movement into a series of drifting leaps, or even oating sweeps over the battleeld. Despite this almost Eldarish gait, the Intruder Titan is an extremely well-armed, powerful adversary. Its standard armament comprises of heavy railguns,
POINTS: 640
capable of crippling an enemy Titan at long range. It could also mount a twin linked heavy burst cannon, instead of one of the sets of railguns for close defense. An Intruders pace, agility and ability to leap difcult terrain allows it to harry the enemy lines in quick scouting raids before disappearing with the same terrifying speed. Intruder Titan crews are small, their prodigious skills enhanced by training as Crisis suits before crewing an Intruder. In many cases, an original Crisis Team pilots an Intruder Titan. They then hunt for heavy armor on the battleeld, connected by years of teamwork.
UNIT: 1 Intruder Titan TYPE: Super Heavy Walker STRUCTURE POINTS: 3 WEAPONS AND EQUIPMENT:
2 Heavy Railguns or
WS BS
3 4
SPECIAL RULES:
Agile: In the Shooting phase may divert energy from its Primary Weapons to its legs, so it can choose to either: - Fire all available weapons as normal, OR - Fire a single Primary Weapon and move an extra D6 (as per the Fleet of Foot rule), OR
WEAPON
H. Railgun (solid shot) H. Railgun (submunition) TL Heavy Burst Cannon
RANGE
108 108 36
STR AP
10 10 6 1 1 4
SPECIAL
Ordanance 1, Titan Killer Ordanance 1, Large Blast Heavy 6, Twin-linked
- Fire no weapons and move an extra 2D6 (as per the Fleet of Foot rule) Jump Jets: Instead of moving normally, the Intruder may use its jump jets to move up to 36 in the movement phase, ignoring all terrain and models. May not land on frendly units or in difcult, dangerous or impassable terrain, but may land on enemy units, resolving as a Tank-shock. If it uses its jump jets the Intruder may not re its Primary Weapons nor use the Agile rule that turn, but it may assault as normal. by Jutami and Shortsonre79
Datasheet for use in Apocalypse games. Derived from IP owned by Games Workshop
TYRANIDS IN 5TH EDITION, OR HOW I LEARNED TO LOVE THE NEW TERRAIN RULES
by Geoffrey Snider The thought of playing against Tyranids always makes me cringe. Im not sure if it has to do with some of the more disgustingly powerful strategy cards they had in 2nd Edition, or if it has to do with swarms of Rending Hormagaunts in 3rd Edition, or even if it has to do with players that dont remember which biomorphs their units have because they dont model them correctly. When you build an army you cant say Im going to include a ve-man Devastator squad with four Heavy Bolters because I expect to play against Tyranids. It just doesnt work like that anymore, because you dont know what variant of the Tyranid army youre going to be facing. Whichever way you slice it, their unpredictability is what causes my anxiety, and is subsequently their greatest strength. This unpredictability is precisely why I chose Tyranids to be my rst 5th Edition army. It is this authors opinion that at its core, Warhammer 40,000 revolves around its ranged combat mechanics. Sure there are many ways to massacre someone in close combat. Sure there are ways to Tank Shock entire armies off the table. But I say that shooting is the mainstay of 40K because armies begin the game deployed at a reasonable distance from each other. The best way to win the game lies in modern military doctrine: defeat the enemy by eliminating them completely, before they can have any effect on your forces. In other words, whoever has the longest range guns will win. Failing this, ranged combat devolves into a mathematical algorithm that depends (in this game) on who gets the rst, and largest volley of shooting. Heres a simplied explanation of how it works: Team A has 1000 soldiers and Team B has 900 soldiers. Each time they unleash a volley of re, only 10% of their soldiers score a kill shot on the enemy. The teams take turns ring. Team A res rst, scoring 100 kills (10% of 1000), reducing Team B to 800 soldiers. Team B res second, scoring 80 kills (10% of 800), reducing Team A to 920 soldiers. Team A res, scoring 92 kills, reducing Team B to 708 soldiers. Team B res, scoring 70 kills, reducing Team A to 850 soldiers. and eventually Team A delivers the killing blow in the nal round of shooting. Team B res, scoring 5 kills, reducing Team A to 532 soldiers. Team A res, scoring 53 kills, reducing Team B to 0 soldiers. What Ive been talking about is the simplied form of what engagement theory calls the Lanchester Equation:
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much of an advantage as it used to be. And what happens when you decrease the effectiveness of one method for removing your opponents forces from the table? The other methods (like close combat) become much more viable. This shift in power is a huge step in minimizing the weaknesses of a Tyranid army. Speaking of Tyranid weaknesses, what exactly are they? Anything that can claim an objective has an armor save of no better than 4+. This leaves them vulnerable to all different types of small arms re in fact all weapons in the game (especially template weapons) have a great potential for wiping out units of Gaunts, Hormagaunts and Genestealers quite easily. Next is their relatively low Ballistic Skill, which makes it difcult for them to hit anything with their ranged weaponry. Even
if they do manage to hit their targets, bug guns have a much less lethal AP rating than almost any other army. Finally, they possess little to no invulnerable saves, making their larger, armored units vulnerable to weapons that ignore their armor saves. You may be asking yourself If they have so many drawbacks, why should we even consider playing them? Their strengths far outweigh their weaknesses. What the Tyranids lack in shooting quality they make up in quantity. Now dont expect a unit of Gaunts with Spinests to do any more damage than an angry Grot Im talking about Warriors, Tyrants and Carnifexes armed with twin-linked Deathspitters and Devourers, or Barbed Strangers and Venom Cannons. They also compensate for their
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lack of BS with some special shooting features like Living Ammunition and Pinning. Invulnerable saves are a mixed bag theyre usually reliable enough as a backup defense, but when cover saves are a viable option like they are in 5th Edition, why pay the points for them anyways? You might need them in close combat, but Tyranids have such solid hand-tohand capabilities (lots of attacks, Monstrous Creatures, high Initiative and Weapon Skill, as well as immunity to Instant Death) that they rarely need to worry about Power Weapons or Powersts. Finally the greatest all-prevailing
strength of a Tyranid force in 5th Edition is their ability to almost always have a Cover Save. Cover saves are now an all-important fact of life for Tyranids. Now that 40K uses the True Line-of-Sight rules and shooting at any given target is almost always possible if its in range, its necessary for them to have as much protection as possible especially for those scoring units with weak armor. Tyranids can now take advantage of a Tiered System of cover saves. Its a bit difcult to grasp at rst because it relies on a players ability to think three-dimensionally, but once you get the hang 30
by Rictus and crew 17:13 SUNDAY, SEPTEMBER 14TH After throwing the high-visibility jacket into the box, I walked out through door A5 of the NEC and into the sunshine. The sounds of the stands and stage being dismantled, people calling and van engines turning over can be heard coming from the hall behind me. The oncepacked rooms are almost empty now, with just the last stage of cleanup under way. Games Day 08 is well and truly over for me now, and as I get back into my car and set off for home the above thought passes through my head. This is followed by several other thoughts, including a pledge not to even look at a model for a week (failed1) and one involving sleeping for at least a day (also failed2).
1 2
modelling and painting at its heart. In reality, its greatest asset is the community that lives on its boards - we always aimed to create a place where people could hang out and share their hobby amongst others; as long as you can take a joke anyone is welcome. It is for this community spirit that in May of this year we
See Firebase 7
Unfortunately being a bit tired is not enough to take a day off work. Bastards.
To explain why I was leaving the NEC a good hour after the event ofcially nished, I have to take you back a number of months. I am part of the Admin staff on The Ammobunker; an online forum that has Firebase Issue #8 October 2008 The 113,330 point Apocalypse Battle at the Open Bash. (see Firebase 7) 33
would turn out to be an objective and not an actual gaming piece. For the second table I liked the idea of the Zombie skirmish game making its reappearance, after its successful outing at the Open Bash. Information from Games Workshop dropped through my letter box, and after a followup phone call we knew where we stood. The ideas we had for the games were OK, in theory, and while we needed to put them down on paper for the nod from GW we could go ahead and start
working on them. After seeing the timetable included in the information we appeared to be about two months behinda brief moment of panic followed before natural British stoicism regained control5.
5
Stiff upper lip and all that. We didnt get to rule three quarters6 of the globe by being emotional you know. The other quarter wasnt worth bothering about or you can be certain we would have had that as well.
Im not sure which was the greater act of foolishness, me volunteering or the others accepting
Questions sprang to mind - can we do this?, will we end up making fools of ourselves?, what the hell do we do?, and will this mean we get in early? amongst others. Regardless of our worries and uncertainties we pressed on. We had already been thinking about what we could do with the next Open Bash; we liked the idea of having aircraft play more of a role and with this in mind we decided that one table at Games Day should involve aircraft in some way. In the end the aircraft Firebase Issue #8 October 2008
Zombies! at the Open Bash, with some tinkering it should be perfect for Games Day. 34
The AB Forum Title, the basis of everything I did. Volunteers for the day were put forward; rst on the list were the AB Admin staff who were going, and who would also provide the back bone of the work put into the boards. Those who we believed would contribute were then asked to join the team. Over time people came in and out, due to various real life situations, but by the day we had settled on twelve people: Captain Wolverine, Deadley Hedley, Deserter, Digits, Grizz, Jasevx, KayvaanShrike, Maelstrom7, Old Guard, Rictus8, Schoolcormorant and Tepok.
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Reasoning that if one person took the role of producing all of the printed material for Games Day it would be easier for us to achieve this aim, I volunteered to produce everything required using the existing Ammobunker logo and iconography9.
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A real trooper coming on board as a volunteer only two days before Games Day with only the promise of a lot of work as payment (and a free lunch). Thats me, hello.
THE AMMOBUNKER TABLES Of the three tables we were asked to run at Games Day, two were to be participationgaming tables that the visitors could just turn up and play at while the third was to be a bit different TABLE ONE Size of board: Working Title: 6 x 4 Foot Kill Teams
We received the info from Games Workshop on the 4th of June; Games Day was set for the 14th of September. We had around 100 days in which to get not two tables done, but three THE LOOK OF AMMOBUNKER One thing that I set out to achieve right from the beginning was for all of the AB material to be linked visually. While the boards themselves may look different; every rules sheet, player card, reference sheet and so on all needed to look like they belonged together.
Final Name: Stirring the Hornets Nest Scenario: Kill Teams infiltrate an Imperial Forward Strike Base (FSB), each with an objective to carry out - sabotage, espionage or assassination. Setting: A Forward Strike Base complete with aircraft, supplies, ground crew, vehicles and anti-aircraft defences along with buildings testifying to the areas industrial past.
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Brute Squad members by Old Guard identical models to form Brute Squads, the draft rules included some targets for assassination a base commander and a Techpriest Enginseer. The former came with a Navy Security Detachment (Guard Stormtroopers)
Commander with Naval Security by Old Guard Firebase Issue #8 October 2008
Ground Crew by Digits, this page and next The kill teams that would be tackling the board came from the hands of KayvaanShrike, Captain Wolverine (aka Wolvie), Jasevx and myself (with a big contribution from Dominus Ex Machina, who would sulk if I didnt mention him). Hindsight is a wonderful thingwe ended up with ve kill teams, four of which were based on the Imperial Guard in some way. Even with one of these being short-arses (the Squats refuse to Firebase Issue #8 October 2008 37
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Chaos Renegade Militia Kill Team by Rictus and Dominus Ex Machina The rules were a pain in the arse; I came up with some things but I was never happy and our plans of play testing fell apart at the last minute. It was turning into brown underwear time frankly, I was really hoping to be able to test them and re-write them in time for GD but it just couldnt be done.
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Scenario: Two rival Inquisitors and an Adeptus Mechanicus Magos battle each other in an attempt to reach safety from a horde of zombie-like creatures. Setting: A desolate, rock-strewn wasteland just emerging from the grip of winter. Only patches of snow and clumps of hardy vegetation break up the dark ground and rocks, while below ground lurk the hidden laboratories of the Adeptus Mechanicus and Inquisition. In Issue 7 of Firebase you would have seen a skirmish game called Something Something Something Zombies played at the Open Bash. This was a quick and fun game, and with some tinkering we felt condent it would be a success at Games Day. Similar to Stirring the Hornets Nest this game would involve three players controlling a small number of models. An AB volunteer would control a larger force made up of vicious and mindless beasts; these former Imperial citizens had had the misfortune of being subjected to the experiments carried out in the underground labs, experiments run by the Adeptus Mechanicus and the Inquisition aimed at creating a better host for Deamonic possession.
Part of the Zombie horde - painted by Pfreck. The Zombies were all based on Warhammer Ghouls
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Adeptus Mechanicus war band by Maelstrom Deamonhost depending on the warband. In order to win the game, the players controlling the warbands must get their leader to the
Below: Puritan Inquisitor and Retinue by Tepok. Right: Arco Flagellant Specialist.
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Above and Right: Eidos terrain Rock outcrop and a hidden entrance.
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The third table was going to be an oddity at Games Day; while every other board in the Arena would be for gaming, this one would be different. The idea was for it to be full of models, both nished and work-in-progress, drawn from the volunteers. We feel nothing can put AB in a better light than what the members actually build and paint, and this table would be the perfect showcase for it. While the two
I took these to show the other volunteers what I was planning for the table Labels & WIP Sheets. the name of the AB member who produced it. If a visitor liked a model they would be able to look at the members work in more depth later on. 2. WIP SHEETS. For the larger models that were extensively converted and undercoated or painted I would produce an A4 or A5 sheet showing WIP 46
The somewhat lacklustre WIP table at the Bash. Firebase Issue #8 October 2008
An example sheet taken from the folder, this one shows WIP shots of Dark Eldar by Doghouse. From the volunteers I was able to draw up a large list of items pledged to the table. So much in fact that even with the Dark Angels of Deadley not being able to make an appearance we still had enough to ll the 6 x 4 foot board. All that was left was the slog of producing the labels and WIP Sheets for everything, and once the folder had been announced SC and myself set about the task of asking members if they wanted to take part. We looked through Photobucket and our forums Project Log pages for pictures, and then chased people for the pictures theyd promised or asked for better images. As pictures were passed to me I was able to slowly create the nished sheets for the folder. THE NIGHT BEFORE THE DAY BEFORE Friday the 12th, 23:30 and I was printing off the rules sheets for Escape from Eidos. Once laminated and trimmed, they were the last 47
Yes. And how many times have I reminded people? A few times. Pause. Both of you have forgotten? Yeah. Really? Yeah. Do we need to go back and get them? PossiblyYou _______s! Phone calls and messages passed around the group, and the lifelong companions from Scotland hit it lucky as Old Guard and Wolvie had a spare ticket each12. Though the spare ticket of Wolvie was originally destined for his aunt. Dont ask me why. Idiots! I thought and went back to packing before setting off for the NEC. I arrived at entrance A5 and drove the car into the hall so I could unload. While driving into the building with one steward in front of me and one behind I couldnt help feeling let down that the forward steward didnt have a ag to wave in order to warn people of approaching danger13. Digits, Old Guard and I started to set out what we had brought and as the others arrived the boards began to come together. Only Maelstrom was unable to attend setup day, so apart from his models for the Project & WIP Table we were able to get everything set up.
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New Kids on the Block or some other popular beat combo the youth like to listen to nowadays.
An example of the printed material taken to Games Day this is an Objective Card that would be dealt to a kill team player. Firebase Issue #8 October 2008
And then they realised they had forgotten their tickets. I swore, I laughed, I swore again, possibly more than once. The conversation went something like this: Did I tell you how important it was to bring your tickets?
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Escape from Eidos Table. Oh, they also had Orc instead of Ork. Obviously a fantasy player14 did the sheets.
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Gaming in progress. LUNCH. A break! Hallelujah. Wolvie, Maelstrom and myself went to the canteen for food. I had a baked potato with a sort of chicken curry thing18, which was rather nice. I dont know what the other two had, sorry if you were interested. Straight after lunch I took a moment to see a bit more of the event. I needed to pick up my Forgeworld reservation order, and to do so I Firebase Issue #8 October 2008
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had to walk through the other halls. Off I went, past the Marine statue (which is showing its age, they could do with knocking up a new one in the latest style) and into the Pavilion. Here was Golden Demon and - as always - it was packed, 53
Back at the AB enclave the boards were as busy as when I had left. SC hadnt cracked under the strain of public exposure and while I took over the Project & WIP Table he headed off to grab some food. With only an hour or two before things started to wind down, it still didnt look like the numbers were easing up at all. More AB members were showing up to say hello, have a look at the boards and to see their own work in the Members Folder. Again I missed the chance to talk to many of them20.
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However I did have a brief chat with El Diablo towards the end; he was hard to ignore. He turned out to be taller than he sounded in the emails. 54
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success. I also want to thank Games Workshop for inviting us to take part, giving me as much help as they did and for welcoming us over the weekend. Much appreciated, though next time any chance you could ask us a bit sooner?
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For more photos visit: http://s3.zetaboards.com/The_Ammobunker/topic/7036937/1/ Escape from Eidos: http://s3.zetaboards.com/The_Ammobunker/topic/7023822/1/ Stirring the Hornets Nest: http://s3.zetaboards.com/The_Ammobunker/topic/178316/1/ Firebase Issue #8 October 2008
If all goes to plan23 in the next issue of Firebase, youll get a much closer look at something from Games Daybut to see what, youll have to wait.
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AND FINALLY
To nish off the Ammobunker at Games Day coverage I made a trip to Warhammer World to have a chat with Brian Aderson, the man who organised Games Day and who invited The Ammobunker to take part. Now the full interview turned out a bit longer than I thought it would so - to avoid a multitude of pages full of text - here is the segment that deals purely with Games Day itself. Rictus - You have the role of Games Day Organiser, what does that actually entail? Brian Aderson - To all intents and purposes I act as the middle man between Games Workshop as a business and the NEC as the venue. I project-manage it from inception, i.e. agreeing a date of delivery and managing the budget for the show as a whole. What that actually means is that I deal with all of the departments from around the business who want to play a part in Games Day, get them to do everything they need to do and then make sure they turn up at the right place with the right stuff at the right time to make it happen. Rictus - Sounds fun Brian Aderson - It has its moments. Rictus - How do you organise what department or activity goes where, and the space they need in the halls? Brian Aderson - There are a number of things you have to take into account. The rst thing Firebase Issue #8 October 2008 is the popularity of the area; the sales stand is obviously going to be popular so you have to make sure you allocate an amount of space that is appropriate or as appropriate as you can. You also have to take into account the health and safety restrictions laid down by the NEC, and the health and safety implications of the activity taking place. Using the sales stands as an example, you have to make them big enough try your best to accommodate their wants; and if there is anything that doesnt t the venue then its my job to come up with an alternative that satises everybody. Rictus - Golden Demon was originally a separate event to Games Day. How integral is it to Games Day now, and do you think you would have as many visitors or as much interest in the day if it wasnt there? Brian Aderson - It is an important part of what Games Workshop sees as the format of Games Day. I dont think wed ever, certainly not in the near future, consider separating them out. There are some real logistical benets doing them at the same time that makes life a lot easier. In the UK we get around 1,200-1,500 entries to Golden Demon, and when you start getting up into the nal curtain winners you get people who make a point of attending Games Day solely for attending Golden Demon, since thats where their passion for the hobby lies. Rictus - People come over from just to enter Golden Demon dont they? Brian Aderson - Yeah absolutely, Games Day is a very big show and Golden Demon is a very important part of that show, which is reected in the event logo including both elements and the event being called Games Day and Golden Demon - they are seen as two separate entities but part of a single show.
In the UK we get around 1,200-1,500 entries to Golden Demon, and when you start getting up into the nal curtain winners you get people who make a point of attending Games Day solely for attending Golden Demon
so that you can spread the load of customers as widely across the stand as possible; one of the advantages of going into Hall One this year was that it allowed us to expand the sales stand. You also have to take into account that the NEC needs you to maintain re channels, allowing easy and direct access to the re exits, so your stands cant encroach into these re channels. But ultimately the way it works is that you start with last years plan, talk to the departments and ask them what they want and
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Im talking about four years at the NEC and almost ten years at the NIA - the most efcient system for rolling people in and out, and we have enough exibility in the plan to allow for people turning up early or turning up late.
and make it more efcient, if I feel there are too many people collecting round a computer games area we have to call Customer Service teams in to move them on. I have to wander round the show and check with each of the area heads that they are happy with things, and also make my own observations and call people in when they are required. Rictus - Do you get to see much of the show itself such as the Golden Demon entries, gaming tables etc.?
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First things rst; why would anyone actually want to play a dead system? This one is likely the easiest to answer out of all of them, and that is because its fun! If you are a player who enjoys games with lower model counts, if you enjoy more detailed or simulationist rules, or if you enjoy games that easily facilitate a narrative experience then you may be the kind of person that enjoys Warhammer 40,000 2nd Edition. Additionally most Warhammer 40,000 players will already have an army more than large enough to play so the only real necessity is getting a hold of the rules. Further more it also facilitates play for those players with a wide collection of minis due to the inclusion of rules allowing various alliances between races. So if you have an Imperial Guard army, some Inquisitorial troops and some Space Marines they are all fair game in a single army. This allows for some very cool themed lists that would be much harder to do, faithfully, in current editions. 2nd Edition is a fairly free and open system with a lot of exibility depending on how much you want to do with it. If any of that sounds intriguing then you may wish to continue reading to see if 2nd Edition is right for you. GETTING INTO 2ND EDITION WARHAMMER 40,000 With the rst question addressed some may be wondering how to get started. For this the easiest source is, like many things of this nature, eBay. Beyond that you may also take a look around at local game stores, you may be surprised at some of the things hiding in there. The best way of getting up and running
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Codex Army Lists or the Black Codex INTRODUCING OTHERS TO 2ND EDITION Now assuming you have the will and the rules to play the game, the most important part of this is nding like minded nutters like you to play the game with. At this point comes my normal advice in such situations, and that is demo, demo and demo. Next gaming night bring your books and solicit people to play a small game with you. About 700-1000 points should make for a short but fun game that is over in a little over an hour. Run this for anyone who is interested or even anyone nearby with a Warhammer 40,000 army. This step is really at the heart of playing a game that is no longer
From left to right: the core rulebook, Codex Imperialis and the Wargear codex Beyond the rules one will also need codices to play the game. The most basic source for this is the Codex Army Lists that came with the boxed set but due to a number of factors it is difcult to come by this book. Luckily the only lists that you ever need from it are stats for Imperial Agents (Inquisition, Telepaths and Adeptus Mechanicus) and Squats. So unless you have or are planning to collect armies that feature those two heavily you can mostly just go about nding the various codices for the game. Firebase Issue #8 October 2008
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2nd Edition is a platoon level skirmish game and it works best when games are kept small.
in the box set; all you need to do is draw one for you and your opponent and you have an interesting mission lined up. Since each player has different objectives drawn from the cards it can lead to interesting situations as there are many different combinations of objectives that will help make every game a different experience. After getting a group of die-hards together I would recommend that you start developing a series of house rules in your group, 2nd Edition is fairly malleable and the system responds surprisingly well to changes. Of these the most common are removing Vortex Grenades
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GENERAL PERZAN (HORTWERTH) ADEPTUS MECHANICUS When choosing the Adeptus Mechanicus for the job I was told we should each make an army up to 1300 points. With so few points I wouldnt normally use an Inquisitor, but we decided that in order to represent the Technomagos properly one is needed. In case some Deep Striking Obliterators and Terminators tried to land nearby I added two Warp-reading Techpriests (Mystics) and a young Techpriest willing to die for his master (Acolyte) in case something bad happened too soon to the Technomagos. Then I needed to ll in the ranks with some grunts. I basically had two options here I could either eld highly-trained troops Firebase Issue #8 October 2008 66
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Among the many conversions in this fantastic army, the troops are converted models called Iron Brotherhood by Micro Art Studio. http://www.microartstudio.com/en/ Clearly you can see how well they work as counts as models for an Adeptus Mechanicus army.
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FORCES OF CHAOS
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FORCES OF CHAOS
HQ - Jimmy, Chaos Lord - (Terminator Armour, Lightning Claws) HQ - His spouse, Slaanesh Sorceress on Steed, with a very tting Lash of Submission HQ - Greater Daemon - (Sorcerer of Slaanesh, wings, Lightning Claws, Lash of Submission) Elite - Terminator Squad (3 with Reaper Autocannon, 2 CombiPlasmas) Elite - Terminator Squad (3 with Reaper Autocannon, 2 CombiPlasmas) Elite - Terminator Squad (3 with Reaper Autocannon, 2 CombiPlasmas) Troops - 6 Khorne Berzerkers - (Champion with Power Fist, Rhino with Havoc Launcher and Extra Armour) Troops - 5 Plague Marines - (2 plasma guns, Champion with Power Fist and Icon in Rhino no Extra Armour) Troops - 7 Noise marines, (Blastmaster) Fast Attack - 7 Raptors - (with Mark of Slaanesh, 2 Flamers, Champion with Lightning Claws) Heavy Support - Deler Heavy Support - Deler Heavy Support - 3 Obliterators Heavy Support - 3 Obliterators Heavy Support - 2 Obliterators
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An Pathnder unit, a Farseer, the Technomagos and 3 Techpriests were deployed at the center of the battleeld near the objective. Firebase Issue #8 October 2008 76
ROUND I CHAOS The Chaos generals decided to start with Obliterator squad, one Defiler, one Terminator squad, the Khorne Berzerkers and a unit of Plague Marines [both in Rhinos], Jimmy The Terminator-Armoured Lord and a steed-mounted Sorceress of Slaanesh. The Obliterators advanced purposefully through a collapsed building and engulfed the Technomagos and his retinue in blasts of plasma-cannon re. Hot plasma killed two unfortunate Mystics leaving one Techpriest. The Terminators rolled a 6 for their difcult Firebase Issue #8 October 2008
terrain test which enabled them to take a good shooting position on the high building near the edge of the board and shoot out the last member of the Technomagos retinue, leaving him on his own. The Defiler opened fire at the Adeptus Mechanicuss Skiitarii maniple nearest to the Technomagos but the cover provided by the gantry they occupied meant that only one of the biomechanical soldiers fell. The Sorceress decided to put maximum pressure on the objective and made an attempt to charge the
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Meanwhile the Technomagos took the objective marker and started a tactical withdrawal to the Eldar side of the table. ukasz took a risk and didnt join any unit so that they could shoot and allow the Technomagos to run. The second Pathnder unit emerged on the edge of the table and put themselves in a good shooting position on the building by using their Fleet move. A Jetbike squad entered battle on the left ank and decided to turbo-boost towards the central part of the battleeld. The Battleknight, towering over a ruined Chapel Imperialis in the down-right corner of the battleeld, took aim at the Deler, but the shot landed just outside the board. Nearby, the Wraithlord took cover beside the building and took a steady aimed shot at the Deler. Eldar technology proved to be really as advanced as they claim when the Bright Lance punched straight through the Daemonic vehicles armour, destroying it in a blaze of re.
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The Adeptus Mechanicus Demolisher red its huge cannon at the Rhino containing the Plague Marines, but managed only to stun it. One of the Skiitarii maniples nearest to the quickly closing Chaos forces moved out of cover towards them, heroically sacricing themselves and screening the Rhino which preventing the Berzerkers from getting any further. Two lascannon shots from both
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Pathnders 10 towards her while attempting to charge them in the assault phase. One of the Obliterator squads morphed their arms into lascannons and red a broadside at the Demolisher, destroying its main weapon. The second Obliterator squad spotted the Technomagos; ukasz and Chris held their breath when two lascannon blasts hit but fortunately the walls of the building stopped the beams. The Deler tried to Fleet itself into
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inicted only one wound from six [hitting on 3+ and wounding on 3+] attacks. The winged Sorcerer charged the jetbikes and killed two of them with no wounds in return, at which point the Eldar ed and were killed while the Sorcerer took cover in the ruins. The turn came to an end.
charge range to the jetbikes but a Fleet roll of 1 was clearly not enough. The Raptors that landed a bit too much in the open for their liking ran into cover nearby. With the shooting ended it was time for some old-fashioned slaughter; the Berzerkers Firebase Issue #8 October 2008
charged the Adeptus Mechanicus, inicting 11 wounds and killing several Skiitarii much to their patron gods delight. This was too much for them - they ed and were promptly wiped out by the pursuing Berzerkers. The Sorceress charged the Pathnders and 81
squad took aim at the Raptors, but when the smoke and ames had dispersed it became clear that not a single Chaos Space Marine was burned. The Battleknight blasted at the Khorne worshippers and killed two of them; the Chimera sped through the clearing, intent on extracting the Technomagos with his precious cargo ASAP, and red off its smoke launchers to up its chances of surviving the imminent barrage. On the opposite ank the Fire Dragons put 6 melta shots into the Deler, seemingly scoring 3 hits; only then, however, did Klosa ask Chris to measure the range. Unfortunately only two of the Dragons were actually in range so we decided to roll-offeventually there was one hit from an Exarchs Fire Pike, one at short range and one at long range. A single hit scored for penetration and sent the behemoth burning to the ground with 5 rolled on the damage table.
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The Warp Spiders spun the winged Sorcerer to death, causing nine wounds with three saves failed. Then the assaults started - the Rough Riders put 19 power weapon attacks into the Raptors, killing three of them and suffering three casualties in return. Disaster! The Eversor charged the Obliterators, and as always, ukasz rolled a 1 for the number of attacks making it an outstanding total of ve. This was too little to even scratch the Warp-touched cyborg monstrosities, who in return inflicted two instant kills on the unfortunate assassin and left him very at and very, very dead.
ROUND III CHAOS Once again one of the deep-striking Terminator squads missed their ight and stayed in orbit playing cards, while the last Obliterators teleported near the Chimera and after detailed measurement were forced to roll on the Catastrophic Teleportation table. A 5 meant they were removed from the table and would be roll again next turn. The second Terminator squad and the last Obliterators hit home and got ready for action. Jimmy The TerminatorArmoured Lord moved forwards and took cover near the Rhino as a Greater Daemon emerged bellowing from the Plague Marines APC. 83
Incredibly, thanks to the thick clouds of white smoke surrounding it, the only effect suffered was Crew shaken. The second unit of Obliterators targeted the Demolisher and managed to immobilise it. The Berzerkers once again showed their ghting prowess, easily dispatching two of the Skiitarii without losing a single marine and also wiping out the unfortunate Adeptus Mechanicus troops with a chainaxe-fuelled Sweeping Advance. The Raptors also managed to kill off their opponents and took cover in the building, while the Sorceress nally managed to kill the remaining scouts but had nowhere to hide and so remained out in the open, trying to look very much like the Cat from Shrek 2.
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them showed what shooting was all about, however, and even though their Plasma gun and Lascannon missed the remaining Raptors were annihilated by massed lasgun re. Lukasz managed to cause 14 hits and 9 wounds from 16 shots! The Battleknight red its Battle Cannon at the Plague Marines killing two and inicting a Crew shaken result on their Rhino. The Sorceresss big-watery-eyes routine had no effect on a long-dead Eldar hero, and she was summarily blown to pieces by one of the Wraithlords Krak missiles. Both of the Terminator squads were shot by plasma guns from the Skiitarii Command squads and one squad was left with only two men standing, and since there was no close combat we moved onto the next phase.
ROUND III IG + ELDAR The Farseer started the round by casting Fortune on himself and Doom on the Raptors as with their speed they appeared to be the greatest threat to the Technomagos. The Wraithlord woke up from his little nap and advanced into the ruins, as the Technomagos continued his run for cover and ended his movement near the Eldar table edge. A Skiitarii Command squad disembarked from the Chimera, while the other came closer to give the Terminators that had teleported in on Firebase Issue #8 October 2008
the previous turn a white hot plasma welcome. The Fire Dragons caught the fastest ride in the Galaxy as they embarked on the Falcon which immediately swooped 24 towards the Eldar lines. The Warp Spiders jumped along the edge of the eld to get in range but were still too far away to target anything. The Demolisher and Hellstalker aimed at the Raptors and between them managed a disappointing result of one downed Marine. The Skiitarii Maniple stationed between
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Mechanicus maniple in the ruins near the board edge, passing its Dangerous Terrain test. The brave biomechanical troopers held their ground and their lascannon operator attempted a Death Or Glory attack, successfully penetrating the APCs armour and immobilising it. The Demolisher once again took three lascannon shots from the Obliterators and suffered a second Weapon destroyed effect. The Terminator squad that had just entered the battle shot at the Farseer with everything they had, inicting three Instant Killing wounds, but Firebase Issue #8 October 2008 86
ROUND IV IG + ELDAR At the beginning of the round everyone looked at ukasz who took a dice and rolled for the Inquisitors Bionics; surprisingly, this time it wasnt a 1 and so he was back on his feet! Chris and ukasz decided that in his weakened state he wasnt currently the best person to be carrying the precious Relic, and so they handed it over to the Farseer. He cast Doom on the Obliterator squad and Fortune on himself, and then proceeded to embark up on the Falcon that had just arrived (it had moved 12 and deployed its Fire Dragons mere seconds earlier). The plan was to move 24 in the next round and carry the Relic out of the board. The Warp Spiders moved near the Falcon and finally spun the remaining Berzerkers into cocoons. Meanwhile, the Falcon and Fire Dragons turned the Terminator Squad to a nice, salvageable and re-usable pile of molten metal. The Skiitarii red at the Obliterators but their most important weapon the lascannon - failed
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by the Slave Levies doctrine. The combat was far worse than expected and it left the single Nurgle Marine unharmed. Despite this, however, the round was very lucky for the Allies and everyone was waiting impatiently for what would happen next. Firebase Issue #8 October 2008
ROUND V - CHAOS Seeing that victory was hanging by a thread, Klosa and Picek decided to put everything they had into shooting the Falcon out of the sky. The Greater Daemon moved into assault range of the Demolisher while Lord Jimmy moved to help the single Plague Marine in his combat. The Noise Marines and both Obliterator squads red at the Falcon, scoring two lascannon hits. Klosa took a dice and rolled 88
a 3, which was enough to cause a glancing hit, followed by a 6 for penetration - Chris managed to make a save for the penetrating hit but not the glancing one. With a hurried prayer to the Dark Gods, the Chaos general rolled the effect dice [damn holoelds!]. The prayer must have been heard as the dice came up with a pair of 6, immobilising the Eldar Tank. Chriss cry of pain rang across the battleeld, while the Chaos generals breathed again. There was little shooting left the Berzerkers Rhino
put a missile from its Havoc launcher into the Fire Dragons, but the shot scattered and killed the Technomagos. Again. In the assault phase the Daemon caused four penetrating hits on the immobilised Demolisher and it was destroyed at last. Lord Jimmys help was very fruitful - the Skiitarii turned tail and were in turn destroyed. ROUND V - IG + ELDAR As in the previous round ukasz rolled at the beginning of the round for the Technomagoss bionics - it turned out he had only been thrown
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AFTERMATH:
KLOSA: It all worked out pretty well in the end. As for my favorite moments the rst was when me and Picek threw everything we got at that damned Chimera. Two whole Chaos detachments ring on that blasted thing and only two shaken results. Argh! Another great moment was when the Farseer jumped into Falcons cargo hold and Chris was really, really sure that next turn he would get away with the Artifact. Then our
lascannon shot sent the skimmer down to the ground and Chris was very, very upset Yes. Im evil. UKASZ & CHRIS: That was too close for comfort! I had a wonderful plan set up with the Chimera in clouds of smoke waiting for the Technomagos to jump into it in Turn 3, but he proved to be just 1 too far to make it, even if hed rolled a 6 for difcult terrain.
The Skiitarii units worked as planned, acting as speedbumps and sacricing themselves when needed to buy some time for the Technomagos. The Rough Riders and Eversors charges were sort of disasters, but these units need high dice rolls to make anything work. The Eversor in particular was a disappointment, managing only to inict one wound (which was saved by Klosas roll for the Obliterators invulnerable save) and then gather several Instant Deaths (with not one saved by me rolling for his Dodge 90
save). Nevertheless, there were some bright moments the Skiitarii maniple stationed next to the Demolisher managed to inict 9 wounds on the Raptors with Lasguns alone - they must have retained the original powertool setting on their laser wrist attachments. There were quite a lot of cinematic moments throughout the battle. My favorite was when the Technomagos nally fell to the Lascannon shot (triple his Toughness!), and at the beginning Firebase Issue #8 October 2008
of the next turn everyone held their breath as Chris blew on my dice for luck; I rolled it and got a 6! Just enough to carry the relic the last few meters and hand it over to the Farseer. You must save it, Xenos! must have been his last words, as a cluster of Havoc missiles blasted him to the ground again At the beginning of the next turn, seeing as Id already rolled a 6 the turn before, nobody - including me - cared much for the roll. I rolled anyway and, lo and behold, another 6!
After that feat the seemingly unkillable Technomagos survived to the end of the battle, and I like to think that he caught that Chimera ride he was late for and pursued the tricksy Xenos A tale for another battle, maybe?
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Lightness and strength can be easily achieved when constructing the right frame: Materials: power drill, at head wood screws, a hammer and some nails (for pilot holes). Once the skeleton is completed, I put a layer of thin mdf board on top and nailed it down. While you can stop here and add your desired playing surface, I went a step further and lled in most of the area with a 6x4 ft sheet of pink Now that the major construction is done, its time to add a playing surface - I took the easy way out and layered the new cloth-backed GW grass mat on top. Its soft, looks good, and prevents models from getting scratched when they tip over. For the holding area, I lined the surface with panels of black felt from a local
may affect the armies playing on this board. I went for a mix of length and width so that there is something for everyone. It also makes the terrain placement phase of the game that much more important. Learning my lesson from last time, I put each tree on its own individual base. I used wooden circles from a craft store but you can use
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SUPPLIES NEEDED: Your model. X-Acto knife or similar hobby knife with NEW, SHARP blade. (If you arent going to take the time to get a new blade for this project, then stop reading right now. There is a lot of detail work and ne cutting that needs to be done. You need to have a NEW, SHARP blade on your knife.) Superglue (preferably one that is not too thick). (I dont use any accelerators so I cant speak about their effectiveness. Try a test piece with and without to see which way works best for you.) White glue. Fine point drafting pen (needs to be a real ne point for detail work). Posterboard or similar thickness cardstock. Index card or similar thickness cardstock. Cereal box (you need the cardboard the box is made of not the cereal). A small nail or similar tool with a ne point. Greenstuff. Modeling tool (doesnt matter what brand, I use the GW and an X-Acto.
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STEP 3 Take your templates and trace their outline onto a piece of posterboard. Ive added my templates here with a scale in inches and millimeters. You can copy this picture, print it out and then take it to a copier and reduce/enlarge until you get the scale on the drawing to match a ruler in real life. There is one piece for the collar and two pieces for each shoulder pad. Obviously you will need to make each shoulder pad piece twice. You can also custom build your shoulder pads by trying different shapes to see which shape you like best.
STEP 2 Assemble the torso halves. You will need to trim away any spikes, rivets, etc, around the neck area (red line) so that the collar piece will t later. If there is anything in the way on the top of the model, trim that away too (the spiky point in the case of the Chaos Terminator). Firebase Issue #8 October 2008
STEP 5 Once you have all your shoulder pads cut out, take them and use a thin layer of white glue to glue them down to the cereal box. Set them aside now and let this dry completely before going any further. Youve gotten this far, you dont want to mess it up because you are impatient. 96
STEP 6 Cut out the templates from the cereal box. This is where you cut along the OUTSIDE of the template edge now. Again, take your time and be careful. Dont try and cut the piece out in one pass, take your time and cut it out carefully.
STEP 8 Once you have the two parts glued together, give them a few seconds to start setting and then its time to bend the shoulder pad to the correct shape. The rst time I bend the shoulder pad, I use the handle of my X-Acto knife. Firebase Issue #8 October 2008
STEP 9 Now its time to seal the edges of the shoulder pad. I use my X-Acto blade as a mount and take my superglue and apply a small amount around the entire edge of the shoulder pad. Since you 97
STEP 10 Time to attach the collar piece. You can prebend the collar piece by wrapping it around the handle of your X-Acto like you did for the shoulder pads. Take a small amount of superglue and apply it to the front edge of the torso and hold the collar piece in place until the superglue dries. It might take a little more superglue on the inside of the collar piece and near the back edges as most of the superglue will be absorbed by the cereal box the rst time around. You will need to greenstuff the back corners of the collar piece where it meets the back half of the torso. Dont worry about adding too much detail to these side areas, theyll be covered by the shoulder pads themselves. I would also apply a very small amount of greenstuff to the top lip of the collar to smooth
STEP 11 Time to attach the arms. I like to make my arm positioning a bit dynamic but its ultimately up to you. There is one thing to keep in mind when attaching the arms though. Since these shoulder pads are attached differently than later model shoulder pads and dont oat with the arm like the older ones do you need to make sure a few things line up so you can glue these in place correctly. Line A shows that the tops of the actual arms need to be the same. In this case, I had to trim part of the left arm down so they were even. Lines B and C show that the arms need to be positioned the same, from front to back. Again, this is because these shoulder pads are
STEP 12 With the arms superglued and trimmed, its time to add some greenstuff in the shoulder joint to ll the gaps if there are any. You shouldnt have to worry about this part if you simply glued the arms in place without having repositioned them but remember to make sure things still line up from Step 11.
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STEP 13 Time to assemble the model. Glue the torso onto the legs. Add your head to the model. I use a NON-HELMETED head for this as it is the only kind that really ts. You could add the head prior to attaching the collar but I found it makes it tougher to position and greenstuff the collar in place. STEP 16 Time to add the rivets to the armour. Using the nail or similar object to place a tiny drop of Tacky glue in the places you want rivets on your shoulder pads. It usually takes me 3 passes with tiny drops of white glue to get the rivets built up enough. Before adding your rivets, take a minute and put a small dot where you want your rivets to be. Doing this will help you keep track of where they are on the shoulder pads. Thats it. Remember, take your time and be patient when doing this. Its fairly detailed but the end results are well worth it I think. 99
STEP 14 Add the shoulder pads and top knot at this point. You should be able to superglue them in Firebase Issue #8 October 2008
STEP 15 Time to add the leather straps that hang below the shoulder pads. Take a small piece of index card (you could use the slightly thicker posterboard as well) and cut out small strips. The length and width is determined by how low and wide you want them to hang. I angle the ends of mine as well by cutting the bottom corners off. I usually add 4 to 5 leather straps under each shoulder pad. Simply superglue them in place right under the shoulder pad and let them hang in place.
First of all, trim the mould lines and assemble the basic body parts; I put a 2mm spacer in at the waist joint to give the model extra height (I like my Nurgle troops to be huge and hulking) and also to give the overall gure more balanced proportions. I lled around this spacer with green stuff to make the joint more solid.
Before putting on the front half of the torso I removed the bottom half of it, the better to accommodate the augmetic cabling that will be going there. It doesnt matter what torso front you use, because were aiming for a very Firebase Issue #8 October 2008
You need to bend each piece of string so it ts properly on the model, and the cable which goes from the leg into the lower torso is a good example of this. Ideally youre aiming for a smooth, natural-looking curvature of the cable. That piece has a gentle-ish curve that can be done with ngers, but for some pieces youll need a much sharper curve for which youll probably need to use a pair of needlenose pliers and a little practice to get the feel of how to bend it to the right shape. The cables that go around to either side of the Firebase Issue #8 October 2008 101
The choice of weapons is up to you; Ive always thought that chainswords feel perfect for Death Guard, very brutal and no-nonsense, and the bolt pistol works with the close-combat feel.
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Its quite a lot of work for one troop model, but a full unit of these guys looks pretty nifty lumbering across the battlefield. And just think of the fun you could have converting a Terminator in the same mannerwait...that gives me an idea I also added some tiny splurges of stretchedtissue green stuff around the boots, and at the elbow joints on the arms. These are just 103
POINTS: 1400
The Harbinger is a large lumbering target, and they are usually encountered under the protection of swarms of Hellblade and Helltalon fighters. The appearance of even one in a warzone is enough to warrant its designation as a priority target for all Imperial aircrews theatre-wide.
Primary thrusters
UNIT: 1 Harbinger TYPE: Super-heavy Flyer STRUCTURE POINTS: 9 WEAPONS AND EQUIPMENT:
WEAPON
Autocannon Bomb
RANGE
48 Bomb
STR
7 6
AP
4 4
SPECIAL
Heavy 2 Apocalypse Barrage (1)*, One-shot Inferno**, One-shot
- 2 nose mounted twin-linked autocannons; - 2 side mounted twin-linked autocannons with anti-aircraft mounts; - The Harbinger also carries 24 bombs in each of its two bomb bays (48 bombs total);
Hellstorm
Hellstorm
OPTIONS:
You may exchange one or both of the two bomb bay loads for 4 Hellstorm bombs per bomb bay at no additional cost. *You can elect to have the Harbinger drop as many bombs from each bomb bay as you wish in a single bombing run - for each bomb dropped roll once on the Apocalypse Barrage template. But remember, each bomb can only be dropped once - when theyre gone, theyre gone! **Only one Hellstorm bomb may be dropped per bomb bay per bombing run.
SPECIAL RULES:
Possessed: A Harbinger ignores Gun Crew Shaken and Driver Stunned results. AA Fire: due to its size, when rolling to hit the Harbinger the enemy do not need 6s, but use their standard BS as normal. Dual Bomb Bays: A Harbinger may bomb dual targets per bombing run. Place both the bomb tempaltes using the normal bombing run rules, then resolve each in sequence, based upon the contents of the bomb-bay in question.
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SPECIALIST GAMES
Sub-Editor . . . . . . . . . . . . . . . . Ben Skinner Design & Layout . . . . . . . . . . Jon Mattison Writers . . . . . . . . . . . . . . . . . . Aaron Dickey Archie Jonathan Brown Patrik Carlsson
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Paint Requirements Phase One Phase Two Codex Gray Dark Flesh Skull White Blood Red Scorched Brown Vomit Brown Dark Flesh Brown Ink Graveyard Earth Vomit Brown the n again. It should look something like the photo to the left. Wait for this wash to partially dry and apply the thinned out Brown Ink.
Well things have been busy these days. Ive also been taking a break from 40k miniatures to quickly paint up a Battleeet Gothic eet. Im down to the last three ships and the main 2500 point chunk will be complete. I was asked for a tutorial on how I painted up the cruisers for my BFG eet. This is a relatively straightforward process but it requires quite a few paints. You can probably substitute paints for similar colors or completely different ones if you want to make your own scheme. PHASE ONE: THE HULL Start off by base coating the model with Chaos Black paint, I personally leave the bridge and engines off to make them easier to paint later. After you are done touch up the base coat with any areas that you missed with the spray paint. Firebase Issue #8 October 2008
Take Scorched Brown and make a very thin wash to put on the model. when you are ready slosh it all over the model and then rinse out your brush to collect the excess that collects on the keel n. You can reapply this to the model or leave it as is. Once this has had time to nearly dry, take Dark Flesh and make another wash in the same way as with the Scorched Brown you just applied and apply this on the model in the same way and collect the excess that collects on
This is where things get tricky. Wait for the washes to nearly dry and then dry brush on more codex gray. This will mix with the nearly dry wash and lighten up the edges if you apply it right. Since the wash isnt quite dry it will blend almost perfectly making for a smooth transition from the darks to the lights on the ship. This will look slightly pinkish when you do it but dont worry, it will dry differently; somewhat closer to the picture below.
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aquilla wings. The result of this should look take several attempts to get right. I tend to dip just the brush in blood red and then touch the water cup to thin it. Then apply a thin line at the top of the panel and use a different brush to like the image above. This is a complicated process that might pull in the thin paint where I want it. It might take several coats but this the under tones to the prow. After completing this, do the same with Vomit Brown but be careful not to completely cover up the blood red you just blended in. The nal result should look like the picture above. With this done you are ready to move to phase three. PHASE THREE: METALS There isnt alot to say here. Basically I dry brush the engines with boltgun and then blend in Tin Bitz on ends to show heat discoloration. Ill then go in and pick out piping and other bits like the prow ram and weapons battery cannons to paint in Boltgun. Once you have nished with the Boltgun, you can go ahead and glue on the engines. Next, using Dwarf Bronze, pick
The prow is relatively straightforward; coat the segments between the raised panel lines in several layers of Dark Flesh to get a solid coat. Be careful not to get any paint inside of the torpedo tubes or on any part of the hull outside of the prow. Once this is complete, take a very small amount of Blood Red and blend it into the upper edges of the prow panels and
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dogght of 3v2 you will have the nal move after your opponent has made all of his. This generally still stands in a horde army when the forces have been scaled up. PHOTO THREE My nal tip is not to be afraid of getting up close and dirty with your supposedly fragile forces. The Harbinger super heavy bomber is a monster; with a few Hell Blade escorts dont be afraid to march it straight towards its target. With its low maximum speed taking a scenic or tactically better route may mean you only get one crack at your target. Just because the Hell Blade is less favoured in endurance than the ghters of the Imperial Navy dont think of them as weak, for instance using the Warp Rift upgrade you can gain an extra attack in the movement phase before anyone else res a shot, with a simple kamikaze through your enemies airspace, they will be cursing the chaos gods as they plummet to their doom. Its dirty and I love it. :D
Blades at three different altitude levels so that each aircraft is within one level of the aircraft next to it (for example, the diagram below has the three Hell Blades lined up at Altitude 8, 7 and 6), I have at least one set of guns on ve altitude levels, two sets on three and three sets on one. Unless facing opponents with a weakness from below (for example aircraft who have turret guns ring up), always try and stay above your enemy. Unlike your enemy, in this position you have the advantage of not having to lose speed in order to gain altitude. You can also use the Power Dive Manoeuvre without any worry and have the speed to make your escape.
A recon ight of Thunderbolts from the 83rd wing encounter a trio of Black Legion Hell Blades. Firebase Issue #8 October 2008
PHOTO TWO In a Block of Three you have the option when splitting your forces for baiting. In a simple 136
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Basilisks formations. Blast Markers are a way of showing how formations can become suppressed in the game due to enemy re, taking casualties, getting the wrong orders etc. The game effect is that each Blast Marker stops one model in the formation from shooting as well as making it harder to receive orders; too many and the formation breaks! GW sells Artillery Companies as a mix of 3 Manticores and 6 Basilisks, however I wanted to keep the unit as all the same type of vehicle. While Manticores have a more powerful shot they can only shoot one turn out of two as they need to be reloaded; however Basilisks are less powerful but more exible since they can re every turn, they also have the option of forgoing ring a barrage to re directly at the target like a WWII German 88mm gun. This is potentially much more deadly against Space Marines, well-dispersed vehicle targets and War Engines. Thanks to a quirk of the way barrages work in E:A it is more efcient to eld an all Manticore company (ve Manticores ring one turn, the remaining four ring the turn after), but this strikes me as very beardy and it will backre
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an interesting dimension to the game, as well as a way to instantly reach distant enemy. BIG BROTHER Thats enough of the tiny stuff, on to the Titans! Titans and other War Engines are the main draw of Epic, since they exist in the background but are a rare sight in WH40K games (good thing too, they would atten most armies!). Titans tend to act as a support to other armies in E:A, though there is an option to use the experimental allTitan Adeptus Titanicus army list At present I have a pair of Warhounds and a Reaver Titan completed. Warhounds are fast and, compared to most Titans, lightly armed and armoured. They can outrun infantry and most tanks, but if their void shields are knocked down they become very Firebase Issue #8 October 2008 140
Above: Reaver Left: Capitol Imperialis The Reaver is mounted on the original base design containing a void shield wheel. This saves on bookkeeping as Void shields are knocked down and repaired during the game. As with the Warhounds I have used several advancing Guardsmen to give it some scale. They are directed by an ofcer based on the old Cadian standard bearer from Adeptus Titanicus days, but tted with a greenstuff greatcoat to t in with the rest of the army. A spare Sentinel is bringing up the rear, presumably on the look out for Xenos scum with Brightlances. This gives me a total of 20 formations for around 7,000 points. This is far too much for a sensible game of Epic, but its nice to have the choice of models to eld. Firebase Issue #8 October 2008 142
CAPITOL IMPERIALIS
Type War Engine Weapon Behemoth Cannon Battle Cannon Battle Cannon 2 x Missile Batteries Speed 20cm Range 30cm 75cm 75cm 45cm Armor 4+ Firepower 1D6 BPs AP4+/AT4+ AP4+/AT4+ AA5+ Close Combat 6+ Notes Indirect Fire Right Fire Arc Left Fire Arc Fireght 6+
Damage Capacity: 10 Void Shields: 6 Critical Hit Effect: roll 1D6 on table below (re-roll if the same effect has already been suffered): 1 The Void Shield Generator is destroyed. The CI has no void shields for the remainder of the battle. 2 Infrastructure damaged: Take another point of damage. 3 Track System: The CI may not move any further for the remainder of the battle. 4 Transport Area hit: All transported models suffer the effect of being caught in a 1D6BP barrage. Any survivors must immediately exit the CI, which can no longer transport models. 5 Plasma Reactor damaged: roll 1D6 each end phase: on a 1 the CI explodes as described below; 2-3 take another point of damage; 4-6 the reactor is repaired. 6 Ammo Store hit: the CI and any transported models are destroyed. The ensuing blast has a range of 2D6cms from the model; all units within range suffer the effect of being within a 1D6BP barrage (roll once). Notes: Fearless, Reinforced Armour, Thick Rear Armour, Walker. Transport: may transport either two Imperial Guard companies (of any type, no upgrades); OR one Imperial Guard Company with any upgrades and up to two Support Formations.
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Editor: This is a very simple travel Space Hulk tutorial. It was originally written by Patrik Carlsson and was taken from his website and archived by Chad Harding on his own excellent Space Hulk tribute site; I have merely updated it for publication in this issue of Firebase. On Chads site you can nd a massive amount of Space Hulk information rescued from the swirling ebb and ow of the internet.
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A printed map with Space Marines fending off traitor Terminators from sacking the librarium. Firebase Issue #8 October 2008 146
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