You are on page 1of 84

""" eve.

_an the- m~t


Orcs, Hanten., Dwarft.:
WwId tllild _
,..,.. of the " ' - " of the
minor ones too,
haw 'te'ms' of Warriors,
mighty herOe. W1>obonte in _ ...... t",
their ~.·8 honour, pride. and the sheer
unmitigated helt of itl

Blood Bowl the game CNtB ~ in ~ 1'016 of •


~..... <if ... t.,moretIO' ...... _~
....... \bu ...... Ihe fino.u.. _ the
IoctIc.. ..... " ........ of .... day • ;f too Can
oer .............
-
.... cen _
--"'-P'-o
with on'v ~ _ ....
the ~ _
tOIbd _ ,•
the .... .......
9 10ry of victoryl ow

~
"'-tiC _ _ ..- . , - - - ...... o/_'OC~
As"""""'•
~'1b.
i. If..... _ , _

rnind-blowiog 8toOd Bowl ~ plW con,ple.,v-reviMd


........ - .. f1Igh-..tv, - """
0 ..... in
~tems
............ ' ..... "'" will be ............ _
minutH.U:re
master U4me.-tro
'dding for even gt&ateJ realism ... you

n.. .. IIfood 80wI ....... ws~ i•• "'...,., _ belt QOi1leI


! 00G 11hd3 1o
ISSUE 103 JULY 1988 CONTENTS
Editorial Manager Phil GaUagher
EdltOl' Sean Masterson 3
Contributor. Mik. Brunton. Greeme Davis. Oeve Langford,
Jervis John son. Derrick Norton, Rick Pliestlev. Ken Rolston Barbeque your brain for summur.
lind Nigel Stillman
Graphic 0.-'9" Chris Colston, Mark Cr8l11:1n, Brian George
and BiL Sedgwick 4
An Editor John Blanche "Yeah, it's magical but how dOEtS it work? " Ken Rolston asks someone who
Cover B,mlBcars Jim Bums
lIluJ trllUon MOave Andrews. @Paul Bonnar. should know.
~'crlldf8x. !Bea,'
Crilchlow, CD Colin Dixon,
H, CJ.tGary Harrod. '" Pele Knihon, <».180 Miller,
!ldI Russ Nicholson end t Sid '1' 73
Production Ollye Clemmett, Chris Colston, Nick O.d, Dave Langford is on holiday this month, so...
Tony O. borne. Riche rd Wright a nd H
Mlnlaturn PaInter8 Sid. Mike McVey and Darren Matthews
Photography Phillswis 74
lYpeMttlng Lind $fIV 0 I.e Dou){ F'lIton lind Dewn DuffV
IlMIluable l'yplog Mary Anne Naismith Where is our hero going? Does he know? What unfortunate might cross his
Adwrtlllnil Tim Pollllrd path?
Publillher Games Workshop Limited
Print Buv-' Bob Malin
Publeat\on. M.naga. Alan Merrett
AN'-tant ProdUC11on Mln~ Steve Bruce
76
Studio Manager Tom Kirby Warhammer 40,000 vehicles written off by Rick Priestley.
Head Honcho Bryan AnHIl
Printed by Thamesmouth Web OffHt. Basildon, UK. 25
All correspondence eKcept subscriptions should be The realm of readers.
addreu ud to; White Dwarf, Gemes Workshop Design
Studio, Enfiald ChembtU8, 14· 16 Low Pllvement,
Nottingham NGI 70t.
29
There are two sides to consider when Jervis Johnson presents rules for Elves
Hello, come on in. There's a lot going on in and Dwarfs in Bloodbowl.
herB. When we get to Ken Rolston's Vermilion
Pawn and meet Lukas Pfandleiher, be nice to
him . Remember, it's carnival week in 32
Middenheim and he's as busy as everyone Graeme Davis answers questions on Characters and Careers in WFRP and
else. finds that life isn't that hard after all.
Perhaps we can interest you in some
weaponry while you're here. Some fantastic 33
workmanship has gone into this selection. The biggest chunk of Realm of Chaos yet, hewn with what type of blade?
Generals, our definitive breakdown of Mike Brunton and Bryan Ansell examine the armoury.
goblinoid armies is hot off the classified list.
You may also be surprised to learn the lethality 50
of the latest in chaotic technology - unless you Stonking, spiky, swirling barrows of oblivion - the Tenderiser and the Whirlwind.
are chaotic, in which case, just take one of
these pulverisers for a test maul. Please.
56
If it's a holiday you want, the galleries are filled John Blanche with some Imperial custom jobs.
to capacity with new, exciting works. I'm sure
you'll enjoy taking them in on your tour.
There's sport, too. Work off that weight - lose 60
a limb. Hot metal and oil · in ink. Carl Critchlow.
Transport is' available in a wide variety of
colours and weapon payloads. 63
You have definitely come to the right place. The colourful history of this M.41 AFV.

69
A Warhammer Armies assault led by goblinoids Rick Priestley and Nigel
Sean Masterson Stillman.

SUBSCRIPTIONS Plln ....nd _ m_ remittance to: G""," OVERSEAS OI&n11Bt1TORS Fraf>Cw; Cijadal Fr.""..
5 Rue ,jl. O.., rf. ArticII wl>miloionllhould bot typed. d~ ·oplO(: od . on
VttIrl<~ 0.-"", St- . Hillrop. Eurwood. NQrts NGI6 3HY Fe... . 750191'11ri1. Italy: PacHic Ente'p'iHIIUllia SRL Via FI.OI one oIde 01 A4 pape' only. Art_ l houId boo aenl in photocopy
(USA: GIIh)~~ Work.shop Us. 1210 K." Highwsr. Bllltimore. t..urla 15. 20149 Mil ...... ./IpMr. Shinw. CorpQ,.,ion, Yem010 or u onopar. ncy lorm only; 1'1&. .. _ite lor OUr l ubrni .. ion.
M~ 21230USA/. ~ 107731769731. Whit. o.. ort BuUdin\l. 2·6·2 1.. l motoch. ToIcyo. Au$/ran...t N_ Zultlnd: guldellna • • """,Ioalng • la' ge SSAE or IRCI .
I. i>Ubliohad monlhly. Annuol w b ocriplion d etalll _ ,. 1. . I .. Venlu," Imam.,ion.1. 3td Floor. SI'>ortM Ho.o, 193 CI" .."",
1_ on p59. PIHH mab all peymtn'-'" Pomdo Starling. WIlen AlI ..... bjact _ In Whiuo Owort II copyright G..... Wortlhop
SUMt. Sydney NSW 2000. Auat,alla. USA: Gamos WoIkailOp
you l ulncrlbe. pl.... I.1I UI .. I>oIMt you a,a ",n_1ng on old Limited.
Us. 1220 kay Hlllhway. Bahi ........ M.ry\w>d, 21230USA. "" .... t
l ubacription or rtlIrtlng I new one. a.""..".", CitadaI GmbH. _ ........ 41-43. 2000 Hamb""Q. All righ!I on !hi eontenll oI lhi1 ~1cMiorI ... ........:I. NothIng
may bot reproducld In part or In ~ wijhou\!hI prior ... in...,
Tha publl l he,. 01 White OWlrl ' Oil'" Ihay unnOI eCC"PI
Wha n you ... nl 10 infO,m UI of • chlnga of addra •• o. con" nl 01 the p\lbbh.....
"*",,,,"Ibilily lot lin .....d.1 U..., HClionl bool_an ,. odero "nd
l ubscription ",newll. or If you h...... qUlI'y. pi. ... wrijl 10 adw rtiHtI. () G. me. WoIkIhop Limited '955
G.tmII _~ Ct.Jwron Sir" '. HiIIrop, E.Ofwood; Nons.
N GIS 3HY....:I moI<e I ... thaI 'fOU tall UI 'fOU' nama and p,esent Whill Ow.rf ... _ l hI rlghl to ameod or ..jf<::1 any mlle,I,1 Covet CI 'obung Artlill 1988
oddrHl lI nd 'fOU' old add .... If 'fOU ... moYlrogl. aubmiTtad lot i>UblK:etion al III IdwrtlHlTlftnt.
Blood Bowl. 0 1'" Future. We,hemmer F. Muy Rol. pl.y.
CONTRI6UTIONS n.. ..:lIto. will bot pl..1Id 10 acce pl nny Wo,hllmm' r 40,000 and WIIrl>.mm. , FI Muy S.ttI., Third
ISSN 0265·6712 praviouoly ..... P'JbIiohld articIae or I rtwork lor 1r>cIuoIorl '" White Editkm a'. trodeme",," 01 G.mel Wor~1hop Umhod .
YOU ASKED FOR ITI YOU'VE GOT ITI A STARTLIN IG NEW RANGE OF SPACE
MARINES , ESPECIALLY POSED FOR USE WITH THE RHINO AND OTHER VEHICLES
FROM CITADEL. THE MODELS (BLOOD DRINKERS IN THE PHOTOGRAPHS BELOW)
COME IN A VARIETY OF POSES SO THAT THEY CAN BE: POSITIONED AS HOLDING
ONTO THE HANDRAILS OR RECLINING ON THE BODY. THERE ARE ALSO THREE
TORSO MODELS (COMPLETE WITH HATCH PIECES ) TH"'~T CAN ACTUALLY BE BUILT
ONTO THE MODEL . EQUIPPED AS A FULL FIGHTINC; CREW , THEy'RE ARMED,
POWER-ARMOURED AND SPOILING FOR A FIGHT. BEAUTIFULLY MADE FOR
COLLECTORS, FOR WH40K GAMES, AND MOST 01:- ALL, FOR SCARING THE
GUMBLE-JUICE OUT OF THE ENEMYI DEFINITELY ... ICHAPTER ApPROVED .
T he trouble with a whole universe is the where the event was held. Companies
difficultly in getting it all into pri nt. and groups held gaming sessions
There's always another aspect to it that throughout the day. The relatively low
wedon't have room to show you. Sun::ly, attendance allowed everyone to explore
plenty of people would be interested if the various games tables and dea ler
we found a way of revealing a little ml)re stands at their own pace. GW's srand was
of the strange places, peopl e and framed by 'Eavy Meta l and
creatures that exist in the games? Illuminations Live, which attracted
e nough interest to keep the sta nd 's
Yes, but how? occupants busy talking , modell ing ,
painting a nd drawing for the whole day.
We're going to produce a high profile, On top of all t hat was the regional
mo nthly adventure comic. After Golden Demon heat. Some interesting
spending months of planning, thinking music (wet no thrash?) helped add to the
and 'getting our heads together', this relaxed atmosphere. Organiser Mel
graffik s extravaga nza is now well Gilbert was pleased with the affair and
Ken Rolston returns to our pages this is already planning next year's event.
issue as the proprietor of the curiously underway, with a rti sts and writers
named Vennilion Pawn. Ken's Dwarven getting to 'M)rk on their strips. Each Slrip
magical mercantile venture marks the is faithfu l to the game background it Go on then, how many of you stayed up
beginning of a new, occasiona1 series of springs from. Some are blockbusting getting sq ua re-eyed during lTV's
Compleat Encounters - FRP situations epics while others are more compac t - Telethon? Among the hundreds of events
which incorporate interesting NPCs in they're all hard hitting . taking place under Telethon's banner,
adventure s ituations with locations and members of the Roundabout Youth C lub
background mate rial (such as new items The comic will open up and explore got together for a maratho n session of
or interesting treatments of creatures and w hole new areas of our worlds,und Warhammer Fantasy Battle. The lads
items) for easy incorporation into a role we're pac king this monster wit h had a good 24 hour bash (their report
playing session. Apart from being adventure from cover to (48 pages lalter) is c urrently on its way to White Dwarf).
entertaining, it might give you some cover. We're talking to some of the most GW thanked the members of the group
ideas for sending us your most intriguing respected people working in the comic (who each received free games for their
NPC. WFRP s ituations are most wanted industry in this country. They're as efforts) , and Andy Jones organised a
but we're also interested in Cthllihu. excited as .we are. Apart from the kaboodJeof phenomenal proportions to
Stormbringer. Dredd, RuneQuest. In Famous Names who' ll be appearing be sent to the youth club's leader. Mr
fac t , the new WD s ub missions within its pages, we have fo und some Robin Dews. He will be making sure
gu idelines tell all , so w rite fo r yours if new wrilCrs and artists - who you'Usoon that these goodies are now passed to a
you're interested. get very excited about. Betcha. Waltch hospital - where some of the patients are
bound to apprecialC a break ... Members
this space.
of the club, together w ith Workshoppers
Why are GW games so popular? Ah , you in Dark Future gear, presented a
don't w in a prize for answering correctly. Meanwhile, Peterborough Rolegames' c heque for £300 raised by the game,
Think of the speeding metal of Dark Gamesfest 88 conventio n took placf: on
Future, the g rim peri l of WFRP, the Satu rday the 28th May at the Cc.urt GW sponsored Mythlore. those masters
ironically colourful 4 1st millennium of Ex.hibition cenl.rC. A good time was had of the fu ll sized beastie, in the Telethon
War hammer 40.000, the parody in by ali, even though there was still room director's c halle nge. Mythlore. who
Blood Bowl. .. to park a cross-channel ferry in the hall faced sixteen other teams in the
competition, won the event with ease,
even though the company's contestants
were sweating out a Krypton Factor style
assault course in full costume. A cheque
for £20,000 was presented o n behalf of
all those taking pan.

Southsea models became the second


OW Specialist SlOckist last month. They
opened their doors to a fevered crowd
of garners on Saturday 14th May, when
the enthusiasts were treated to a free hit
on t he head (from a rubber swo rd-
wielding Workshopper) with every
purchase. Oh, all sorts of strange things
happened. Go along to an opening when
it happens ncar you.

Culture Shock exte nds congratulations


and tentacles to BiL - who married the
equally strangely named Gabz in May.
May you both zag happily ever after and
have lots of gcoks!
,~~~~~,~~~i!~~~~~~~~~ Master Luw is a ple25:lnt-looking Dwarf of laic middk-2ge,
Appc=arancc
with a slighllyand Social Standing
protruding belly, an air of scholarly
dishevelment, and chuml, penetrating blue eyes. Lubs has
completed the equivaknt of 2n apprenticeship in Alchemy,
an advanced career as Scholar, and a Level Two career in
Daemonology_ He h as sioce moved aW2Y from the daemonic
arts to resume a caret:r in Wizardry, and de5pltehis In"oly~ent
in the darker s id(~ o f magic, a nicer daemo n summoner you'd
never ho~ to meet.
A5 a daemonoiogisl.luk2s has suffered two disabilities, neither

i~~~~~~~~~~§3~g~~;;:j~~~~~~ 2way
particularly disabling. Luns is allergic 10 pollen, but he St2ys
from the countrySide. and poll!:'n allergy is not
Strength
uncommon among normal folk . He has also suffered
Loss - Inconvenient , but hardly crippling.
A Complete Encounter for WFRP
As a pawnbroker, Luk2s is a remarkably agreeable SOrt. He
by Ken Rolston charges a lot for his services, but so do physicians and other
trained prokssion.als. He'san anU.ab1e but runt-willed bargainer:
'Cor! That 's a GOOD '1m, tblll is. Ebr. .. what is it?' He knows he has an effective monopoly in his trade, and
'Blazed if J knoUJ. Btlt fI 's sure enough magical. Here.. feel doesn't hesitate 10 renlind the client , ' If you don', like my
It: (Tbrustlng tbe fist-sized object tip agaitlst tlJe other's prices, weU, where else can you go?'
cbeek.)
Lukas is a respected member of the imdlectu:t1 community.
'AHHHGH!' (Letlphlg fulckwards 111 terror). 'It's ALfVE!' Since he is an expert in magical coUectibles, he Is especiaUy
'No, ya ""lilY. 11 's just a rock - ( think .. .' favoured by rich! nobles, who are alw3YS tr-ying to wheedk
' Wtll, ya better be sure 'fore)'a gojammlt/' it Irl ta otber folk's a bit of free advice out o f him o n what sort of treasures :Ire
faces. Look... (lem,Ingoveratuf wbisperlng)... ma)'be )V' better particularly valuable. He is also a sought-after guest at parties,
take II to tbe ''ennilion PtUlm. The swl"e charges an anti where an offhand comment from Luk:ls - 'My, Ch:lnceUor, I
(md a leg, but from what / bear he's good, .. .alld discreet. ' see you have:l Sf't of}:u111Cek Globes: - promptS the envy and
admiration of o'ther aristocratic collectors.
Outline Lukas is quite proud of his dw:uven herilllge, and rnues :I
TlJe ~rmiIlOIl Pawn and Mast~r Lukas, its propril!lor, perform coocious effort 10 treat Dw;ufs generously in trade and
sl!rvices of vital importance in any WPRP c2mp:algn - tbe friendship. In fuCl, his manner tOW2rd them is II bit plltronising;
identiflcllflon 2nd ev3Juation of magic items. Master Lukas is 'Db my, yes, WI~ DW:lrfs ha ve 10 stick toget her, don't we?'
2.Iso 2 sou~ of cash loans for desperate :.tdvenrurers, though However, he is quile at home SOCiwing with human and elven
they' ll p2y high r;ues of imerest , and must ie:.tve magic21 scho13rs, wiZ2J"Cis, nobles. and other professionllis.
lreasure behind as security.

Setting Dwan-en Guards; Lukas tmploys six d\\'3.tVen fighters . when


Thl! encounter m:l)' be IOC2tl!d in llny large town o r city in he can g~ them. He outfits them with chalnmail and p2)'S them
your fanlllsy campaign - most plausibly in :I sell1e:mem largl! weU.1YpicaUy. twO guard his home in an upper-class section
enough 10 havl! its own college lind Magic Guild, because, in oflown(in ]l.liddenheim , the Nordganen district). 'TWo remain
his r~search Luklls"musl occasion:.tlly rei)' on the I:uger allhe Vermilion Pawn at all times, while two accompllny him
reference Iibr.u1f!s of such instiludons. as bodyguards on his walks to and from his bomt, his shop,
and on his social \'isits.
Reputation
Among thl! common folk, who have link n il to pawn or
idl!ntify magical treasures, Master Lukas and his establishml!nI
~ linle more than a \'2gue rumour: Master Lu~ Pfaodldhtr; Level Th'o Wizard

'EIJ? lim 'tle a magical whatsls you walll priced? ~OH! Let M OS W I lot CI WP Fc1
me 100k.. .No, no idea who'd)'ou go to. The Guild p 'raps, or }S2 25 3 5 67 S8 85 32
a btmker. .. tbe 'Temple .. Ob, t/Jere's the Red Prill", or something, 18 "
tbat's it, dOIll~ itt tbe Frieburg.. .' Sldlls: Arc:,me Langu:lges (D:lemonic Magick)j Astronomy;
Experienced adn:nturcrs and arc:me students and pr.tCtilioners Brewing; Canography; Cast Spdls(Peny Magic, Baule Magic
know Luk2s either from persona.l experience o r direct report: 1 & 2 , Dacmonic Battle Magic I & 2); Chemisuy; Daemon
Lore; Ev:alullle; Herb Lore; Hislor-y; Identify Plant; Identify
Magical Artifact j IdeDlify Unded j linguistics; Magical
·""tll, tbere's Lllkas at the Venl/i/fon Pawn, and little else to Awareness; Mag ic Sense: Medit:ltion j Night ViSion:
choose. 1'1:)/1 could take to the Magic Guild, ifyou 'retl wizard, Numismatics; Rcad/\Vtite: ; Rune Lore; Scroll Lore ; Secret
and If)'ou 're a member, and)'Oli know what )"Ou're about. Language (Classical); Spe2k Additional I.3nguages (Dllrk
Tby 've (I library tbere, and maybe you ca" cbivy some old Tongue)
geezer into helping Ollt on tbe research. Bllt J bear they 're
none too lJelPful tlnless)'Ou 're well cmmected, and ifyotl 're Possessions : Leather jerkin, ShOft sword, Whistle (to
not a member; well, forget II. :lttrAct the Watch lC needed); Amulet of Adllmantine (sbaped
as a daemooic hand - providtS T7); Wa nd ofJel (command
Coune, if},OIl 'rea man ofthe fa lib, )"011 can take It toa temple is "Have iU thee!" with 14 Charges remal ning).
- though they don 't kt/owa lot about sorcery tbere, mid what Magic Point:, : 18 AUgnment;Neuu a l
they do understand, they 're likely to requisition - 'for tbe
greater good ' or somesl4cb. Petty ~gicSpells : Gift of Tongues, Glowing Ught, Open ,
Prolection from lUiD , Reinfo rce Door, Sleep.
Nope, Lukas is your best bel. III gods, his fees are blgh, but Battle Magic I (including Daemonic); Aura of Protcction ,
if)'Ou "eed casb, be's got it, and no questions asked. He's Ca use P2nic. Mystic Mist, Summo n Energy. Zone of
tlwful fast alld aWflll good - too good 10 be true some say. Sanctuar-y.
He's been arouTld for years, so he's got to be reliable - and,
(IS J say, )'011 haven't mucb cboice. '
Front Door: LOL'a(ion I
Six Dwarf Bodyguards This is thick 02k, reinforced by iron . A red pawn is painted
on the door togeth.er wilh Ihe follOWing notice: ==
1ft
MWSBSS
365225
T
4
W IA IA. Inl CI WP fel
9 34 220473 1 52 48 20
'Knock loudly and wait.' c:
1ft
Lukas scrutinises visitors from the Service Chamber through

I
-co
Skills: Disarm, Specialist Weapon (Fist), Sm:et Fighting, ;J concealed wide·angle peep lens. Unless a Daemon or a full
Strike Mighty Blow, Strike to SlUn. regiment threatens, Lukas then releases the locks and bolts.

Posscsslons: Knuckle-dusters, Axe, Sleeved M:dl Coat, Mail Booth : Location 2


Calf, Shield, 206 GCs. This narrow room is fitted with a wooden bench for patrons.
'Come in, and dose the door behind you, for your own pri\'2CY
and mine; Lukas invites, and will procttd no fumer until the z
Lukas's Routine
Lukas keeps ir~gularwork hours · to discoUf"olge plouers, he
says. Chances of finding bim :11 the shop during daytime Is
50% ; 10% during the night. The rest of the time he is either
at home - where he refuses to see clients, doing research at
the Magic Guild or the University, or o n social engagements,
outer door is closed and locked.
Lukas watches patn)Ds through peep holes. If he suspects foul
play, he releases 81ack Lotus powder bombs through a
mechanism in the ceiling of the booth. He dumps the first
dose, and, if the miscreants seem merely foolish or stupid,
he may open the locked door and allow them to escape to
;z
warn others against funny business. If his victims appear 10
When he's at the shop, guards fetch food for Lukas, and in be real criminals, he leaves the door locked, dumps 2 second
addition several dozen live rats are delivered weekly - most dose, and sends a guard for the City W2tch .
of which are fed to the dogs (but sec lK'low). If 211 is in order, Lubs opens the iron shutters on 2'x2' window
between the Service Ch2mber and the booth . All business is
conducted through this window, 2nd at the fltSt sign ofuouble,
The Pawnshop Lukas slams the shutters 2nd pours on the Black lotus.
The formidable stone structure squats
among shabby old book stores. alchcmlcaJ
wholesalcrs and other shops of scholarly
:lOd antiquarian interest. (In Middenheim,
the shop is in the frieburg, o n a nameless
alley off the northeast edge of the Grt.."at
P:lrk). Loc:uing the place is a simple matter
of Inquiring among the local shopkeepers,
or wandering around looking for a stone
building w ith a red chess pawn on the
door,

The shop itself is a massive, windowless


stone "ault , -resembling a military
blockhouse. The sto nework is dwan'en ,
dry·mort'.ared and ponderously secure.
The arched sto nework of the roof is
supported by thick inte ri or walls ·
.Bedrock solid!' a Dwarf might remark
with satisfaction, 'and as good as you're
likely to see above ground .' Built by
dwarven Stonemasters, the Vermilion
P-,lwn appea.rs to lK' (and is) more .secure
than the 2ver.tge bank or prison.

A walk 2fOund the building reveals only


the {rom door and a sturdy timber shed
wilh a rear entrance.lf M25ter Luk2S is in ,
two war dogs on d isconcertingly long
chains are tethered In the back, ever·so-
enthuSIa5tica.l1y greeting a n y casu2 1
v!si[ors.

During construction, Lukas made filings


from worthless cursed m2gic items, and
SC2t1ered them in tbe stonework to
confuse magical probing. To Magical
Awareness, the entire structure radiates
magic power.
Service Chamber : Location 3 U luku aln't fully identify the Item with his bulc analysis
Lukas keeps his business records and mino r magiCOll trinkcts tesl, he offers his Adv:rnced Resc:lrch services. 'If I can't identify
in here. along with a few bulc rekrence tats and analysis il by mundane methods, you can eilher take the object to
tools. ThC'M: allow him to Identify most common potions and someone else, o r p2y my advanced research fee : 200GC and
devices w hilC' the patrOn waits. 5 % of appraised value p lus expenses for :.Idv:mced resurch.'
ALL ITEMS MUST BE ANALYSED AND APPRAISED BY LUKAS Advanced Resc:lrch t:I..I.::es from 4-6 weeks, w ith no gU:lr.lRtee
BEFORE HE WILL EVEN DISCUSS OFFERI NG A LOAN o f success. However, if Lubs can't identify the item, the client
AGAINST THE LTEM, OR BEFORE CONSIDERING PURCHASE o nl y p:lys the: IOGC buic fee, and is always free to recrkve
OF THE ITEM. the item and take il elsewhere for identiflc:ltion .
The procedure is simplC'. Lukasaplains his lerms (see bdow),
and if the patron agrees he is charged an Initial10GC for each
ilem 10 be identifled , appr:alsed, pawned or offered for n Je. Identifying Magical Items
Luw then withdr:aws and seals the shut~ while he perfonns In addi tion to revealing w hether or nOl:.ln item is magical,
buic tC'Sts o n the items. NOle that if Luku can't identify the the skill Magical Sense :llso reveals tbe number of powers
object with simple testS, the client slillloses the: IOGC adv:rnce, (Ie how powerful the item is), To discover JUSt wh:lt Ihese
u Luw al'W:I.YS warns his customers. powers are, a ch2J"':lcter wllh the skill Identify Magical
Artifact must hold the item, :lnd for each s uccessful WP
U the tC'$tS re\-'eal the nature 2nd value of the item, he opens test a single power is rC'Yealed. Once the ch2J"':lcter fails the
the shutters, and collecu the balance fo r his analysis, before test he cannOI lPin 2ny mort' information .
2IU1ouncinghis fmdings. If the Item requires further study and
l"C5e:l.rch, Lukas iruorms the cUents and estimates when they II is this latter skill thai Lukas uses, and the fml power
should retum for the fin21 f(:port , learned wiU alw:l.ys be 2 gener:al notion of the objec!'s
Patrons interested in purchu ing somethlng from Lukas must history o r function. A Cure Light injury ring, for ex:.unple,
explain what they seek and how much they are willing to p 2y would be identified :lS a healing ring, o ra Dagger-a/Death
br:fore Lubs will fC'VC':I.1 whether he h:lS the item in question, might berecognlzed:lS the WOrk o f Ma..rlo Fettucini, :I Tile-.m
o r wh:1t he will ch:uge fo r It . B:ugainlng will :dfect [he sale sorceror fom'lerely employed by the Assusins of the Bbde.
price in the usual manner. With te pe:lted WP tC'StS, speCific powers (wilh passwords
If the barg:l.ining is s uccessful , the shutlers ~ sealed, Lulus if applic:l.ble) , can be obtained. Most items require aspecllc
retri('\'es the object, returns, opens the shutter, and concludes invoc:ltion to activate thei r magic:l..l properties, and since
the deal , If lum and the client cannot come to IUms, Lubs this is generally asecurlty precaution , r.uely is the Invoki ng
politely asks the client to 1e2ve, and closes the shu tlef$. phrase clarly ma..rked on the device.
Troublesome- clients are usisted from the premises by the
In addition to tbese Sl:lndard methods of investigatiOn ,
guards or. or if necessary, the W2ICh .
Lubs also bas recourse to a vaSt collection of books :md
tools which he can use ifhis /(le1lt/jj'skill is Dot sufflciem .
Lucas's Business Practices This reference m:lterial and equipment forms the Msis of
Paw1II"g Items his Advanced Research , and allows him 10 continue gaining
Lubs offers 5Q.% o f appraised value u a cash Joan secuf(:d Information where he lefl off: le:lrning everything about
alPinst the item. His terms:lre 1% interest per day o n the 10m, an item is exTremely difficult for a typical advenrurer, but
with a minimum credit ch:uge of 20Ge (to cover the COSI of mere child's play for aperienced m:lgic h2ckers like Luw .
his :lpprais:l..l). Again , Luw must ,na.ke a WP test to obtain info rm:l.lion
Thw, if he :lppraises your Ring of W:1r<ling al 500GC, he'll on each power.
loan you 250GC on the ring, Yo u t:I..I.::e the loan and repay It Items with fu nctions purposely or acddently obscured ,
in teo days. At 1% per day, Lukas requif(:s the 250GC loan , and items of inherently obscure function are more serious
plus 25GC lnterest for 10 days, for a total off 275GC, If yo u ch2.l1enges to magic hackers. V:lrious elabor:ate research
paid it back in one day, yo u'd onl y owe 2Y.!GC in inlerest, procedu~ llrC' available, most of w hicb ~ either time-
but you'd still have to pay the loan (25OGC) plus the 20 GC consuming or dangerous, and none of which guarantee
minlmum credit charge. success,
Ide"tlfylng Items For these vc'ry difficult cases, Lukas can always :lsk his
A flat fee of 20GC + 5% of :lppralsed value is charged fo r daemoll cabl1letfor an appraisal. Luw generally saves this
item anal ysis, wilh IOGC paid in :ldvance. :isa !:lSI resort, since the Daemon charges in quarts of
H.is sl2nding offer is, 'IJ you think my :lppraised value is too bumanoid brood. Lukas is 2 nice fellow, and dislikes such
high, I'll buy tbe object from you for the apprused value. If practiCes, but he is alSO:l practic:l..l bUSiness man, and will
you think the \'3.I.ue is tOO low, be thankful - your 5% fee is use this resource when all other means have f:li led.
thereby reduced:
'Ere! Bob Olley'z dun loadsa Gobboes. an' they're
dead good, jus' like 'is uvver stuff! An' Iron Claw ~~
minnichers, they're fish'ly appr... er, yer can usc 'em
in yer WAR:AMMER armies. no !rubble! So watcher
waitin' fer! Cerronwivit an' get stompin them Stuoties!
(JOBLINS

26 27
"
Designed by Bob Olley
Painted by Citadel Figure Painters
z: Purcbasing Items Ring 0/ Protection Against Chaos: 5 magic points remaining.

~
Lukas sells items for double Iheir appraised value. On the black When Invoked !by tbe phrase, ' By the Hammer ofSigmar, Blast
market he sells for a lower price, but d oes a greater volume, Ye, Cb:l.os Fiend!' a magic point is expended, and prOiection
Since it is almOSt impossible to buy magical items elsewhere, lastS for 7 rounds. (150GC/300GC)
the doubled price is really rather fair - ' Folk looking for a
z: Knight 's Helm + J: in battered condirion. (IOOGCI200GC)

--...
specific item are happy to pay, and folk who complain about
o the prices have no business shopping in the first place.'
The following magical ilems are for sale, and :lte stored on
Swordo/Protectlo,, ; +1 AP to::t.ll body areas, 10 magicpoims.
When invoked by tbe phrnse, 'Ward mine enemies!' a magic
shelves behind the curtain, out of sight of the clients. Lukas's point is ex:pet:lded, and protect ion lasts for 206 rounds.

I
appraised value and his asking price :lfc Listed after each ilem . (300GC/600GC)
Lukas honestly represents the true capabililies of the items
to his clients· a polic), he steadfastly adheres to. (For details Sword 0/ Fear; 5 magic points. When invoked by the phrnse
\101 of magical functions refer to WFRP pp183- 190 .) More ' Yield or die!' :1 magic point is expended, and protection lasts
~ expensive items are available to the right sort of people, bur for 206 rounds. (200GC/400GC)
Lukas keeps rhese secure in a special cabinet (see below).
\101 Dagger 0/ Death; + 2 <hmage, 6 magic points. No command

=
.... Lukas may accepr less than his askingpricc, but never less than
the appraised value. Factors inclining Lukas to accept a lower
price are package deals or asuccessful use of Bargain. Obvious
e1perts in magic gain + 10 % to the Bargai" rcst O UI o f
word but with each successful :l.ttack, a magic point [s
expended , and the additional da mage is in fli cted .
(400GC/800GC)
professional respect. None of the following are panicularl y
AJace o/Sleep: 4 magic points, Invoke with 'Sweet dreams',
remark:able o r valuable as collector's items.
a magic point Is expended, and victim struck makes a Magic
test ar ·30 penalty or falls asleep for 206 turns (300GCl600GC)
Items for Sale Spear Head of UTldead BaTIe; 7 magic points. Invoke with
'ServeMorrand die, undead! ' a magic point is expended , :l.nd
Rlllg0/ Gift 0/ TO llg tU!s; 2 magic poims remaining. Invoke bane effect las'tS for 10 rounds.(170GC/340GC)
with 'Speak and Be Know n to Me: (120Gc/240GC)

Rlllg 0/Magic Lock; 9 magic points remaining. Invoke with The Lab ; Lo,calion 4
' Bu to Mine Enemy.' (190/380GC) Here Lukas does most of his Advanced Research . Hjs e1iem
servi ces take up only as sma ll portion of hi s time. Th e
Ring o/Cure Light bljury; 10 magic points remaining. Invo ke remainder is spent on personal projects · magical studies or
with 'In SbaUya's Name: (200Gc/400GC) researching items he has purchased for his own collection .
The Magic Guild itself does not have such a fine collection
Ringo/Cure Light Inju ry; 6 magic points remaining. Invoke of m agical references p ertinent to Lukas's trade. The value of
w ith 'The blessing of ShaJlya on th is one, wbo comes in the reference works and tools alone is over 8000GC. (J'd love
) humble supplk atio n .' (I60GC/320GC) to list each dll,e and tool , but we're running:l. bit long here.
if the p layer (:har2c ters get inlO the I:l.b and sian asking
II Ringo/Cureligbt Injury:, 2 magic poims remaining. Invoke embarrassing qluestions aboulLukas's equipment, I'm sorry,
With 'In Ulric's name, heal this warrior.' (120Gc/240GC)
, but you're o n your own.)
I Ringo/ Protection Against Chaos; IO magiC pointS remaining. Magical items o f greal value or inte rest:ue stored inside whal
When invoked by the pbrase. 'Cbaos Avert! In SoUtan's Name! ' appears to be a mew cabinet . This is in fact , a Lesser Daemon,
a magic point is ex:pendcd, and protection lasts for 7 rounds. bound into thc; form of a cabinet, and sworn to serve Lukas
(200GC1400GC) for 1001 years. The Daemon is intelligent , can speak and Is
incredibly vicious. It can form Ihousands of tiny toothy
Rblg 0/Protection Aglli nst Chaos; 6 magic points remaining. mouths, each of w hich delivers a serpent's poisonous bite.
When invoked by the phrase, 'Deatb to Chaos!' a magiC poiO[ Lukas feeds il a live roll daily· a rather discouraging experience
is expended, and protection lasts for 7 rounds. (16OGC/320GC) for the mt , you can be sure.
Sikinnes - the Daemon Cabinet Not for Sale -t
Slklnnes normally keeps his mouths shut , as o rdered by his
m astCr'. However, If someone touches him without Lukas's
A badly battered mini:l.ture suit of armour for a humanoid two
inches tall , engraved with three power runes, none of which
have been identified by Lukas. Origin, function , and value
==
1ft

m
consent , Sikinnes gleefull y forms lOG mouths and cbC!\fs o n
the improvident victim , aUlOmatically-"deliverlng 106 bites unknown .
at 5 1, och with the additional effect of adder root (see WFRP

.-o-=-=..
pB'2). Un2ble to conWn"l\is amusement, Sikinnes then chatten A gold-plated Fimir skull , Lukas has identified it from ancient
like a magpie, glo:uing o\'er his triumphant attack, mocking chronicles as a decoration from a Fimir battle standard. but
the probably-dying victim, and generally making a nuisance has been unable to determine any details of the object's
o f himself. fun ction. Value unknown.

ute as a cabinet is nOi such a hardship


for Sikinnes, 'Try a couple of aeons 2S
Rear Vestibule : location 5
When Lukas is not present, two Wolf dogs z
a Lesser Daemon somet~ 2l1d see how are here, unchained. Or.lterwise, they arc:

iz
)'OU like it,' he observes, 'The Greater chained outside the rtlr entrance.
Daemons stand around aUday and,kick
molten rock and ectoplasmic slime on An)' attempt to open the false doo r
you . No fun, believe you me: causes a triple dose of Black Lotus bombs
to drop from a concealed trap door in
the ceiling, Between two stones to the
In h is cabinet form. Sikinnes doesn't left of the fa1.sedoor at knee height is the
cause fear, n or is h e subject to
release catch for the secret door. A thin
"'stability. Ifhe takes damage from any object three inches long must be inserted
physical o r magical :J.tIack, the spe ll between the stones and pressed down
binding him as a rulnet is disrupted, and
in orde:r to release the catch . which then
he is free to attack as a Lesser Daemon.
remains open fo r one round· just time
(It 's a good thing Sikinnes doco't know
e:nough to step to the se:cret door and go
Ihis; he'd probably goad the PCs Into
through . HOwever, pressing the catch
all·.tcking him.)
does not revollhe location or the secret
door, so tbose cleve:r eno ugh 10 find II
Contents of the: Cabinet will probably assume it opens the falK'
In Ihecabinet arc four items for sale, all door - heh heh!
quite valuable but fairly unremarkable.
Note that the values li sted are (or Guard Room: Location 6
collecto rs; no sensiblc advcnrurer would When Lukas is not present, twO guards
ever consider paying sucb prices. Thro sit here and take turns napping, When
othc.r items are not fo r sale, neither are Lukas is present . his perso n al
particularly val uab le, b ut bot h are bo dygu:lrds takc over, pe:rmitting the
diStinctly remarkable. regul:ir guards 10 run errmds or take time
• off. (Lukas is a gracious aDd generous
employer,)
BOOIS ofGucci: 3 magic points. When
invo ked with 'G race is beyond style: In Both Lukas and the guards o n du ty have
TiJean , a magic point Is expended , and keys to the sturd y locks o n the rear
the wearer receil'es a + 40 bonus to entrance. Onl y Lukas has the key to the
Fellowsbip as lo ng as the boots remain locks on the doo r from the guard room
on the feet . Primarily of inte rest to to the: rear vestibule.
collectors, for Gucci is a enchanter of
wide renown . (B,OOOGClI6.000GC) Addltional Security Measures
Player characte rs contemplating
breaking and entry upon The Vermilio n
The Sword ofTt4fn-Ella: 0 magic points. P2wn should be permitted an
The sec rets of recharging this eiven Intelligence lest to :lnticipate th e
sword . as weU as the functio n of the following deterrents, or may be
device are lost, but the sword ret:lins its informed of such by locaJ criminals, al
enchantment. n in·elia is recorded as a }'our discretion.
St'a !lIven me rc ha nt prin ce of late
23rd Centur y. A collecto r 's item .
Lukas h as des igned e labo rate
(t 500GC/3000GC)
..,. prec2utions to protect his !:I.b 2nd hiS
wares, but he knows that making his
1"be Hand ofHartlarln : a Wand ofJet in the form of an ebony shop a fortress is n')l suffidefll to discoul'2ge the dedicated
staffwitb a carved fist at the top, Currentl y it will only function thief. Therefort' he p2yS a substantlaJ protectio n fee to the
when invoked by Hardarin - do d fo r 75 }'an. Thecommand pro minent nckeue:ring bosses of the city. No sensible locaJ
phrase could be altered by a master enchanter, but it would thief would think o f encro3ching o n the territory of these
destroy the collectible value of the item, (S,OOOGClIO,OOOGC) powerful crime boHses.

Further, Lukas has powerful friends in the Magic Guild who


Tbe ROd ofthe Flftb Pari: an ancient device of obscure origin would be happy to help him tnck down anyone who vio!:l.ted
and function , but has a wide reputation in folklore as a staff his privacy o r ranS' lcked his magiC21 treasures and reSCllrch
of great power if the other parts were assembled. At present , facilities. Consequently, Lubs would not risk his Ufe in ddence
no more than a fabulo usl y·expens ive curiosity. of his shop. confidt:nt that he could pursue thieves !:I.ter and
(IO,OOOGCJ'20,OOOGC) wre2k a terrible ve.ngeance upon them.

"""""" """""'" 9
CHAOS DWARF
~&\R MACHINES

Cast out by his own kind, the Dwarf Engineer


Thymbrin Snakebc:ard turned 10 Chaos, Now
he dClligos and m:mub.crucrs dCVUI:lllng wa r
machines (or Chaos umies, crewed by the
ferocious and powerful Chl105 Dwarf Boar
Centaurs which he has bred specially for this
p .......
Two of his creations, the Whirlwind and the
~ndcrisn, mY!: been ff:cmued in mlnlaturc:
by the shotl bul spiky Mike Perry.

ORC
CROSSBOWS
Dead good, these
crossbows. An' jus' C02
the Stunties use 'em
don't mean we can't.
S'grate - yer can stick a
Stunty miles away. An'
why should them
Gobbo bowboyz 'ave all
the fun? That Kevin
Adams come up w iv the
goods again - loadsa
crossbow boyz f'yer
War'ammer army - aU
wiv them new plashc
crossbowz, an' all.

A successful Blood Bowl team needs a


good offence and a good defence. and
these two can provide t hat vital extra
power in either role. The Ogre player,
designed by Jes Goodwin, and the Troll
player, designed by M ike Perry, are
practically guara nteed to improve your
team's touchdown averages and kill
ratios· and the transfer fee is a lot less
than you might expect.
;!
1ft

Ii:
o
:z
:z
e
:z

Pride cometh befo.fC' a fall. Four Chaos mutants enter the


Slkinnes • Lesser Daemon p:.ttron's parlor. One with inc~dible strength rips the iron
shutters aside before the Bl:.tck Lotus takes effect . The PCs,
sitting in the guard room, heou:.tshriek:md:.t sound of rending
metal shuue::n.
Now what? Lukas has not $Cen fit to reve:d the security secrets
of his lab to his temporary employees. Lukas manag~d to open
In unbound form Sikinnes :.ppears much like a tradition:.1 the front door before he W:.tS b:.tshed unconscious. Now the
Daemon, but with a very long tongue that flicks around mutmts, still groggy from the Bl:ir.ck Lotus, :.tre loose Inside
with lighming s~d . His bite attack is poisonous, and as the l:.tb.
with the Daemon's bound form , has the effect of mlder
root.
This unique Daemon :.150 has the skill 1{lefitifY Magical 4. A squadron of pixies th~at~n to set up houseke~plng with
Artifact, and is allowed as m:my attemptS at discovering the PCs unless aid~d in recovering:.t precious pl.xi~ :.tncestral
powers as he has quarts of blood: failu~ to make the WP treasure from Lulas's shop. (Sure, pixie armor. Set :.tbove: If
roll does not preclude further dfort , and only a highly don't beUev~ me.) '.oon't worry, humans,' Ihe pixies sque2k ,
protected Item will be: inunune from the monster's probings. 'we'll help you with our marvelous magical powers!'
Since changing from Daemonologist , Lubs has used this With :.t dozen pixies :.trmed with halr· br:.tined sche me::s
power rarely. concealed in their shirtsleeves, our heroes more or less
confidently enter l.ukas's front door.. .

Campaign Tip, Magical Items


Two Wardogs The magical items listed for sale embody my two basic
principles of the Idol Fanwy Magic Item;
MWSBSS T W I A Ld lot CI WP Fel
6 41' 0 :} 3 7 30 CokJurflli Detail; The invoking phr.;LSe5 and curious histories,
for example. give the items :.t little pcrson:.tlity. Without this
appro:.tch , m:.tgic ill.."01s ~ generic shotguns in their f:mtlsy
Both a~ trained only to accept food from Lubs. contexts.

Limited Power and Uses : Import:mt for t"Wo ~sons· first ,


because it keeps tbe campaign's Magic Quotient under the
Adventure Hooks GM's control , and second h«:.tuse Invoking :m item with
limited 'charges' is -a significant t:l.ctical decision, developing
I. A vaJuable magical item is stolen from the player ch:lr2cten, prudent 2pplications of a scarce resource.
or from a patron or cult of the PCs. h is suggested that they
:.tpproach Lukas :.tnd enlist his :.tId, anticipating that the thieves
may try to pawn the purloined m:.tgical Item at his shop. A Final Note
My one regret :.tbout The Vermilion P:.twn is that Sikinnes the
2 . A master sorceror with a unique teleport bootb mlistS the Daemon Cabinet is. in a place where no PC is ever likely to
:.tid of the PCs. 'A fellow has a fine:: p:.tirofmagical bootS I want. encounter him. Perfectly plausible. and a great relid to Ihe
PC, no doubt, but it seems :.t sh:.tme to wa.ste 50 ch:.trming :.t
I'll teleport you Inside:: his l:.tb. right past all his de::fences, and little nasty. So m:.tybe lots of sorcerors, Chaos b:.tddies, :.tnd
all you have:: to do is find the boots. I'll gi~ you one hour, rich , evil folk h:.ve.cabinets like SUdnnes lying around where
then I'JI Ieleport you right out. Safe as houses: PC burgulars can find them.
Or maybe you w:.trtt to leave onc lying around in (he:: Slft:et
3 . Lubs gelS:.t wind oh plOt to bre:.tk into to his l:.tb. He hires somewbere.
the PCs as ext.ra guards, though as he says ' I doubt I'll need
much belp, I can take care of myse::lf.' You ' ~ welcome.
THf UfRMILION PA~UN

5
Secret
~
~
~o=J?:=~:r=.\5J Door
(locked)

Service
Tl~ Chamber

Window Patrons'
I"'.£~'" I' items Parlour
'M~'~' I for
Ir sale

Entrance
1 (locked)
Harrison's ma in theme here is top class kitchen itself. the final masterstroke against lhe Powers
sink fantasy, inner--c ity sleaze with am biguoill,ly which plan anetemal ice age ... it's sooutrageous
nasty implications; in ICI! Monkey, the that Rohan hints at its fullll81ure only indirectly.
individually fine s tories add up a little
oppressh-ely, and outdoor pauses are needed to
Sourcery (sic) is also outrageous, if II fraction
less triffle than it's predecessor Mon. I'd describe.
clear one's head of the metaphysical stench .
ii, bUi I don't think you r feeble minds could
Gollancz indicate their front-runner books with withstaod being told of a magical disaster so
colour covers (to lhe discomfonure of authors appalli ng that even the bedbugs nee Unseen
who only ever get lhe grony st.andard design) ; Uni vers ity, taking thei r mattress homes with
one such is Greg Benford's Great Sky Ri l'er them ; of the horse tbeft resulting in One
(326pp £\1 .95) . This features electronically Horseman and Three Pedest r ians of tbe
enhanced humans pursued by inimical machine Apocalypse (we also discover Pestilence'S
inteUigenceacross a dying ~rld nearthe central favourite tipple, a small egg nag with a cberry
black hole into which our galaxy is gurgling luke in it); ofverse rewrites to mllke Omar Khayyam
bathwater: ambi tious stuff, conscient iou!;ly rotate at 15000 rpm in his grave; of eldritch
~rked out, Rod I wish I could enjoy il more. footnotes and abominable puns beyond the grnsp
Benford's (mure people are such dim and of sanity ... All right, read it; don't say you
unsympathetk: hicks. so lumpish in their slang weren't warned .
and so wilfillydelermined not tousethe wisdom
T he Misench anted Sword by Lawrence Watt-
of the ages built into their augmented memory
Evans (Grafton 332pp £2.95) is an absolutely
banks, that the pu rsuing "Mantis" mach.1ne
On the Beach deserves to win. This is theoretically a good
bog-standard famasy novel . [n a hau of magical
absolutism and spelllevcls suggesting a heavy
In other periodicals you often see. instead of a book. but something's gone w rong in t.he
RPG influence, our hero acquires a
regul:1r colunmist, lhe ~rds "Fred Bloggs is on execution: theskilled imaginings (think ofa vast
charmed/cursed sword which preserves him from
hoUday". This may mean " ....'C·ve sacked him", electromagnetic intelligence anchored in and
death and when drawn the first 100 times gives
or " he W.JS too drunk 10 write this week's picce". powered by the black hole's stormy accretion
him an infallible kill, but (isn't there always a
or "He sent it on a computer which we disc) can barely fight thei r way throu.gh
But'! isn't it always ridiculously arbitrary'!) will
accide ntally wiped", or "if we'd printed it, meticulous but uninspiring prose.
then smite him and give the next user 99 sure
Maxwell would have sued", or even, sometimes. By contrdSl, though Garry Kil ~nh has linlenew kills until ~!) the one after that gelS 98. ., This
"Fred Bloggs is on holiday". I'm on holiday 10 say in Cloud roc k (Unwin 16Opp£ll.95). and "countdowD" plot dtNice resembles Robert louis
myself, but afler a day of building. sandcast/es his low-tech tribes are shackled by still less Stevenson's "The Bottle Imp', whic h was
I haul out a portable computer and write furtive defensible practices like ritual cannibalism and satisfyingly concluded in about 30 pages. Wall-
rev iews .. . Are you going to admire my incest, lhe colourful story e:oceeds its moc1est Evans takes 332 pages to avoid any exploration
dedication? I thought not. ambi tions and - in a ~rd - works. T his clo:sed of the long-term events he's set up. For a while
Haifa G lass of Moonshine by Graham SUllStan environment tale of a jungle in the sky ga.ins it does seem that he's going 10 tackle seriously
Martin (Unwin 179pp £ll.95) is lhe fourth adult power not from scientific lhinking (theset-u-p is the hero's lilhonus problem (the sword keeps him
novel by a writer who's been gcltingconsistentJy just barely plausible) but from psychological and alive, not young), but all is solved by a second
Deller since I aUoued faint praise: 10 lhis first, anthropological conviction. Oddly enough . and not even hard·won dose o f magic. a
The SOIlI Masler. This latest is one of lhe few Kilwonh's primitives so u nd both more conclusion which is unsatisfying and flabby.
intelligent books whose mainspring is the conv inCing and more li terate that Benford's Inoffensive; instantly forgett.ablc .
"paranonnal". having not only a good slOry wilh enhanced folk : their difference is conveyed
through omissions and tone of voice, rather than
Slow Fall to Dawn by Stephen Leigh (Headline
nifty characters but a background of intelligent 16Spp £2.50) is a first navel: ~nhy but slightl y
theory. Its closest thloretical rival is Ian WaI:SOfl'S a mass of jargon.
overwrought SF with distant ed\Ots of Frank
bizarre Miracle Visitors , which tackles the Herbert, eg much mental debate (here kept to
problem of inexplicability and irreproducibililY Ii reasonable level), a feudal , Guild-based future
with arguments from rnathc.mllticallogic - our society, and unlikely excuses for swa~hbuck1ing
universe, as Godel's theory shows for complex swords a nd daggers when lasers and sonic
formal systems, contains unprovable truths. weapons exist. The action centres on an
Marlin's best-arliculated approach is Assassins' Guild which sportingly rigs the odds
neurotogical , a matter of perception: our universe so 15 % of contracted vK:iims scape (it seems less
may contain tnlth.~ which for exccllent Darwinian sporting forthem 10 ~ire payment for failures) .
reasons aren't usefully detectable. E~p le.~ are When a politically important kill joins the 15 %,
given: MOOOllshil1e's cheekily Carroll ian and the Guild's essential neutrality is called into
Tolkienian ooapter-headings conceal several question, and the story takes off from there. I
rabbit-punches, most effectively wben the boggled on finding that not o ne of th ese
amiable craziness of the Mad Garde/lCr's Song frightfully honourable people qu estio ns the
(SyMe &: Bruno) ~kes a nighunarecase-hiSIOry mornlity of assassinlltion, and became altogether
from the pages of OrO liver Sacks. Initially sl~ incredulous when this obscure planefs offworld
mcN ing and thrifty wi th its fantastic/n'ssons, tlle embaSl>)' start.'i talking turkey wilh the assassins.
book takes the we ll-drnwn heroine Kirsty on like a British Raj civil servant giving serious
journeys outside rationality to a conclusion as consideration to the officially sanctioned export
satisfying as the rules allOY! - depending on the of Thuggee to ViclOrian England. Leigh writes
Michael Scott Rohan and Te rry Pratchett
angle of your quest ion, the final answer is (a) v.-ell but not quite convincingly.
conlinue their fantasy sagas with the "Winter of
a Iife-SlN'ing jU5tirLcation of everything that's gone
the World" conclusion, T he Hammer or the
before, or (b) a lemon. 1enjoyed this one hugely.
Sun (Macdonald S02pp £1I.9S), and the fift h Las tly, a wo rthy re iss ue: The I nt repid
Moonshil1e has been given Unwin Hyman's new DisC\\'Orid farce, Sourcer y (Gollancz 243pp Encha nter by L Sprngue de Camp and Fletcher
"posh" look, apparently reserved for ~rk oot £10.95). Rohan's trilogy is well above ave rage, Pratt collects all the ir humourous fantasies about
easily forced into ge nre pigeonholes. It's a marred only be sluggish trnnsilions involving Harold Shea, the incautious academic who
striking design: broad while bands above and rather too many words : as soon as our traVe ls to ftCtionai ~rlds via "syllogismobile"
below a central picture whose dominant colour Mastersmith herosenJesdown 10 his forge again, 10 mess up the action of Norse. chivalric. Finnish
is picked up in the initial leuers of the title. In the inventiveness is compelling. Halling and Irish mylh. Neither author achieved quite
the same format a re two good short story p reviously sussed carbon fib res and this light touch when ~rking alone. If I had II
collections, Garry Kil~rth's The Songbirds of electroplating, he now goes on 10 inl-ent weather collaborator. maybe we'd think of a winy
PIlin (1!npp £2.95) and M John Harrison's T he control , Greek fire, distillation, napalm, poo.o;ered conclusion for this column. but instead I'll just
Ice t\fonkey (l44pp £2.95), Kilwonh is a highly nightand the solar furnace, while cas ting note that the cover - Ian Miller's qu irky stccl
effective shon-slory writer with a particular gift impressil'e mythic shadows as crippled Vu.lcan engraving style - is a welcome change from facile
for exotic locales and nerve-tingling insights. and, later, Thor. As for the Hammer of the Sun airbrushed grot.
PLANETARY RAIDERS , WORLD-BURNERS,
F::JI RATES
SPACEWAY SCUM ... CALL 'EM WHAT YOU
LIKE THEY ' RE ALL THE SAME - ALL DIRTY
ROTTEN PIRATES I STAMP ON ONE NEST AND
ANOTHER SPRINGS UP , BUT DEEPER ,
DARKER, BETTER HIDDEN . IT IS BITTERLY
IRONIC THAT THERE IS NO SHARPER THORN
IN THE SIDE OF THE IMPERIUM THAN ITS
OWN KIND GONE BAD.
,.

CHAPTER APPROVED
When moving forward simply measure directly to the vehicle's
Following the revised Dreadnought rules in WDIOO, many front. To malee a tu rn to the left or right, move the vehicle
readers have asked for vehicles to be given a similar treaunenr. so that its path describes an arc.
As with the Dreadnoughts in the WH40K book, the vehicle
rules were designed to be generic so that garners CQuid field The vehicle makes a tu rn to the left or right.
their own conversions and scratch-built modeJs. Howe\"er, now
that Citadel produce a range of vehicles, with more on the
way (including the much awaited Rhino, see pp51-S4), it seems
appropriate to overhaul the existing material.
These new rules are intended to make vehicles more effective
on the baulefield. Their survivability has b~n increased by
the conunon use of power fields and power field synchronisers
adapted from the Dreadnought rules. In addition, they can
now carry far more equipment and weaponry. putting them
on a new plane of dfectivenc:ss. Although I anticipate most
players welcoming these changes, they are by no means
...--
IJ ?fr= .~
Jl eL'"
-- ..::~
)
" 'b' --~ ~

"-":.-:_t? [I -

compUlSOry. Players may opt to use only sections of the new


rules, depending on the scale of battle being fought. , 'c,
F""
TURNING
The turning rules don't change but let's go through them here
to make sutt everybody's clear on how the system works.
, "..
. ..,.
A vehicle w ith a move of, for instance, 10" can turn either
left or right throughout any pOrtion of its movement. For
example, it could move stl'2ight ahead 3 ", turn left through
3", move Straight ahead a further 2" and tum right 2". The
*
total dislance moved is 10". Any combination of turns and
straight movement is permitted, so long as the total equals
the vehicle's movement dislance. Players are recommended
r-Weigh tbe fist that strikes men down
~ And nlutes tbe biltlle won.
to stick to whole inches.
Most vehicles move along an arc which has a radius eQual Now move the vehicle in[O position .
to their total movement that phase. For example, a vehicle
moving 10" travels along an arc with a radius of 10".
• R
,~

,
• /
~.--- ---~~j&
~
;;) "'''

Now meuure to the original position and adjust the vehicle


To measure this arc use a tape measure. Extend it to the back or forward if required. Don't worry about measuring
reQuired length and place it at right angles to the vehicle's exactly along the arc as it is easy to get a reasonably accurate
front. measurement, which is good enough for our purposes.

.•...
,
o

.,.'
')

~,
")
Now pivot the tape describing the arc, swivelling the end of
the tape to the place where you want the tum to end. Some vehicles have a turn radius ratio of either Y.z , 2 or 3.
This means that th4: radius of the arc equals not the total
movement that pha~;e, but the [Otai movement multiplied by
the TRR. Most vehicles however, have a TRR of I and turn
exactly as described above.
The systml accurately rq>resenlS the manner in which vehicles
( turn, linking speed directly to their abillty to comer. A slow-
moving vehicle can tum a very tight comer; a vehicle tr.tvelling
'" fast will inevitably describe a larger turning arc. Any vehicle
is allowed to use an arc greater than its current movement if
the play~r wishes. Vehicles with a TRR of 'I.t (such as bikes)
art very nimble, and can turn tightly whilst travelling at
. considerable speed. O ther vehicles are cumbersome, and have
a TRR that reflects their lack of manoeuvrability.
"TUrning On The Spot
A stationary bike may be turned on the spot to face any
direction. It is also possible to tum any tracked vehicle or
hoverer in the same nrtanner, but the vehicle may only be turned
within 90° of its OI:iginaJ direction.
Moving Backvvarda
Restrict the maxlm,um speed so that It is the same as the
vehicle's accldec.
ELDAR
ARTILLERY
NEW ELDAR RAPID-DEPLOYMENT
WEAPONS TEAMSI FEATURING THE
SCATTER LASER, LAS-CANNON AND
HEAVY PLASMA GUN TOGETHER WITH INDIVIDUAL
CREW FIGURES. SUPPLIED IN RANDOM PACKS OF'
TWO WEAPONS, EACH WITH ITS OWN CREW FIGURE
AND MOBILE SUSPENSOR PLATFORM .

Sc;lUAT
BIKES
A SPECIAL MULTI - PART MODEL ,
CONSISTING OF RIDER ON EITHER A
BIKE OR T.RIKE MACHINE. PLUS VARIABLE
FRONT WEAPON / HEAD - LAMP MOUNTING .
LONE 81KE GANGS. IMPERIAL GUARD
OUTRIDERS , AND ANY NUMBER OF SPECIAL
FORCES CAN 8E ASSEMBLED USING THIS MULTI-CHOICE SYSTEM .
HAPTER

COLLISIONS
AGAINST CREATURES
T he greatest mUI i" bul ~ ripple on the surutc of Sp ICe:
The existing roles make it rather too easy to suffer damage
w hen auem pliog 10 run down fl eeing Gretchin and other
unforruruUe5 w ith large, hovy ,"ehides. 1b rectify this, vehicles
never suffer damage as a result o f hilting a nonn21 creature
If the vehicle's toughness is two o r more greater than the EQUIPMENT STOWAGE
c re:aturc's toughness. Othe rwise the ru les on page 40 of The current stowage rules allow litlle equipmttll to be carried.
Warh:lmme r 40 ,000 apply. As we shall be inlrodud ng new eqUipment . this figure (Eq)
sho uld be do ubled for all vehicles 2nd random gener:ltiOn
statistics in WK4 01K and Chapter Approved, note - we ha ve
Speed the bolt that brings the end already incorporated Ihis change in the Rhino's statistics. For
Of enemy and mend. cwnple, asunci:mJ , heaVY lracked vehicle now has 12 points
of equipment rathe r than 6,:md:l nndoml y gener:ucd tracked
v~hicl~ will h :lV~ 7.06 poims of ~quipm~nt rather than 06.

WEAPON POINTS
Similarly, the amo unr of weaponry a vehicl~ can carry should be doubled. T he nt~W extended randu m chart for w~2pon
generation is given below.

W eapon points
, • • , ,
DO
,•
2
)

• ••
lb
lb
)

. 5

.. . .. .... .. . . ..
"" ••>1. lb'",. .,.•• lb.
~ ~ ~ ~
~,

""• •• •• '" '•" ""''''


~
lb.
~
~.
lb.
~
10'
,. ,. • .., """ " • '"' ...
11

...
12 13
,~ ,~
15

'"
""''"'" """" "'" "'.,'" """ •• "'" ''"" "'" '"
~.
lb. lb.
~
~. n
lb. ~
,~ ,." ,., "
'10
lb' 'b~ ,,~ lb.
~. ",.,
M

3b9h 4b9h
22

1b'lCtl 2bliJ1
.,. I~ IIlIiJ1 1..
23
,~

3bl!1l 411101
lbll1l 2bl11J
lbll11 1211
5 lb. lb"ho 2hlY 1b2hlY lilY 1bl'Iho 4hho Ib4Ill~ SIlho IbSllho !illY 1biiIIY 7hlY 1b7tl1Y fillY 'MI1v !llho
•• • •• • "" • " lb' 1b1l11v 2t11Y 1bltlho lv
"" ." .,. ""
llil'l lv 2t1lv 1b2t12Yl¥ 1bllllY ltll¥ Illtl),o 4w

b - basic weapon, h _ heavy weapon, v _ verV heavy weapon. A vehicle wit h 10 or more weapon points may install e Defence
Laser if it generates a very heavy weapon. However, Defence Lasers occupy 10 rather than 6 weapon points, so other weaponry
must be subtracted to compensate for this. One way of doing t his is to deduct 10 pI)ints for the Defence Laser and re·roll any
remaining points rendQmly. No vehicle may have more tha n 1 Defen ce Laser.
R APPROVED

VEHICLE SPECIAL RUNNING GEAR - SPECIAL DAMAGE


DAMAGE CHARTS 1 LINKAGE SHATTERS
Pan of Ihe linkage sh~uers and the vehicle IwiSts to lefl or rlghl
before coming 10 a permane nt halt. Roll 3. D6 10 delermine Ihe
HIT LOCATION TABLE track affected, 1-3Iefl: 4-6 right. Use:a clock· face chan with 12
o'clock in Ih(: dirC'ction of travel 10 delermine: the direcllon Ihc
"ehide now bces. Roll a D6 if the right hand track is gone, a D6 + 6

,
Score (D6) Affected System
OCCUPANTS
ifl he lefl hand ' rAck Isgone, !fthe vehicle Is nOI tracked roll 2gain
on this ch:an .
2 WHEEL BLOWS OUT
2 RUNNING GEAR
3 STEERING AND BRAKES A wheel dlsimegratCll in me bl:ast ~nd Ihe ''ehid e plunges down
4 ARMAMENT on irssuspel1!lion. digging imo Ihe ground and grinding 10 a halt.
5 EQUIPMENT The "chicle skids fotwllrd for 03" :md SlopS. The vehicle ends
it5 skid fucint!: in:a rAndo m direction - this can be establis hed with
6 MISCELLANEOUS a 012 2nd a dock-face chart_ If the veh icle is nOI wheeled roll
:;I. ain on rhis chan.
The new Sp(:ciaJ Damage Chans have been designed to replace
the o riginal damage chari on p39 ofWH40K. The new cham 3 GRAVITIC MOTOR MALFUNCTION
2fe more detailed and make "ehides on (he ublctOp more The b13.-'I fl'2c tures the main gravil ic vacuum chamber sending the
durable. The main rules change is that "ehicles reduced tozero motor imo an uncomroUable anll-gf;1villc te:lction, The vehicle
damage points are no longer destroyed autOmatically. cont in ues al I:he. nme speed and in the same direction, bUI rises
by + iO he istn eve~ tUfn until it is iost for("\·er. If me ,-ehlcle is
Whenever a vchide takes damage as a result of a hil, the player nOI a hOl'er' type roil aJ!ain on Ihis charI.
should roll a 06. If the vehicle received more than I poinl 4 ENGINE DI'-MAGED
of damage from the hit, the p layer should add + 1 10 lhe d ice The engine i,s badly d:amaged as a resull of t he h i!. Wit h :tn
score for each additional point of damage sustained. U the emb:arr:L'Ssing co ugh and distinctive plumes of white smoke, the
res ulting score Is 6 or more, then the shot has caused special vehicle 10nc!l:S reebly !O :a cnwling pace. Redu ce Ihe vehlcle's
damage. The player sho uld roll another D6 and refer to the current speed by 4" per lurn umil it reaches 4 ". The vehicle may
Hit Location Thblc. Fore.xample, a vebicle sllj/ersa bit callS/llg not accclernc' {uri her. and if It dece1cr.ues cannot accelerate again,
not even 10 4iH.
3 polms 0/ damage (2 oj wbicb are added 10 tbe D6 ro ll).
TbeD6rollls4 (+2) =:- 6; tberejoretbe lIebideSlljjersspecial 5 DRIVE TfV~IN
damage. The veblcle p la)'er must now roll WI tbe Hil Locatio" The. vehicle's drivetrain is shattered, sending II OUI of control nexl
Table. tu m before coming 10;t sudden h~1 1 :as pan o r the broken drive
spe;trs Ihe b,xJ y. If it WoI5 moving at g reater than 10" before
If a veh icle is reduced to zero poi n ts of damage, subseq uent Stopping, eve'ry occu pant musl make their basic sa\'e or sllffe r 1
damage will automatically ca use specia l damage. The player wOlmd_ T he vehicle will nOI mo\'e :al!;ain ,
s hould roll a 06 and refer to the Hit Loc al ion Table_ 6 TRACTION
When Ihe system affected by Ibe hi t has been idemified, the The vehicle's main tt".lction suddenl y f:ails: wheels blow OUt; (r:.l.cks
player s hould ro ll a 06 and co nsul! the appropri ate Special fl)' o ff: gnvll:lc te:lctors implode. The ,-ehicle pivOts :across Ihe
Oamage Chart, Players should note down the result of special ground , slidillg againsl lIS broken side and spinning d:angerously,
The vehicle skids forw~rd tor 06" ending by facing:a nndomly
damage, together wit h an)' long term effects which result _ determined direction. Any OCCUplllllS Illusr nuke meir basic saving
A separate sheet of paper should be used for each ve hicl e. roll or an: sl:llin. Items of we:aponry or equipment are rendered
useless o n Ihe 0 6 roll of:t 4,5 or 6 .

OCCUPANTS - SPECIAL DAMAGE STEERINIG & BRAKES - SPECIAL DAMAGE


1 STEERING
, DRIVER DISABLED
The sleeting system Is d:muged prevenling me vehicle from moving
Driver hil and disabled. A tns ie uving throw mUSI be rolled o r in :an y dircn ion olher than sltalghl :thead . If the veh icle
he is sl:.!.in. The ,'C' hide: goes am of control for Ihe d urouion of the subsequentlY' goes OUI of cOlUral, It will acce lenteldeceler.lle
follow ing !Urn. If Ihe \'eh icle has ~n aUlo-<lrive re-roJl rhe resuh . randomly as normal, but will nOI turn.
2 BRAKING
2 DRIVER HIT
Th l'; braking !1ylilem Is dam~ged as h),dropbstlc lines shanc r and
Drh'tr hil ~nd distr:acted. The ,'Chicle goes out of control for the control syStClmS cease fu nctioning. T he ,'Chicle's ma.'timum rale
d UrJ.tion of the following lurn. U me vehicle has an aUlo-drive of deceleration is reduced 10 2" per lurn , even if Ihe vehicle
re-roll rhe resu!!. ~ubseqllC'ntl v lines out of control.

3 STEERING JAM
3 WEAPON OPERATIVE
A we~pon operath-e is c~ught by Ihe blast and must make his basic The Sleerlng mec han ism Jams. The vehide musl now either tu rn
saving throw or is killed. The we;lpon may nOI fire in iLS following 10 Ihe(I-3) ri@',hlor (4-6)left usingl!sstantbrd turningl'2diusratlo.
lu rn, even if m e gu nner survives. If several weapons ~n: pn:sent , 4 BRAKES J.4,M
the m:ain one is affected. If then: art' s("\'eral options random ise The brakes !;elttt, reducing maximum speed 10 haJfand accelcllUion
to determine which oper:uive Is hit. If the ve hi de's armament i5 10 2" per lur n .
cont rolled by :aUla-fire re-roli lhis rt'sull.
5 BRAKE ANID STEERING FAILURE
4 SHRAPNEL Brake$ :and swert ng mechanisms an: dClltTOyed, sending me vehlde
Occup:ams hil by flying shnpnel. 0 6 randomly determined o ut of cont1"(l1 (or Ihe renuinder of the K:wle.
occupants musl make their basic save o r are slain. 6 SUSPENSION COLLAPSE
Wilh a specucutar crunc h Ihe. whole suspenSion mech:anlsm
5 TOXIC FUMES collapses. pitching the nose of the vchicle Into Ihe grollnd and
Vehicle fiUs with 10xlc fumes. Any troops nOI-we:arlng relpir:llors sending the t:ail c:artwheeling over il. 1£ the vehicle is tra,'elllng
o r o ther breathing gear musl lea"e the vehicle in their following 201 less than 10" when hil , turn II upside down w here it stlnds.
!Urn. Any lroops failing 10 evacu2te Ihe ,'Chicle ~re sbin on the The "ehicle i:! lotally dcst royed_Occup:ants f:alli ng 10 make their
06 roll of a 4, 5 o r 6. Troops wllh brealhing appaulus are basic S2ving throw are killed. If tr:.l.vclling OIl more th:an IO H, roll
unaffected. 20 6 to delerrnine how far me ve hicle canwhe:els forward bdon:
J:and lngon its, roof_ Anylhing within Ihe parh of the C21twheeling
,'ehicle I1lkes normal coUislon damage. bUI does not stop il o r do
6 EXptOSION fun her damage to lhe vehicle. Occupants oflhe tumbling vehicle,
A massh'e ex plosion rakes the "ehicle's interiof. E~ch occupant who fail thei r saving th row w ith a -I modifier, are slain . All
m ust m2ke a basic nving throw Of is slain insl1lntl y. eQ uipment ~l1d weaoonrv is destlOved.
CHAPTER APPROVED

MISCELLANEOUS - SPECIAL DAMAGE EQUIPMENT - SPECIAL DAMAGE


, ACCELERATOR JAM 1 TARGETER
The \-chicle's accch:ralOt mechanism jalll5 f:lSl . The >'Chicle must I nndomly determined l2IBeter is destroyed . If the vehide h:l5
accelerate by its maximum amount per lurn . HOWC'Vcr, If there i! no functioning targeu~,r. roll the mult on the annamtml e h:trt.
:I. crcwmln :iI\':l.lbble, he may :mempllO rectify the pmbil::m at the
Ixglnnlng or each turn. Roll a 06, if the 5COrt' is 5 or 6 the crew 2 POWER FIELD SYNC:HRONISER
has frttd the: :l.ccder:l.tor and the vehicle ill:!.)' the n a(X:cientc and The vehiclc's PFS is destroyed. If the I'ehicle hl$ no PFS roll :again
decderate ;1,5 normal. No[(,' thaI 11 vehicle may Ir:l" cl over il 5 o n Ihis chart .
maximum 5 ed, but Is then sub'cel lO t('ntild control loss.
3 POWER FIELD
2 ROLL The l"Chiclc's PF gencr:;;Uor is Ocstroyed. If the I'e hick h:l5 no PF,
The shOl: throws the ,'ehlde 10 one side:, turning II m'u umil it roll the result on thc mjscellLmeous e harl .
bods o n ilS (1.2.3) side: o r (4. 5 .6) back. 1bc vchick should be
mo,-cd 06" away from the source of the hit . o r in 2 r.tndom 4 CENTRAL CO NTROL SYSTEM DAMAGED
direaion if tlUs b not appropr\2Ie Any modd In the roUlng ''Chicle's l1\e mot damagcs the: 1-cltidc'S coruroI5)'5rc:rns. This can h~"C many
p:llh is collided wilh l\.'I normlll. Occupant5 who nil to make their effects, send ing random surges of powc.r rU5hing lhrough Ihe
bulc u.vc are 5laln . Each wc:1pon or ilcm of equipment on the: vehicle's circuil5, melting delicate components. causing aploslons,
\"Chlcle: 15 rendered ino tive: on the 06 roll of a 4, 5 or 6. random burn-oUls and control loss.
3 FUEl. 10 reflecl Ihis random :and often calaclysmic le\'c! of esc:alaling
damage, throw e:ach turn . On a4. S o r 6 the vehicle takes another
The vehicle's fuel or power 5upply Is ruptured :md exp lodes. The
random special d:una~:e result . The only way to halt thiS cffect
\"Ch lcle I mm e:di~tcly bursls into name:s and goes OUI of comrol. is to abandon the \"eh.i clc litQRcther.
The \'ehlcle: wiU explode at the: e:nd of any of Its mO\'es on the
0 6 Kore of6. Any occupams nmst make thei r basic saving throw 5 AUTO -SYSTEMS
t'2eh turn or be killed.
Damage to the auto-s)"lilem control unit destroy,:all on-bo:ard auto-
4 TURRET 5)'lIlemS instantly including lu to-drh·e. auto' aim and aUlo-fac. If
under auto-drl\'c wheo hit , the vehiclc goes OUI of control for Ihe
The IUIttt Is knocked 0111, destroying : m y associated wc~pon and
ul mcm . If lhe- vchicle h:l5 no IIlrret. roll 1 ' n on this dun . duration of lhe. following turn (lSSUmi ng :a c l"'C"WtlUn an take m"Cr)
o r permanently (if no crew :ue available to takc O\·er).
5 DOORS JAM 6 WIPE OUT
All doors on the \'ehide (l,2.3) jun shill or (4 ,5,6) fly open and
Overwhe:lmJng damage to thecentr.lI control s)"litem results in t"\'ery
cannot be doscd.Jammc:ddoors can be opened If there lire troops item liMed as part o f Ihe \'ehlcle's equipment being n:nd e red
inside. Roll a 06 at the end of t'2Ch turn , on the KO~ of a 6 the
Instamly un usable. If thc ~'ehicle is under :aUlo-dril"C when hil ,
door-sarc priscd opc:n. lfdoors fl y open, D6 nndomly de:termined :;ce ent ry 5 ab\:)I'e.
occupanl5 will be th rown out of the ve hicle and rna)' takedamage
If the vehicle is u a\'e Uing al grc:ner Ihan 10". If the I'ehlc lc Is open
topped and lhen:fore h15 no doors (eg II land speeder). a sudden
Jolt Ihrows D6 randomly determined models overnoud. WisdOR\ is the beginning of feu
6 AUTO-SYTEMS DESTROYED
All auto-S)litems go completely haywire, oper:ning in a random
manner. Thcsc tffecu (:2nnot be O\'cr-rldden by the vehicle's
occupams. Auto-drive causes the \"Chide to move out o f conuol.
Auto-aim units fire weapons:1I randomly determined CltBets. Auto-
rae ly1tems omy Pfrmit Ihc U.K of an Itcm of equipment on the
D6 role o f:l 4, 5 o r 6 made th:n turn. Doors may only be used
on the 06 ro le ofa 4. 5 o r 6 made thaI tum.

ARMAMENT - SPECIAL DAMAGE


1 WEAPON DESTROYED
t nndoml ' determined wea n Is de:slro "Cd.
2 AMMO SLOCKAGE
The ammo reed
or power supply 10 one r:mdom ly determined
WC1lpon is bloc~d o r 5C\"Cn:d . The \"Chlclc may fire once more
with that WC"l n. mel" which thc We::!. n Is rendered usela;s.
3 AMMO JAMMED
The ammo feed or power supply to one randomly determined
weapon is junmcd or fused . Every time the weapon fired from
now on, the player ro ll5 a 06. On th e roll of a 6 the weapon
explodes, C":Iusl ng D6 pointS of damage o n Ihe vehicle andspecill/
duma e as :a ro riale..
4 DISARMED
The "chicle's main armament is destro ·ed.
Ii WEAPONS HIT
D~ nndoml determined wea os are dcstroved.
6 AMMO HIT
The l"Chlcle's central ammo bin or power supply is ruptured open
and dCllu"O}"Cd. The \'ehicle may no lo nger fire liS weapons. In
addition the \'ehlcle lakes D6 pointS of da:m:lgc, and automatie:ally
11Ikes 03 further spedal damage effects.

Puise the SU D fhal hriogs the dl111'D


Of our £iru l doom.
HAPTER APPROVED

EXTRA EQUIPMENT CONTRC'L LOSS


T h ~ nt~W power field a nd fidd synchroniser rules described A vehicle may eithe r go o ut of contro l for otle turn or
in White Dwarf 100 (see Chapter App roved - Dreadnoughts) permanently. If a vehicle goes OUI of comrol permanently
:l.lso apply to n:hicles. it is not possible to regain contro l - a vital mechanical
component has been affected. A vehicle which has gone
Power Fields. POi,lltS cost 10 each per ' " rad ius. Power Fields permanently put of control will accelerateldecderate and tum
of )" r-.adius are ass umed to cover the e ntirety of any small randomly as des.cribed in WH40K (pp39·40) until it either
ur medium sized vehicle. A large ve hicle requires a 2" ....Idius le:tves the table all' comes toa halt . The vchide will then remain
fidd . Power Fidds of larger radii may be fitled, costing IOplS
stationary.
fur t:ach extra I " r.adius. A vchicle m:.ly carry several different
shidds. alt hough only one m ay be active al any lime. A Power A \'ehicJe which goes out of control for o ne rum automatically
Field may be lurnc:d OFI o r offat the start of the player's lurn . regains cont rol ~n the following tum and may move under
I! may not be IUrned on or o ff once the vehicle has been the full cont ro l of th e player. The o nly exception is if the
rendered immobile as a result o f damage. Once a Power Field vehicle goes out of control agaitl - e ither because it exceeds
b ac tivated a ,'c hicle may not fire weapons through it. its maximum sp<f'ed and fails the requi~d dice test, collides
with a solid Objf:ct , or receives another our 0/ control result
The presenceuf a Power Field arou nd a vehicle does not affect
on the Special Damage Ch:ms.
its 1l10vcnlt:nt . nor does it make any difference to the res ult
uf ... wllision with another vehicle. The field is designed in
suc h a way that it flows around obstacles in its path, otherwise
OPEN T()PPED VEHICLES
the \·chicle would be in pemlanent coUision with irregularities AND EXIPOSED CREW
in the terr,,!n. Note t hat the rules for firing at exposed individuals remain
Power Field Synchronisu. Points cost 10 points each. These as give n in Wli 40K p39 . Any exposed crew membe r
an: \~J l uable devil"t~s which :lllow a Power Field to flick off (including crew sticking their heads out of hatches, firing
du ring the bridmoment it takes to fire a weapon . If a vehicle unco vered weapons, or riding bikes) may be spec ifically
ha:. a Powa Field Sync hroniser it may fire weapons during targened by 3. fjrer within the short range of bis weapon . If
ils OWII shooting phase, even t ho ugh the Power Field is on . a playe r wishes 1:0 fire al an exposed \:rew man or bike rider,
Hvwel'cr. to represent the c hance of an enemy shot sne2ki ng be must declare his intention before be shoots.
through as Ihe field fli cks off, a ny shot against the vehicle in Shots against o(X:n vehicles, including bikes and land-speeders,
the enemy's following turn will penetrAte the Power Field on al ways stand a c h ance ofhittingexpoSt:d crew C\'en if the player
Ihe D6 sco re of a 5 or 6 . This does no t d esuoy the field: the doesn't intend Ito fire d irectl y at them . Hits against open
shot simply by- passes it during its split second o f inacti vity. vehicles and bikes must be ra ndo rnised between crew (1 ,2 ,3)
and vehicle (4 ,~i , 6). Crewmen sticking t hei r heads o ut of
SHIELD PENETRATIDN hatches in enclosed ve hicles are ncver hit randomly - the ooly
A.\ described above, a shield is penetrated on the 06 score of way they c an b,~ hit is [f they are specific ally targetled as
a 5 or 6 if it was fired through in the preceding tu rn . described above.
Alte rnatively you may divide the turn into s ix 'phases' 1-6.
T he player wishing 10 fire a weapon secretly wri tes down the
phasc in w hich t:ac h weapon fires. A/ollowitlg/ire we2pon
mil y fire over several phases· one shot corresponding to one
ph"A.Sc - but may not fire through more than 6 phases. The shield
i" d o wn fur all t he I]hases in which the weapon fires.
In the enemy's following turn, w hen we:tpons are fired against
the shielded vehicle. the p layer must try to gucss the phase
written down by the other player. Most weapons e ntitle the
player lu one guess. If the guess is correc t, a nd the shot hits,
the shield is penetrated . If it's incorrect the shield is hit as
nurmal. Players whose weapons have an area effect are emilled
10 tWO guesses to rep resent the spread o f separate imfY.!.c ts at
slightly different times. Players with following fire weapons
are e mitl ed to one g uess the first time they hit , and each
succ t:edin& hit adds I to the original number guessed . So, if
your first guess i ~ 3 the second hit will be 4, a third 5, and so on.
U a :.hielded veh icle is being fired al by several different
allilckcr.., resolve each guess individually but allow the vehicle
plilycr [u ch:.mge the nominated phase(s) in between each Of
hi:. opponent 's guesses. This is a bit unrealistic, because t he
.... capon ca n onl yr~l l y fire in one phase. However, it prevems
th e allackt:r nominating s uccessive phases 10 his unfair
ad\'amagc - impossible in the heat of battle.

'1 cry Ollt for troo ps Ind YOII give me , he [one - 1 plc~d fOI
~ n lmllni[ion lnd YOll give me speeches. 1 ask YOII aglin,
Conullindcr. whit un you pledge me?"

M
/\ heloic delth. Captain:'

Reported holocom conversltion betwee n Commandcl Gulim


TltIci lnd Clpuin Roiml of the besieged Alharmo gnriso n
sbortly before the final ark lSSlU h.
Deroy
Birmingham
Proudly Announcing the Grand Opening of
Harrow's Newest Games Shop

~m@1.

HARRC)
• SPECIAL OPENING OFFERS AT
GAMES WORKSHOP
HAR.R.OW"!
Look out b- Alper baJpillS IDd spcciaI ofleB all
KENTON
""
• FANCY DRESS COMPEI1TlON! £SO PRIZE!
Then: ...;.u be • priu of I _her ~ 00 worth of
GAMES WORKSHOP produI;u: br !be tanlaS)' OtIlfil
VC like bell. Come III "" Ore or • WIaI'd IX
aaythla& )'OU like - but clolf" brina; aD)' 'fIOUponI.
p.....
I BARGAIN OOtFS!
AU 1 Wartwnrner Ruleboob {WarharnmI::r Fanla5y
BlInk: . Wulwnmtr fan1U)' Roleplay and
Warharnmer 4OK) AI JIlSI £noo the lei!
(UMmD SI'OCKS ONLY)
• 100 GAMES AT £1.00 EACH!
Special barpins on tile Illy incllllk the lim 100
p.meI .1 jllS! n.oo ,-b! Inchldinl:
10 • DUNGEONQUEST. 10 • WARHAMMER 4{),000,
10. WARHAMMER FANTASY 8AiTl.E (THIRD
EDITION), 10. WARHAMMER FANTASY
ROLEPLAY, 10. FURY OF DRACULA,
lO. TAUSMAN, 10. CALL OF crHULHU,
10. BLOCK MANIA. 10. JUDGE lJREDD
ROLEPLAY. to. BLOODfIOWLI
(M... I bwpift pm< pel' auoomer while 0I0<b Wli

• PLUS:
n.: Ill'll10 poopIc in the q\IaIC 10 lfUiV'C • lpOCw
Limil«! Edition T·ihirt (bound lID be • ooUeaon
item!) and tbere'U ~ special 'I Was There' T-shirts
.. well!

• CELEBRlTlFS!
Look OtIt b the GAMES WORKSHOP celebritio::s
III ~U .. !hi: fanWtic MYTHLOR£ Cl"eIfUru and
monsIers!
"'-" .,.. dooc .U..,.aol otIln "J"'fJ: 00II110 a.- ~
tw.- .. """ Orud ~ Dof. _ JIII)r 1911!

at
296 Station Road, Harrow
Tel, 01 863 0412
ON SATURDAY JULY 16th 1988!
Doors Open Early!
Normal opening times 9.30am-5.30pm Monday-Saturday
Nearest underground station: Metropolitan Line - Harrow on the Hill,
also British Rail and Bus Station at same junction
Hello, }l'U 're just lime for a cosy discussion abom James WhItaker, WYorksPleasepleasecanyou gi ve
Undead, atmospht!Te. ce/iooC)\ .. ..A... someadvice 10 my friend'? ~ have been playing
.,.. WFB since it came oul. Howeve r, of th e
countl ess Dwar f- Elf engagements, my friend (the
Lori Dunn, Canada Trivial nit-picking though it 1lllI:)' Dwarf) has only Imn tim. He has approximately one
....... be, I wonder whethe r Skeletons should be
hundred Dwarfs, 2 bolt throwers, the gob-Iobber.
" " allO'W'Cd standard bearers in WEB. According gyrocopters and Ihe flame cannon \£I take on exactly
to the rules, Skeletons are creatures thaI need to t oe 52 Elves and a chariot.
magically controlled by a wiwd, Iiche or undead hero.
Skcletonsdo IlOl rout, so they aren't plagued by a flesh- Does be lose because hc's a bad commander or has
and-blood outlook. ('Look! George is dead! And Fred! he pitched for the wrong roce? It's getting so that before
And Bill! Let's get the %·%@oulofhere!')Theyfight we even stan a battle, he says he's going to lose and
to the last pile of broken bones because Skeletons 1&(11: thaI Dwarfs are mbbish. Give him some help before
a will of their own. I obliterale all the Dwarfs in the Old World. I'm off
to do some stuntie stomping.
In ballle, $l3lIdaJd beareTs are used fur practical aspec:1.'l
of raUying troops and signalling moovement. Here the Sounds /ike Ires going badly -..rong somewhere. DMfJrfi
use of standards is logical. As an clttension of this, we cenainlynct tire ' ....rong ' race. Trynmppingforr:es
Cln!'
arrive at the standard's ability 10 impire troopS to greall:r tlnd varying the SCent ry in t ach bailie.
efforts by acting as a focus for the unit's pride. So, i.n
hand-IO-hand combat, a unit with a Sfandard receivt:s And the same 10 you.
a +IW bonus since they will push ahead even if sore!.y
pressed and will follow their flag eagerly.
This is why I believe Skeletons (the only Uooead 1m!! TheIa W!bart-Mul1l1llWl. Newport THANK YOU
I looked inlo) should not receivc the bonus for the .&....
for releasing Power 8thind tht Th rone. We
sWndard. The practical rally ing use is fine, but 1:0
JIll"have been playing since Christmas without
a scenario - no mean feat.
recei~ the bonus, the unit must fecI the effects of momle
- a tmit sbared by living creatures butllOl the magicall.y Every week, without fail, seven men instrangegear
animated Skeletons who have no lifc, or Will, ofthcir tum upon my doorstep. Dependingon his shift. my
~. husband either 1C1VC5 within the hour or arrives ~el)'
lale. The neighbours have tried 10 discover wbat goes
Rkk PrVstkJ replies: In gameterms, pt'rhtJps standnrd
on. my brother-in-law has accused me ofhaving a
bearen seem illogical at first, but they add to tlJe
party when he knew thaI my husband was on nights,
mystique and appearance of the unil Carr}1'ng them.
and why? WFRP. that's why!
All units look better .,.;th a nicely painted stamklrd 1'0
why deprillt a collector of Undead the duJnce to S MW From the fiJ"1it session of the Enemy Within we have
off his paiming skills? played every Wednesday. A classic phmsc: has been
coined. "Who rattled )'Our cage?" This was said to
~ might cite S~ residuoJ sense of purpose, loyatry
the protagonist and put poor Rowlocks out cold for
or prith as part of the roogical power IMt animat,!s an bour. He was concussed for days. He lost all his
the Undead but whether the presence of a srondard money in the same fracas (Kirslen) so he couldn't
should contribute 10 the fighting efficiency of til e
go to Ihe temple of Shallya.
Skeletons Is alWthtr thing - and J can certainly s.~e
grounds for your Clrgwnent. HQrthyofCln tunendmel1t They survived Bogenhafen - just. They acquired a
perhaps? Perhaps! But 1"I1lm there are afew plClyers boal, sailed upand down the river Reik getting lost ,
out there ...ith Undead armies whoiJ like /0 take ~ip drunk. Imunded. scared, seduced, ripped. off and
the case ClgClinst. confused. They killed Goblins, mutant butterflies.
Ghouls, Skeletons. a poor innocent squirrel. smelly
Kevin B Spiller, Chelmsrord After reading th e guards .. .
....... ~Ilent anicle on Iif.rrluJmmer SlnItegy (WD Now th ey are on the road from De lberl to
~ 101) I fclt thcre w.lS a need to put another side Middenheim, having left the boat in the boat yard
to the story. Points values as they stand a rc a to be over-hauled and painted pink (Kirsten). The
contlUVCJ"1iial, and for a competition game, probably goat, rabbits and ducks have been left in the care
necessary, anomaly. H()',','CVCr, it would be better ifllK:y of Heironymous Blitten. lust out of curiosity, are
were only used as a guide 10 troop capability. Using there any special rites in the cult of Sigmar wilh
points values too rigidly means that the almosphe1rC regard to marriage? Pickaxe got drunk and made
of the game gets dictated by gamers mov ing their 5 promises becan't remember to a girl who won't let
point Ore heavy infantry armed with shields to sco:re go. While I'm on thc topic. are priests of Sigmar
hopefully high dice rolls against a level 2 wiurd . .. celibate? Ever sincc Pickaxe found the sword
I feci that a bener game comes from thinking of your Barraku l he has been convinced that he's on a
figures as real Elves/Dwarfs/Goblins and leadingyol.ll" MISSION FROM THE GODS! and he now prays
well anned, highl y confident retinue against the Ihreat every day, morning and evening. before M uses the
of thc e nemy on the nank. Troops should not b e
identified by points values but by descriptions baSt~
,""'" .
on the l1UI&e between observer and wget. Maybe the Kirsten has hit out for place unknown - in the middle
enemy in the distance only appear as humanoids lIITlII~ ofthenight with only Melody. Mrcat, for company.
with spears - or maybe their banner is recognised and she went with a messenger. The others think she
LETTERS PAGE, described. has gone 10 Kemperbad. Wanda has watped off to
Alldorf to do some research.
WHITE DWARF, Tactics should be dictated by the military capabiJitl!S
I have had 10 stan a card index for all the shops -
of the unit and th e way the troops think. not the
ENFIELD CHAMBERS rulebooks. When playing with an Ore army, think bakeries, tai lors, candlestick maken - in every tlY.Vn
because the blighters keep ordering things and Ihen
Orcish , if playing a Norscan army, think Viking. Tactio:::s
14·16LDW PAVEMENT. that Imrk beSt with your anny Imuld Imrk with a real going back for them. So if you need a few merchants
life equivalent (probl ems with the Undead here). - good. bad and indifferent, just ask , for example,
NDTIINGHAM, regardless of points values. I \Ooall using shield wall s for trail mtions and high class grocery and provision
and wedge formations long before WFB lll. I have a merchants. Youcan'tdo betterthan Heinrich HarnxI.
NGI 7DL number of annies (over three hundred figures in eac;h), Food Emporium, Aile Mark"tplall , Kemperbad.
and don't know the points value of any of th em. Expcnsive, high quality, the cost of eveything
Gene!3.lship and leadership qualities are best displ1l)'(~ multiplied by four.
when using unequal forces. MUlClnl bUllttjlies? Put your analyst on donger
Invent or adapt a history for your army. This can be mon~ No. theft an!' nc specicll rittsfor marriage
entirely fictitious or based on some medieval, golhic other than a mutual exduJnge of promises, in a
or lif.rrluunmer nation. l1IC histories themselves cun temple, befon!' a congregation. to CI priest oftht cult.
lead 10 some inlllresting scenarios based on generations Clerics of SIg11lClr ClI"t ncr bound 10 celibacy. But
old feuds, or whatever. Possibly the best and most f.Ir priests of Ulric an!'.. .
sighted guideline in the rules is the "Rules versus ideas" As for your campaign, )\:III. 'redoing a I'iOtUkrfuljob.
paragraph oopSI, don't beafraid lOexperimenl. Happ.,.
gaming.
And the same to you. utlen ctnily ediJed by Sean Mastenon
DEVER
From the author of the best-selling series,
HIGHWAV HOLOCAUST its radioactive aftennath claiming all psychotic Mad Dog Michigan, are bent
is the first in a spectacular new series but a few lucky survivors. on destmying your fragile colony as it
of solo adventures written by Joe Patientty. in scattered colonies deep crosses ithe wastelands of Texas on
Dever, author of the award'Winning underground, these survivors have the lirst stage of a life-or-death
LONE WOLF adventure gamehooks. been waiting for the earth to heal exodus to the California caast. These
Each exciting episode can be played itself, waiting for the day when they bike-riding clansmen are a formidable
individually, or you can combine them could walk once more upon the enemy: .. rmed, cunning, and extremely
with others in the series to create a sulface of their shattered wor1d. dangerous, capable of launching a
solo role-playing epic. That day has come ... lightning raid at any time, day or night.
but the real battle for survival has You willllleed all your wits about you if
onty just begun! you are to defend your people and
AMERICA 2020AD. Eight years ago You are Cal Phoenix, the freeway reach your destination intact!
the terrorist agents 01 H.A.V.D.C. warrior, champion and protector of
triggered a nuclear nightmare that Dallas Colony One. Amurderous gang
ONLY' £2.50
FROM All GOOD BOOKSHOPS
devastated the northern hemisphere, of H.A.V.O.C. clansmen, led by the
AND GA'''E STORES
THE THIRD ,~I).,\'(trj~'I :(.mu7 SPECIALIST STOCKIST IS...

GAMES & PUZZLES


MEGA RE-OPENING OAY ON 9TH Jl ULY 1988
IN HUGE NEW PREMISES AT

GAMES & PUZZLES


SIR ISAACS WALK
COLCHESTER
ESSEX
TEL: 0206 574781
SPECIAL OFFERS INCLUOE;
* A FREE CITADEL MINIATURE FOR EVERY CUSTOMER
*A SIGNED GAMES WORKSHOP GAME FOR JUST [1.00
FOR THE FIRST TWELVE CUSTOMERS
* THE GAMES WORKSHOP ROADSHOW TEAM
*COSTUME GROUPS
*SPECIAl OFFERS, FREEBIES AND MORE

~outhsea
ftlodels
Nnd
7, High Street (/9ames
Arcade,
Cardiff
69 Albert Road, Southsea~ Portsmouth
Tel: 0222 21159
GAMES WORKSHOP SPECIALIST STOCKISTS CARRY A FULL RANGIE OF BOTH GAMES WORKSHOP AND
CITADEL MINIATURES PRODUCTS, PLUS ALL NEW RElEASES AS SOON AS THEY ARE AVAILABLE
SPECIAL IRULES
Jervis Johnson tells you
Throwing
everything you could possibly Dwarf teams are not renowned for their passing game. Their
want to know about Dwarf height makes it easy for opponents to intercept their passes,
while at the same time making it more difficult for them to
and Elf teams. pick off a badly thrown ball. To reflect this, use the following
special ru les when fielding a Dwarf team.
When a Dwarf Ihrows the ball, use the DWl1rf Throwing TBb/tt
DWARF TEAMS instead of the ont! printed in Blood Bowl.
Dwerfs were one of the first races to form teams and leagues
to play Blood Bowl. Many Dwarf teams in the current league Dwarf Throwing Table
can trace their history back to the early years 01 the game.
Rsnge Interception Missed Caught
Dwarfs tend to use a conservative running game, attempting
to wear their opponents down in a grinding war of attrition. Quick Pass 2··3 4· 5 6·12
Halling said that, there are so many Dwarf teams around that Short Pass 2~4 5·6 7·12
it 's easy to find one to suit ellery taste: the Dwarf long Pass 2· 5 6·7 8·12
Warhammerels, for e)(8mple, halle a reputation for breaking long 80mbl 2·6 7·. 9·12
the rules in the most obvious and flamboyant fashion, while
411 Durum' s Destroyers of Albion's Nonhen Premier lzague have
built up a solid reputation for a good passing game /thanks
Interception s
Whenever a Dwarf is used to Intercept a throw, roll a dice.
mainly to the inspired leadership of Bran ' !.Dng Bomb' Ironson). On a 3· 6 the Dwarf manages to Intercept the ball as in the
normal rules. On a 1 or 2, howeller, the Dwarf was not able
to jump high enough to catch the ball, and the reSUlt is treated
as a Missed throw instead.
DWARF PLAYER CHARACTERISTICS
MA SP ST AG TS CL AV Injuries
lineman
Blocker
Blitzer
3
3
3
+2
+1
+3
4
5
4
2
2
3
·1
~I

·1
.,
0 10
10
+ 1 10
Dwarfs are naturally very tough, and recover from being KO'd
faSler than most other races. To represent this in the game.
Dwarfs count KO 'd results Itom the Injury Table as Stunned
Thrower 3 +2 3 3 +1 0 9 results instead.

A typical Dwarf team will have 6 Blockers, 4 Blitzers, and 6 Dislikes & Animosity
Linemen, though there Ire many local "ariations on this basic Dwarfs dislike Elves, who they find arrogant and irritating,
format. Note that a typical Dwarf learn does not have a and with whom Ihey have little in common. If Dwarfs and
Thrower, though this is not to say that such players are Elves are in the same team, 8 Dwarf will only Hand-Off or
unheard of - they are just rather rare. If you want to include Throw the ball to an Elf if 4 or more is rolled on 06. If the
Throwers, reduce the number of Blitzers by 2 and add 2 roltis lailedthe Dwarf may only pass the ball to another Dwarf
Throwers to the team. or Human player, otherwise the Dwarf in possession musl
Dwarfs may never be Catchers. If you are using the rules for hold on to it.
Kickers (WD 102), they halle Ihe same Character istics as Dwarfs suffer animosity towards all Goblinoids (Orcs,
Throwers. Up to 2 Dwarf Kickers may be included in a leam, Hobgoblins, Goblins and Snotlingsl and will not play in the

411 1'"·~ ~·~'~ ~ ~:- =:;~=n~.=m=.=n=:o~n~'=:'=:fO~':='~b;~ .~;~'~'.;,-~'~;~ .~:~c:~;~ "~,~,~,~ ~,"~'~·~m.~ ~ t~.~.~m~'1'~'~G~O~bj'~;n~O~;idi'i'i'i'il"~'~'i ~i i ijiU~ ~i
..

.~~:., " ''''


4:a_ r--,
I '...
...,(1 .
'~''-::-".
.f."~,. . .~.L.~
. ,.~:.....-, :?,.
~.
~~~~-<~f~~~~:~~1::t.~~'!f5~
- . . ' "1~p...("~
.....

I .?;. -~~",:~
,.....,."',:I~ F;';".. ~
~"~~~~,,:~,"'-
~ ...... ~
"-=,,,,
. ..~..:'.,,,, -r-:-'I
I ~'>;1~"'\t.'""I'lo~-''-~' ' ' ~ "i,;!'."
rr -I-'''''~
.' ,.. ;,;"
I "'r'
I
I
I
I
I
ELF TEAMS Injuries
Elves used to hold the opinion that there was no more to Blood Most Elf players are nOI really cut out for the smashing effect
Bowl than two groups of uncivilised yobs beating each other of a block or hard tackle - it messes up their hair, more ohen
senseless in a display of mindless violence. Aher a while. Ihan not gets their outfit dirty, and, oh, those unsightly
however, they came to realise that while reciting poetry has bruisesl The Elves' distaste for direct physical contact is
i ts place. seeing your team wipe out the opposition and win partially reflected in their low AV, but in addition, Elf players
a hard fought Blood Bowl game is even betted lake longer to recover from Stunned and KO'd results than
players belonging to other races.
Elf teams, of which there are now quite a few in the NAF,
are renowned for theif passing game. All the most famous KO'd Elf players aIEl moved to the Stunned bOil after a
Elf players are either Throwers or Catchers, though there have Touchdown is scored. They are never moved straight to the
been several quite effective Elf Blitzers in recent times. Reserves box.
After a Touchdown, roll a dice for each Elf player in the
ELF PLAYER CHARACTERISTICS Stunned box of the Dug-Out. On a 3-6 they are moved tothe
Reserves bOil as nOlmal, but if a 1 or 2 is rolled, Ihey have
MA SP ST AG TS CL AV to s tay where they me.
linemen
Btitzer
Catcher
nllower
4
4
4
4
+3
+3
+,
+3
4
3
2
3
3
3
4
3
0
+1
+1
+2 0
+1
+1
+2

Most Ell teams have 2 Throwers, 6 Calchers. and 8 linemen,


B
9
B
B
Elf Blitzers
In recent times Ell teams have started to include some
suprisingly effective Blitzers in their line-up, who actually
seem 10 like the idea of a good fist-fight . Many Elves blame
this worrying development on the desensitizing effect of

though a few inctude 2 Blitzers in their line-up instead of 2 Cabalvision on the rninds of the young, though the valious
of the Catchers. Elves may never be Siockers. lf you are using broadcasting companies deny that there is any solid evidence
the rules for Kickers (WD 102" they have the same for this claim.
characteristics as a LIneman. Up to 2 Elf Kickers may be Whatever the reason, this new breed of Elf player seems to
included in a team, replacing linemen on a 1 for 1 basis.
spend far less time in the oug·OUI after an injury than do other
Elf players, and so can ignore the special Elf Injury rules above.
SPECIAL RULES

Interceptions
In addition to their ability to pass the ball, Elves are highly
effective at Intercepting the ball when the other team throws
It. To feflect this, Ell players get the Intercept Skill (Level 11
for free. This skill is the same as the Intercept Skill found on
some of the Freebooter cards included in WD 101 and 102: Dislikes a nd Animositv
Elves are a proud arid aloof race, having a well deserved
Inte rcept: This player can convert Missed Ihrows by the repu tation for nOI ge!'ting on very welt with Olher races. Elves
OPPOSing team into Interceptions. The player can only use suffer animosit y towards a ll Goblinoids and Large Monsters
this abilit y if they are eligible to Intercept the throw. To lind (Ogles, Trolls and Minotaurs), and will not serve on the same
OUI if a Missed throw is Intercepted, roll a dice and add the team as any of these creat ures. They dislike all other races,
player's skill level to Ihe score. If the total is 7 or more, t reat and will only Hand-Off or Throw the ball to a non·Elf player
lhe resull as an InterceptioninslelKl of Missed. Only one player if a 4-6 is firs t rolled on a dice. If the roll is faited they must
may use their Intercept Skill per Missed throw. pass the ball to another Elf or hang onto it themselves.
mmmcammr!
!!~ IJjtlIJIJ!t1lijl!1
THR"~VER CATCHER

mmmcali~mr! mmmcammr!
t:m IIItIl IIIij Itll I
I tJ JJ 1 i
-0
...l

a::l
,
PhiUp Bartley: One of my pes has the
Ambidextrous skill. can he atuck and
pury in the same round if he only has
onc Attack?
~ No. Bul JIbe's wounded in one ann be
can use a weapon In tbe other with no
.i= penalties.

z;
o Roger Eng, Vanersbotg, Sweden: If
a characler starts with the maximum lnt
40 and WP 40, and rn2kes It to Wiurd
level 4, can he never rise above lat 70
and WP 70?
No - he can never increase bis Int and
WPabove 70unlessbecanflndacareer
wtlb more tban Int +30 and WP +30
on tbe advance scheme. Since tbere Is
no sucb career in tbe rulebook, tbis Is
impossible at present, but who knows,
~, Martin Brown, Duoblane: The G2vlnOrpln,181e ofSheppey: I would tbere might be a super-powerfill career
Noble's trappings include bangers-on - like to know if H2lflings, Dwarfs Of Elves published at some time wltb the rlgbt
what :ne they? can become TempI2r5. If so, can they advance scbeme.
serve Human religions, or must they
The Noble is a somewbat exceptional follow one of their own religions? Scores 0/70 in personal characteristics
basic career because oftbe advantages areapproacblngthebumanma:xtmum
It confers on a cbaracter: Hangers-on Good questfon. On the wbole, anyway - if you look at tbe monsters
are one such advantage. For a PC Noble, nonbumans fallow tbeir own gods - wblcb have blgher 1D.t and WP scores,
these will be Servants and Bodyguards many Human gods bave nonhllman you willfind that tbey are tbings such
for tbe most part, altbough 01/ kinds of equivalents (see Tbe Enemy 1171tbln, as Llcbesand Demons, wbicb onemlgbt
people w{[J attach themselves to a Noble p21) - but tbere Is no reason wbya expect to bave super-buman
\ In the hope Of prOfiting by the nonhuman who bas spent a 10,.,ig time Intelligence and strengtb of will.
~ association. Note tbat Loyalty lests will in Human society sbouldn't take to
be 1" order If the Nob/e Indulges in worshipping Human gods. However, it

.- excessive and/or dangerous behaviour


(eg .'/ say, ]eeves, you just bold tbls
dragon 011 for a few minutes while I
make sure everyone gets away safely"),
For an NPC Noble, tbe nature of tbe
bangers-on will depend on tbe
will be difficult for a nonhuman to
become a Cleric or Templar in a
Human cult. If one of YOllr players
wants to do tbis, the character wi'll have
to spend qllite some time proving
blm/berself and overcoming tbe
NeD Fordham, Great Dunmow: I h2"'e
an Elven Bounty Hunter who is about to
finisb his arter. I wanl him to ~come
an Assassi.n , but I am worried about
h2vlng to take an alignment ch2nge, as
circumstances; at borne tbere will be natural prejudices oftbe cult's Iluman the patron of Assassins in Khalne, who
Servants and Bpdyguards, wbJle on a leaders. is tvil - and surc:ly this means that all
• nigbt on tbe town tbe Noble is more Assassins a~ tvi!'
., likely to be accompanied by like-
minded pleasure-seekers sucb as Bawds. Altbougb most ofKbalne's followers are
If an NPC Noble comes from a James Anderson, Edinburgh: It says Assassins, not all Assassins have to
particularly exallited family, one or in the rulebook that followers ofthe Old follow blm. Even so, your GM may
more of tbe bangers-on may even be Faith, namely Druids, must be Neutral. decide to make your character cbange
lesser Nobles themselves. Now, as we all know, Druids are alignment for switcbing to this career.
dtdic:ued to the protection of :tllimaJs, If )'Our character follows Lladrid (or
forests, etc. Under Good in the section any other Good deity), be mlgbt begin
.-' Mark Dexter, GI0550p: PIt2se could on Alignmenl it states that Good to Incur divine displeasure. Tbls Is
you lell me if there :ue more character chancters a~ 'for natural order, peace sometbingyou will have to discuss witb
races Ih2h Hum2n , Elf, Dwarf and and beauty'. So why tht restriction on your GM.
H2lfling. My friend S2YS you C2n ~ 2ny aJjgnment? Also, this would allow Elves
t Iy~ of beasl in the Besliary, 2nd W2ntS to become Druidic Priests - after ",lI, they
10 be a Warrior of Chaos - ple2Se lell me arc: brought up in woodlands, so what Andrew Meecham, AlIoa: Can you
if this is possible. is mo~ natural than an Elven Druid? reduce 2 chancter'S Insanity Points score
, As the rules stand at present, player The reason we decided that DruMs haue
in any W2y? By spending Fate Points or
Expc:rlnce Points, for example?
/'
charactersmayonlybeHumans, Elves, to be of Neutral alignment Is because
Insan ity Points are very bard to get rid
" " '0 Dwarfs, HalJllngs or Gnomes (see
WD86). }butieflnltelycan'tbeanytblng
tbey belieue In the rule of natUl"f!, and
nature is a system In whlcb Human Of Fate Points certainly won't do the
from the Bestiary. Having said tbat, (and Elven) moral terms such as good frick (Indlanajones certainly 1m 't short
....... Realm of Ch305 will bave rules for
player cbaracter Chaos Warriors and
and evil are Irrelevanl- It's neftbergood
nor evil, It Is simply tbere. 1ft d.ecided
of Fale POints, but can be get rid ofbls
fear of snakes?), and Experience Points
Cbaos Sorcerers, but your friend will to keep Human and Elven religions don't work that way at all. Basically,
have a long way to go before bls Chaos separate, and since tbe Old Fam, is lied you bave to wait until a cbaracter's
Wan-lor cbaracter wtll be as powerful very closely to tbe origins Of Human Insanity Points total reaches 6 - then the
as tbe one in tbe Besttary. I tblnk be's SOCiety we decided tbat it Is not a character gains a disorder, and the total
just trying to get a super-powerful religion wblcb would be open to resets to zero. Before tbat, tbere Is
character. Ofcourse, no-one would ever nonhumans. notbing tbere to treat. Tben, Of course,
go adventuring witb a Chaos Warrior, you can seek out a Surgeon with a hot
and tbey would be bated and feared Of course, elven (or otber non buman) wire and a band,
wbereuertiJeywent, witb Witch-Hunters nature cults mlgbt bave a Sl'mf/ar Pbarmaclst
popping up everywbere just itcbing to outlook to Druids, and an Elf could any Of tbe other
burn tbem at tbe slake. always follow one of tbese. rulebook.
Far beneath Khome's braz.en
throne, ringed by moats of bu:rning
blood, lie his War Forges. There
despair is tempered into steel, hatred
into iron, death into a swort/'s
shape... His blinded, crippled
mage-smilhs labour at the furnace
doors and feed the flames when they
fa//... And from his horrid smithies
come blades fair and foul, bright
and dark, greater and lesser. But
all are attainted, marked and
corrupted by Chaos. The wise and
prudent man goes unanned, even
into the battle's heart, rather than
touch such a blade...
- Ye Describ'd Werkes of Chaos, from afair copy
in the Monastery of Gonschalk

When foul murder is commUted,


who is guilty? The sword or the mall
who wields it? In the darkness thai
is Chaos, who can say?
- Magistomm Chaotica

From the pages of Realm of Chaos: the system


for generating the Weapom of Chaos. The
Screaming swords, the Milrp bla.des, the
Vampyre axes - all are here presented for your
interest, education and delight ... Read on, but
guard your back ...

by Mike Brunton and Bryan Ansell

CHAOS WEAPON AR'fYK)RK BY tAN Mll.l.E.It


CHAOS WEAPONS

HAOS WEAPONS
Followers and Daemons of Chaos can use two types of magical weaponry: Chaos
Weapons and Daemon Weapons.
Chaos weapons have relatively limited magical powers which are part of the blade
of the weapon. These are determined randomly for each blade. While a weapon
generated using the system presented in this section can be qu ite powerfuJ, for
the most part it modifies the abilities and skills of its bean~ r.
A Daemon weapon. on the other hand, has abilities and powers of A Chaos weapon may have any numberofp r{)pul(~s , but il may not
il! ow n, based on the Daemon that is bound within the blade. The hav¢ a paniculnr p~rty ffiOn! than once . Any duplicates should
rules for generating such weapons can be found under DaemQ't be re-rulled until an unduplicQ/l!d property is detemlined, The only
l4ropon.!" (see the forthcoming RMm of 01_ . Slaves to Dark0e0i5). limit on the nu mber of pmperti~s thaI a weapon may posses~ is the
Chaos weapons arealways hand weapons ofsome type: swords, alles. points COSI thaI the player is willing 10 pay for a particular blade.
m8C'eS and the like. The rules presented here can be applied 10 any Players have no influence oYer th e 'Wfurt of a given weapon',
type of close combat weapon, noI to missile weapons. While the shape propercies : they can only determine The number of pmpulin
of a Chaos weapon makes no difference- to its function. the
overwhelming majority of such weapons ~ swords of one t)ope 01
J'O'=""
1bC' Ouw.' Htapon Properties Table uses a DICXX) roll . This is similar
anoc.htr, lOa DlOO. excepc that fhrte(nllherthan two) ten -sided dkean! rolled :
on~ for the hundrr<ls, one for the tens and (Inc for the unilS. A resull
of '000' is always read as one thousand , never as urn.
In most cases variable powers should be rolled up when thepropeny
is delenn ined . However, any ' (0 hit' bonuses and variable Kbunds
are randomly gc:nc:raled each timethe weapon is used. Wherea 'target'
or 'victim' ls R:ferrcd to in the proptrties descri ptions this may be
an 1ndivldual or a unit/group, A Pf"OfNny used against a unit/group
may only affect those of its number who are within range.
Where numbers or dice rolls are .separa~ by an oblique (I). the
WEAPON PROPERTIES references are to WFll and WF'RP respectively.
The abilities of Chaos weapons generated using lhesyslem presented
here are referred 10 as pro/Hnits, This ti tle disti nguishes them from POlNTSCOST
the powers granted to Chaos followers;n the shape of cmribufes and
gifts , :a
_ ...... OF CHAOS WEAPONS ...- -
1lle points vaJUI:of a Chaos weapon is not directly relaled 10 its powers,
Followers of Chaos can be affected by the proptnies of a bilide that Each Chaus weapon costs 25 poinlS plus 50 points per die roll on
thq' carry, to almost the same degree as their own cmribucc$ and
the Cluw! ~opon Properties TidJ/e. The points COSt is not multiplied
gifts , While the' effeclS of aproptny last only as lo ng as the creature by the c haracu~ r level modifier.
in question is holding the weapon, in most battles the practical result
of a profHny is similar to thai of a pennanen! arrribufe or gift , While individual propl!nies may not seem to be 'wonh ' SO poinlS
(or might seem to be worth far more), the points cost is not: for the
properf)' itself. It is forthe. roll 00 the C7taor Htupoo Propenie! Table.
- __ COMMON PROPERTIES ••- - The narureof the genenllC'd p~rt)' makes no difference 10 the poinlS
A II Chaos ~apons ha\'e cemin qualities in common, regardless of COSt 0( the weapon, even if ~ propeny is disadvanlagcous to the
their ind;vid~ properties. Thesc.common properties are DOC the. same beareroftheweapon. Ap,upeny. such as 705·717 Random or J04..116
as those of 'ordinary ' magical weapons described in W8rhammer COM'onl, requires one or more 'tAira' properties to ~ generalC'd. In
Fantasy Battle. this c.ase the cost is still 50 poinlS; the poi nL~ are paid for the initial
die roll. IKM the Cf.)W(Inl or Random propen)' 0{ me weapon .
I Every Chaos weapon has a mag ical Bura which is immed iately
obvious to any Wizard who louches il .
2 Chaos weapons can ca use damage to creatures listed as belOg , I
immune to the effcclS of nonnal weapons.
3 Chaos weapons can dispel any Auro on contact. Roll a 06: on
a roll of 3, 4, 5 or 6 Ihe Aura is negaled.
\
4 The dfects of Chaos weapons cannot be avoided by Magical So~;ng

-_I
Throws , except as noted in thedescriplionsd individual properties.
- CHAOS WEAPONS FOR UNlTS -
UnilS can ~ oquippcd with 'Slandard' Chaos weapons al a cost of
DETERMINING PROPERTIES ,._- 25 points per model. These wcapoos hIrve only the powen listed under
Warhammer Fantasy Baule allows players 10 choose Inc. powers Common Prof.'enin above.
of a magical weapon from a list. Chaos weapons, however, are If you wish, un ils may beequipped with weapons having additional
generated randomly. using the. ChM5 Uf!apo.olS Propenies Table below. randomly dek:nnined propeni~s . This costs an a.dditional SO points
Players have no di rect control aver the powers of a particular weapon. permndel, btl l only one die roll is made forlheentireunit . Peruse
'Ole followers of Chaos have 10 take whateveris produced in the patron of play it is as:sumed mal the unit is equipped with weapons having
god's Forges. identical propenies.
HAOS WEAPONS TABLE

CHAOS WEAPON PROPERTIES TABLE

DlOOO Swoni Proporty DIOOO Swwd Proporty


- s-dProporty
001-013 Animation 334-346 Freeze 667-679 Poisonous
0l4-026 Banishment 347-359 Frenetic 680-692 P\""".""rd
027-039 Bewirched 360-m. Glittering 693-=K)4 Protection
040-052 Breathe m -384 Hacking 705-717 Random
053-064 Cbainsword 385-397 Hate 718-730 Relic
06S-077 ChiIJ Blast 398-410 Howling 731-743 ResUienc:e
018-090 Commond 4U423 Hurling 744-756 Ripos1e
091-103 Cool 424-436 Uluston 757-768 Sanctity
104-116 Coward 437-448 Immunity 769-781 Savt&erY
U7-128 Ct<ature 449-461 Irnpunjty 782-794 Screaming
129-141 Damaae 462-474 InteUigence 795-8IJ1 Shrieking
14Z-1S4 Dealhdealer 475-487 Lashing 808-820 Singing
155-167 Deathlust 488-500 Leadership 821-833 Skeleton Horde
I68-UIO DdIe<tioa .501-512 Levitation 834-846 Skeleton SItJtIttlOtIing
181-192 Dqoncntion 513-525 Magic Absorption 847-859 Slacken
193-lOS Diseochantment 52&.538 Magic Destroyer 860-872 Sleep
206-218 Double Damaae 539-551 Magic Force 873-885 SpeU
219-231 Enchanted 552-564 Magic Reflection 886-897 Stealing
232-244 Enfeeble - 565-576 Magic Thief 898-.910 Strength
245-256 Entrancing 577-589 Might 911-923 Swiftness
257-269 Fade 590-002 Mighty Slrikt 924-936 v.Iup
21\}-282 Fear 603-<i1S Mindeater 937-949 Warrior Summoning
283-295 Ferocity ()16-628 Non-flammability 950-962 vaten
29&-308 Fiery Blast 629-640 !'any 963-975 Will
309-320 Flame 641-653 Piercing 976-988 Wounding
321-333 Flight 654-666 Plague 989-000 Varnpyre
ANIMATION - COOL
~

CHAOS WEAPON remainde r of the tum. T hey are free lOuse


any of the powers or abilities of the bearer
PROPERTY and the sword in any way they see fit.
DESCRIPTIONS On any other resu lt the bearer controls his
blade and may use it nonnally d uring the
The lenn blade is used ill the following tu m.
descripiiollS because the IlJ.IIjority of Chaos
weapons arc swords. The propertiel' Roll again on this table to determine a
second property fo r this blade.
described below can be applied to other
close combat weapons if. for example. your
favourite model is equipped w ith an axe 040-052 BREATHE
rather than a sword .
The blade has a scaled su rface and a
001-013 ANIMATION sharkskin hilt. Jt grants its bearer the ability
to breathe safely, even underwater. As a
The blade may move and fight on its own , result the bearer is immune to all gas and
swimming throug ht the air to reac h its simi lar attack forms including. fo r
opponents, example, the musk of a Fiend of Slaanesh .
It must re;main with2D6~/4D6yardsofiLS
bearer at all times. It need not be in sight
while operating o n its own. The blade has 053-064 CHAlNSWORD
the fo ll ow ing profile when fighting The blade is a Whirling machine of death
independently : M4, WS4/4 1. S4 , T4. and destruction, powered by some arcane
W3 /17, A3 and 16/60 and oily (if somewhat noisy) technology,
All a ttacks made w ith the blade have
014-026 BANISHMENT Strength 4 (rather than using the bearer's
The blade has been forged over a tire of S). and cause one Itbund . Theopponent's
buroing bones and tempered in the blood Saving Throw is subject to a · 1 penalty.
of a necromancer. If the target's save is successful its amlOu r
This process gives the bearer the ability is reduced in effectiveness. It has a -I
to use the equivalent of Qne Daemonic or penah y to all saves from now on; ie a save
Necromantic Dispt:/. .. of Magic Level D4 of 5 or 6 becomes a save of 6. Allematively.
or below once per battle (WFRP: once per a non-magical shield (if the target has one)
24 hour period). This does not cost the may be destroyed.
bearer any Magic Points. or count as using lfthe target is wearing magical armour of
the spell of the sanle name; only the effe<:ts any type roll a 06: on a result of 6 it is
are identicaL similarly affected .

WFRP: One AP on the target location is
027-039 BEWITCHED ignored, and the armour in that area is
The blade has a ma licious and evil pennanentiy reduced by o ne AP. A shield
personal ity of its own , and de l.ights in lIlay be destroyed instead.
leading its unworthy bearers into danger.
Roll 20612010+40 to determine its Will
Power. At the start of each tum roll tWO 065-077 ClflLL BLAST
06/010, one for the blade and the othe r The blade is forged from a s ingle splinter
for the bearer. and add the die roll to the of eternal, unmelting ice. Itcanemit a blast
respecti ve Wi!l Powl'r, of cold from its tip at anyone target creature
within 20 6 -'406 yards du ring the
If the blade's total is higher, it controls its Shooting PluJse. This blast automatically
bearer for the tum. The model is given the bits its target, causing D3 S4 hits. Against
oppos ing player or t he GM for the undead targets the hits are only at S2,

078-090 COMMAND
The weapon is a magnificently polished
battieblade, inscribed with d read runes,
and the bearer is obviously a creature with
a t rul y command ing personality. All
friendly troops within 206-/406 yards
may make Leadership ro ll s using the
bearer's Ld characteristic rather than their
OW".
091-103 COOL
The blade increases its bearer's Cool (and
CI bonus) by UlO each, to a maximum of
10+3/100.
COWARD - CREATURE

104-116 COWARD The blade penetrates armour easily. and


opponent 's have a -I penally 10 any Saling
The blade was flawed in its forging and Thr(JIl·s.
appears discoloured and corroded. It will
refuse 10 fight , unless the bearer makes II The bea re r of the sword is subject 10
successful Will Pqwe,. test at the start of bl()()d-greed. After any opponent has been
the battle. If the bearer fails in this lest he rouled or killed lhe bearer must make a
is not allowed to make any weopon anacks Cool test or fal l upon the bodies of the
during the subsequent fighting. fallen and feast fur the remainder of lhe
tum. The bearer can do nothing else while
Roll again on this table to de termine II eating thedead . This Cool te.~t is repeated
second property for this blade. at the slart of every subsequent tum. Only
when it is successful does the bearer's feast
come to an end .
117-llS CREATURE
The blade has the mind and will of some Skeleton: Theblacle has been forged from
a fused Human vertebrae, bound inlO a
creature bound into it . Often the creature
single mass by arcane sorcerie.~. It is edged
has been used to quench the blade du ring wi th the leet h of innocents.
lIS forging. As II result the blade nascenain
additional powers. depending upon the The blade causes fear in all living
creature used in its construction. creatures, although those with 1'7 or more
have a +2 bonus on the test .
Roll II D20 and consult the table below fur
the properties of the Creature blade: The bearer (lf the sword is immune to all
psychological effects, and poisonous
020 Blade type flttacb do not receive a nonnal + 1 bonus
to lheir Slren1!th.
1-2 Cockatrice
3-5 Dragon
Spider: The blade has bee n qu enched in
6-8 Minotaur
the venom of thousand spiders, and bound
9-11 Skeleton
with silk during its repeated temperings,
12-14 Spider
15-17 Troll The blade is poisonous, givi ng a + 1
18-20 Wraith Sire/18th bonus, and a -1 penalty to any
&1I';ng Throw made by a target.
Cockatrice: The blade has been forged The bearer is immune 10 all psychological
from the warped and solidified lail of II effects bul. if attacked by fire or within
Cockatrice, and its pommel is made from 4~/8 yards of a fire he musllBke a panic
the skull of the same beast. test,
All hilS caused by the blade do IlOnormaJ
damage. Insliad the larget must make a Troll: The blade has been deeply elched
Magic Saling Throw/ Magic lest. If this with Troll blood, and its edge repealedly
tested by being thrust inw a still living
is failed the target is pelrified and slain .
Troll.
Creatures O\Ier 10 feet tall should nOI be
removed from the battlefield , but left in The blade can spun digestive acids over
place as an obstacle to the movement of an opponent once per battle. This causes
other models. The blade also causes/ear one automatic Strength 5 hit. which
in creatures under 10 feet tall. ignores all armour andcauses 03 ~I,w.
Finally, o n a result of 4,5 or 6 on the roll WFRP; lhe blade can use its power once
of a D6 Ihe blade also confers the power per 24 hour period . The acid causes D3
offlight,.with the same profile as a Dragon Slrength 10 hits. A rmour o ffe rs no
blade (below). protection, and non-magical armour and
weapons are ruined .
Dragon : This blade has been carved and
bealen from a si ngle scale of a Dragon, Wraith: The blade has been healed over
tempered in lhe Dragon's spittle. a fire of grave dust and gibbering souls,
and quenched in a living Human.
The blade can brealhe fire, with a range
The blade has an automatic chill attack;
of3D6". causing ID6 aUiomal ic hilS, each
any hits cause one Ublmd, and ""~,,,ge ,
of Strength 4 (5 against flammable
roll need be made. A Saving Thrmv
targelS) . The blade also allows its bearer
allowed.
10 fly wilh lhe following profile:
WFRP: lhe blade drains one poinl of the
Maximum Speed : 406" target's Strength . Creatures reduced 10
Minimum Speed: 04-1" zero Strength are slain.
Accldec: 06"
The blade also causes/car in livi ng
WFRP: lhe bearer may fly as aswooper. creatures.

Minotaur: The blade has been forged on Other types of Creature blades are
an anvil of Minotaur skulls. and quenc:hed possible, and you should feel free to invent
in a pool of blood . your own.
DAMAGE · ENCHANTED
155-167 DEATHLUST
The blade causes D4 Ubunds when it hits The blade was heated in t he fire of a
the target. No Stl\'ing Throw is allowed, burning heart , and desires o nl y to taste its
unless wearing magical or Chaos annour. opponent's heattsblood. It grants the bearer
a +1110 bonus o n his "0 damage' rolls when
WFRP; ignore Armour Points (unless mak.ing attacks with the blade.
magical) and calculate damage caused as
nonna), then multiply by 04 .
168-180 DEFLECTION
The blade been forged of light and airy
142-154 DEATHDEALER metal , and it allows the bearer to deflect
The blade has been panly quenched in lhe a number of missile attacks equal to his
blood and spirit of some creature, giving Weapon Skill in a single Missilt'
it a desire 10 endlessly quench its inner fire Phast'/Round.
in moreofthe same blood. Asa result, the
blade can strike down one specific type of The decision whether or not to deflect a
creature. destroying its mind and missile need only be taken after the 'to hi t'
personality as well as its body. die has been thrown for the attack.

When an app mpriate target is hit by the


blade it dissolves into a sma11 heap of dust 181-192 DEGENERATION
and is instant ly slai n. Roll a 0100 and The blade has a rone n and pUlTesecent
consult the table below (or the type of appearance, having been forged from
creature affected : corrupti o n and foul ness made solid .
Whe never il hits an opponent it leaves a
DIOO Result little of its substance in the wound .
01-04 Beasllnen . inc1 ud.i ng Minotau rs Any ta rget which takes a ""bund from this
and other sub-varieties blade must roll a D6 at the start of each
of Beastmen following lum (WFRP: after D6 rounds).
05-08 Cn::atures of Chaos, On a result of 6 the victim loses an()(her
includi ng Chaos Spawn 1/5 Ubunds . The Degt'fltrotion can o nl y
09·12 Daemons. Roll a 06: on a L 2, .3 be halted by a Curt SeI't:ft' UbmuJs spell.
o r 4 the blade on ly ha s its
deo,last&ting effect against Lesser Victims of this propcrty can be indi ca l~d
Daemons. On any other result it by a small marker placed nexlla the figure.
works against all of Daemon kind .
13-16 Dragoos
17·20 Dwarfs
193-205 DISENCHANTMENT
21-24 Elemenlals.. T he blade is a bane 10 all magic us ing
creatures, tipped wiT h runes and arcane
25·28 Elves
symbols,
29·32 Fim;r
33-36 Giants The blade reduces ils turgel's MagiC' Points
37-40 Gnome~ (if any) o r Daemonie' ~'t:r Poinu by D6
41-44 Goblin~ eac h tim~ it hil s. No Wo und need be
45-48 Heroes: any ('reature which has a caused, OOllhe target may make an Armollr
profile abrNe its standard $oving Throw against the blade's effec1 .
raCial type. Drained MagiC' Points may be added 10
49-52 Humans (hose of the bearer.
53-56 Lizardmen
57-60 M ort~ 1 ChllOs followers, again
including Chaos Spawn . 206-218 DOUBLE DAMAGE
The blade has been magically sharpened,
"''''
0""
Smen
and enc hanted SO that it twists and turns
within a wound .
73·,.; Siann Each hit caused by this bl ade allows two
77-80 Trolls rolls on the Damage Chan (WF8 p54) .
81-84 Undead WFRP: roll a D6twicefordamage, addi ng
85-88 Werecreatures the bearer's Srrength 10, and subtracting the
89·92 Wizard s. Sorcere rs and o ther target's Toughness from , each die roll .
similar spellclSlCn
93·96
97·99
00
"""
Creatures of a Good Alignment
Creatures of a Lawful Alignment
219-231 ENCHANTED
The blade is encha nted and finely made,
carved with runes alo ng itg spi ne and
Against other creatures the blade can strike e tched with scenes of battle. It can strike
and damage opponents who are immune and damage opponents who are immune
to non-magical weapons. but has no other to non-magical weapons but has has no
properties. other propt'nit's.
ENFEEBLE - FEROCITY

270-282 FEAR
The bladt reduces its target's Toughness The blade is subject to fear of o ne group
by one each time it hits. No ~u"d need of c reatures, which it passes on to its
be caused, but the ta rgel may make an bearer. In addition, when it is in combat
Amrour S(lIirrg Throw 10 avoid the blade's against suc h creatures. no weapon attacks
effect. If Toughness is reduced 10 zero the are possible. allho ugh the bearer may use
target is dead , othe r attack forms (if any).
Roll a DlOOand consult the table below 10
245-256 ENTRANCING determine the object of the blade's fear:
The blade has been polished to a
impossibly bright fi nish and now has Ii DlOO Result
dazz.ling and hypnOlic effect. All enemy
OI.()4 Beastmen. including Minotaurs
mode ls within D6 ~I2 D6 ya rdS of Ihe
and olh er s ub-va rietie s of
blade's bearer are subject to stupi(lity unless
Beaslmen
they can make WP tes ls to avoid looking
at il. Will POlWlrtests must be made at the 05·08 Creatures of Chaos, including
stan of every tum 10 avoid o r escape the Chaos Spawn .
blade's entrancing effect. 09-12 Daemons. Roll a 06: on a 6 the
bladefears all Chaos Daemons.
On any other result it fears the
257-269 FADE Daemons of the opposing Power
The blade is made from grey metal, which of Chaos: eg Khorne blades/ear
appears to dissolve at times inlo no more all the Daemons of Slaanesh .
than a wisp of smoke or mist 13·16 Dragons
17-20 OM"'
It causes those it st rikes 10 become 21-24 Elemenlals
insubstantial and eventually fade away.
Whenever the blade hits, reduce all Ihe
25-28 Elves
target's characteristics by one(\VFRP: five 29·32 Fimir
in the case of percentage c haracte ri sl i c~) . 33-36 GianlS
At the sIan of each subsequent tum roll 37-40 Gnomes
a 06; o n a result of 4,5 or 6 the target's 41-44 Goblins
c haracte ris tics are reduced again by a 45-48 Heroes. Any creature whic h has
s imilar amount . a profile above its standard racial
type.
As th is fading conlinues the victIm
becomes increasingly nonexistent and 49·52 Humans
loses touch with reality. A~ Ii result 'reality' 53-56 Lizardmen
can affect the victim only to a \esserdegree 57-00 Mortal Chaos followe11i . Roll a
and all the victim'S saves receive a +1110 06: on a 6 Ihe blade fears all
bonus. This is increased by 1/10 fur each Chaos followers. On any other
time thai fading has occured . result ilfea rs the followe11i of the
o pposing C haos power: eg a
When any o necharacleristic drops lo:rem Slaaneshi blade/ears Khorne's
or below the victim fades complelely and monal followers.
va nishes, washed OUI of reality inlo Ihe 61-64 Og=
never-ending void of Chaos. 65·68 Orcs
Victims oflhe blade·s £adingpropt'rf)' can 69-n Skaven
be indicated.by a smal l marker placed ne)(t 73-76 Siann
10 the figure. 77-80 Trolls
81-84 Undead
85-88 Werecreatures
89·92 Wizards. Sorcerers and ot her
s imilar spel1caste11i
93-96 ?oats
97-99 Creatures of a Good
00

Providing il docs not fea r them. Ih" bl•• , 'i


can Slrike opponents who are immune to
non-magical weapons.

283-295 FEROCITY
The blade is forged from the annour of a
fal len Champion of Chaos and allows its
bearer 10 make an extra weapon Attack
(bearer's A +I).
FIERY BlAST· HOWLING

296-308 FIERY BLAST cumulative -11-10 penalty to the bearer's


The blade has been forged from a single Weapon Skifl; ie the first attack is at the
flame, bound into a flickering blade of bearer's full WS, the second at WS-IJ-IO,
black iron. It can emil a fiery blast from the th ird al WS-2/-20. the founh at
its lip at anyone target creature within WS-3/-30' elc.
20 6"/4 0 6 yards during the Shooting
PhaSl'. This blast automatically hits its
target, caus ing 03 83 hits. Against
360-372 GLITTERING
tlammabletargets the Strength of the blast The blade has been magically polished 10
is increased to four. No Saving Throw for a perfect finish. and the dazzling reflections
armour is allowed. it causes reduce any opponents' Weapon
Skill by D4/D4x8, to a minimum of one.
WFRP: Armollr Poim,f are ignored.

309-320 FLAME 373-384 HACKING


Never having been quenched. thehlade has The blade has a jagged edge, and has been
been enchanted to retain the heat of its enchanted so thai it repealedJy lunges in
forging. It bursts into flame when drawn, and out of wounds. As a result it causes
causing panic in some creanlres (ie those D6 Hbunds to living creatures.
listed as subject to panic in the presence WFRP: calculate damage in the normal
of fire - wolves, fur example). It has a +1 way, then multiply by D6.
Strength bonus against flammahle targels.

321-333 FLIGHT 385-397 HATE


The blade's hilt or handle is carved from The blade has been forged upon mind and
swan's bones and it allows ils bearer to fl y soul of a crealure, and is now subject to
with the following profile: hatred of that type of beast . It passes this
irrational feeling on to ils bearer.
Maximum Speed: 4D6~
Minimum Speed: 04_l u Roll a 0100 and consult the table given
Ace/dec: D6" under 270-282 Fear (above) 10 determine
WFRP: the resTer may fl y as a swooper. the subject of the blade's hatred. Treat all
references to fear on that table as references
I. to hatred. Whe n used against such
creatures it grants two attacks forever)' one
334-346 FREEZE Iw:apon attack the bearer would normally
be able to use.
This blade of jagged and splintered steel
has been forged on 'l" anvil of ice, unheated Providing it does not hatethem,lhe blade
in an unflame of frost and quenched in a can strike opponents who are immune to
pool of fire. Roll a D6 when a living non-magical weapons. It has no other
creature suffers damage from a blow made properties.
with this blade. On a roll of2or more the
victim is automatically killed. The viclim
is nOI emilled to a Stu'ing Throw, 398-410 HOWLING
The blade emits a dirge-like and uneanhly
howling, which is deeply disheanening to
347-359 FRENETIC any enemies unfonunate enough to hear
The blade aJlows the bearer to lise his it. All living ent!my creatures within 6"f12
Weapon Skill as the number of Attacks he yards are subject 10 fear,
can make with it . The first of these attacks
is made with the bea re r's WS, but
subsequent attacks are made with a
TIy word 0/ th. KJoi,ht D/
Chaos w.... placttlllpon I,..
anvil, and the smith raill"
mtIIIy mig1lty.blows U"'1t
II,
tIIIIlJtI' no nuuIc diil shtIW IIpotI
'1Iie blade, It .... duust into the
hauto/th./umtJU, and when
it .... brough/forth, th.,miih
. " l11Iite the blade once mort
With aJlllie skill of'his crWt,
lI0W the iJDt, tUrd
" now
1IpotI/M "" e, lmd IliIlIfD
HURLING

411423 HURLING
The blade may be hurled at an opponent 'The blade is cast from living metal, and
up to 206"/406 yards away during the ,::unningly wrought inlO the fonn of 8 snake
Shooting Phase using the bearer's &llistic lOr tongue. It may be used to attack an
Skill and Strength. QPponent up to 206 /1/406 yards away
If the attack is successful the blade during the Hand to Hand Combat Phase.
3U1omatically rerurns 10 its bearer's hand. The blade lashes out to its full extent ,
rr the attack misses (ie the "0 hi!' roll is makes an attack. and then returns to its
a failure) the target may calch the bJadeby I»riginai length and shape.
making an Initiative test. The target can The target is entitled to make an Armour
then use the blade on subsequent rums. Saving Throw against the blade's attack.
but cannot attack thebearer, unless allowed
to do so by h.is own mag ic blade or a
424436 ILLUSION suitable Chaos attribute.
The bhide is carved with runes and its
pommel is made from the skull of an
Illusio nist. Its bea rer is granted an 488-500 LEADERSIllP
illusionary appearancewh.ich hides his true The blade has the undy ing spirit of a
nature. A completely diffe rent (even mighty mona! warrior bound within it. As
inappropriate) model may be substituted :a result it increases its bearer's Leadership
for the bearer's model on the table top. ,(and Ld bonus) b}' 1II0each, toamaximum
Any psychological effects caused by the Qf 10+31100.
bearer are ignored umil the blade is used
in combat. The sham appearance is then
dropped for the remainder of the battle.
.501-512 LEVITATION
The blade is suffused with magica1 power
:and the ashes of a mutant with the JlO">Ver
437-448 IMMUNITY of levitation . It allows its bearer to float
The blade has been quenched in the blood 'up or down D6~n D6 yards per tum. but
of brave and noble men, and increases its confers no power of sideways movement.
bearer's Toughnes,f by +03, up to a
maximum of 10.
513-525 MAGIC
ABSORPTION
449-461 IMPUNITY 'The blade is forged from a V::~~;;~'~::~[
The blade's pommel and hill aremade from :! FJeshhound ofKhome, bound
the still-living heart and ribs o( a fa iled iron and brass and quenched in the spinle
servant of the Chaos gods. The blade IOf a Wizard .
increases its bearer's Ubund.v by 1/5. It absorbs any spell cast against its bearer,
and the spell therefore has no effect. The
spell is, however. retained within the blade,
462474 INTELLIGENCE imd the bearer may release it (at no cost
The blade has been forged between t'M) 'in Magic Points) duri ng a subsequent
scholarly skulls, and tempered in flames Magic Phase.
of burning books of forbidden lore. It
increases its bearer's Intelligen ce (and Int Only one spell may be retained within the
bonus) by ill0 each, to a maximum of Ibladeatonc: time, but acurrently held spell
10+3/100. Imay be supplanted by a second spell al the
bearer's discretion.

marl< did slww upon the bIiJik.


My sci'jbe did clumce 10 prick
hilllseif upon his snuiJl knife,
an4 ),ut a single drop ofiblood
I_II on th. anvil, onto th_
cursed blalk thai lay there. AI
this a greill rune sJrone.forth;
redder than the hlartJs blood,
II1f4 darker than night. The evil
IfWfJrd didpu(se and sing upon
~nviJ, ad all /kd in lear
Of Uu! din thing.
MAGIC DESTROYER - PIERCING

526-538 MAGIC 577-589 MIGHT


DESTROYER The blood-Ted blade pulses with a life of
If Ihis rune-carved blade scores a hil itsown, and bleeds whenever it is parried.
against a creature carrying one or more However, the bearer's Strength is increased
magical items roll a D6. On a result of 5 by three when making attacks with this
or 6 all the magical properties of o ne of blade. The Strength of any other attacks
the target's magical items are destroyed. made by the bearer is unaffected .
If Ihe target has more than one ite m
randomly delermine the object which is
affected. 5~-~2MIGHTYST~
Thisdull and unsharpened blade is forged
from a sing le rib-bone of a Daemon
(Greater or Lesser) ,
539-551 MAGIC FORCE
The blade (a fort:esv.Qrd) pulses with power It allows the bearer to make one 510 hil
and is highly attuned to the flow of magical during a single hattie (WFRP: within a 24
energy. The bearer can expend Magic hour period). 1be bearer decides to use this
Poims (if he has any) to increase the ability after he has acrually hit a target bUI
sirength of a blow from !.he sword . Each armour is taken into account.
Magic Point ex pended adds +I 10 Ihe
Strength of the blow, and also reduces the
target's Saving Throw by -1. ~3-6J5 MINDEATER
This bone-like blade has a insatiable
hunger for the thoughts a nd feelings of
those it hits.
552-564 MAGIC
REFLECfION The blade causes 00 physical damage when
it hi ts a target, ie no Ubllnds are inflicted.
Th the uneducated eye the blade is crudely
Instead the target's Ld , Int. CI and WP
made. poorly finished and rusf)'. Th any
are reduced to zero.
form of magicaJ power it is, however. the
most perfect of mirrors. The target becomes subject to Stupidit),
immediately. and loses all skills.
The blade can reflect any spell casl at its
bearer back at the Wizard who casl it . The
spell is only reflected back if the bearer
manages 10 roll under his ~apon Skill on 616-628 NON-
206. The speUcaster suffers the full effects FLAMMABILITY
of a reflecled spelJ , although he is e ntitled The blade has a hilt and pommel carved
to a Magic Saving Th row if this is normall y out of solidified lelifS from a writhing
the case. .. victim of the Chaos fires and lomenting
Daemons.
It confers on its bearer an immunity 10 all
565-576 MAGIC TIflEF fire based attacks, including Fi,~ &If
If a hit is scored against a crealurecarrying spells, and Dragon breath .
a magical Object this blade can steal the
properties of the targefs magic item. Roll
a 06: on a result of5 or6 the blade drains 629-640 PARRY
all powerS from the target item, bUlthose The blade has been created by a weap{lf]
same powers pass inlo the blade for Ihe master. It may aUlomatically stop one or
remainder of the battle (WFRP: 24 hoUl~) , more opponents' attacks from hilling ils
and may be used by the bearer. Iftheurget bearer. The decision whether or nOI 10
ha s more than one item, randoml y parry a blOW" need o nly be taken after the
determine the object which is affected. 'to hit' die has been Ihrown for me altack.
For each blow that is parried the blade
'uses' one of its bearer's Anac/cr. An Attack
which has been used to make a parry
cannot be used as an anack during me same
Hand-tQ-hnlld Combat Phas~,

641-653 PIERCING
The blade hunge rs for Ihe lifeblood of its
opponenlS, and refuses to be deflected from
Ihis purpose.

Creatures wearing non·mag kal annour


have no Savillg Throw against any damage
caused by mis unnaturally sharp blade.
PLAGUE - RANDOM

654-666 PLAGUE 667-679 POISONOUS


The blade is infected with a hideous Chaos· T he melal of the blade is tai nted and
wa rped disease. Du ring ilS forging . Vi:no mo us as a resu lt of its quenching in
tempering and quenc hing, diseased pt)ison and bile. Blows struck with this
mUlAIlts were used 10 test the blade's edge, blade have a + 1 Strength bon us. No
and its metal is tainted as a result. Strength c-an be raised above to by this
blade's pr(lpert)'.
Blades origi nally received by Nurgle's
folJO'Ner.; are infected with Nurgles Rot.
For blades of other C haos PQr.wers roll a 680-692 POWERSWORD
D6 and consult the fol lowing tabl e to
determine the Plague blade's effects. This blade is a tec hnolog ica l a nd
Whe never the blade hits a n opponent in a!Clachronistic marvel : a weapon of pure
hand to hand combat it may pass on its energy seemingly drawn from the heart of
infection. No damage need have been a slar. All attacks made with the blade have
caused by the blade. The target makes a SIre/lgth :0; (rathe r than using the bearer's
Toughl1es.f test. and if this is fail ed the S), and cause one Wound, The opponent's
effects of the p lague are app lied Saving Throw is subjecl to a · 1 penalty.
immediately. WFRP: O ne AP on the ta rget location is
ig nored .
1>6 Plague
The Shakes ~;93-704 PROfEC110N
The plague causes terrible shaki ng The blade al l('M's its bearer to prevent any
fits, so that its victim can no longer nne type of creature from mffling closer
control muscles and limbs properly. than 3"/6 yards away from him. The blade's
Reduce WS by 1110 and A by I. bearer is simi larly prevented from moving
c loser 1(1 the prohibited creature.
2 Eye Rot
The c reature being banned from the
The plague causes the victim'S eyes
bearer's immediate presence mU!;t be of a
to swell and distend. growing large
spec i fic type : Goblin. Skeleton.
a nd b ul bous with reta ined nuid ,
[)aemonette etc. Only o ne creature type
Reduce the v icti m's 8 S by 1/10,
nlay be held at bay during a single battie
( WfRP: 24 hours) , Such creatu res cannot
3 Creeping Dubos
all:lc k the blade's bearer in hand to hand
The plague covers the victim's limbs
combat. but they ca n sli l1 u~e missile
in fo ul ulcers a nd lepro us sores.
weapons.
These restrict movement and caU/le
g reat discomfort. Reduce the
victim's Mow by one, and I by li lO. 705-717 RANl)()M
4 Bone Ague The blade is highly un~tabl e. tinged with
T he plag ue c ha nges t he vict im's the raw stuffofChuos and with a pommel
bone structure, caus ing (If warpsto ne. Rol l six times on this tahle
uncontroll able g rowth in some s.nd note dCM'n the results. At the start of
bones, and a withering inner rot in e;ac:h tum (\VFRP: after D6xD6 mu nds)
o thers. Reduce Sand T by I each . roll a D6todelermine which of its random
".roperries the bl ade manifests . The
5 G~y Fever
property the bl:lde gives to its bearer I~ in
~ffect for that tum only, though il may be
The plague causes the victim's brain
to waste and eventua ll y dry OUI. repeated du ring the next rum as a result
This, in tum. brings senility a nd of the next die roll on the Ro'ldom table.
dementia . Red uce the v ictim's Inl.
ld. CI and WP by 1110 each .

6 Green Pox
The plague cau ses t he victim to
break out in hideous green spot.<; and
pimples. A.~lhepox takes ilStoll and
the infection spread the victim gl'O\Ns
thinne r and weaker. Reduce
Wounds by 115.

At the end of every battle (WFRP: 24


hours) any survivo r wit h a plague must
make a further Toughness lest. If thi s is.
failed the plagueeffccts are appl ied agai n.
No characteristic can drop below o ne as
the result of one of these plagues.
RELIC · SHRIEKING

757-768 SANCTITY
The blade has been made from , or The blade has been furged from the despair
immersed in. the blood or powdered bones ofthose unable 10 die, and washed in the
of a profoundly good and noble creature. prayers of those afraid of death. II has gn:al
The blade either confurs a +03 '10 hit' or power aga inst undead an d elherea l
causes D6 HfJunds (hut nOl both) when
cn:atures, destroying any within 3"/6 yards
used against certain types of creatures al the end of the bearer's Mo~'ement Phase
(WFRP: calculate damage normally, and (WFRP: the current round) . Undead
then muhiply it by 06). The decision as heroes may retreat out of range, but if they
to which of the Relic's propenies to use are unable or unwilling to do SQ they are
can be made by the bearer each time it is also destroyed.
u,..,. Finally, undead he roes, skeletal
Champions of the Chaos and the like,
Roll a 06; on a result of I or'2 the Relic
is effi:ctive against undead creatures. If the within 12"/24 yards of this bladeare aware
result is 3, 4, 5 or 6theblade has been made of its presence and its desuuctive poYIer.
to destroy Daemonkind. The blade will use the player controlling such models should
be told of the blade's propeny and which
its properties against alilypes of undead
or daemomic beings. model is carrying it.

Finally, the blade is incapable of attacking


creatures ofa Good of Lawful alignment. 769-781 SAVAGERY
If the bearer uses it to strikeat such a target This b loody-minded blade has been
he will be paralyzed for the remainder of quenched in the blood and soul of a beast
the battle (WFRP: 24 hours), or insane Human . The blade grants its
Against other creatures the Relic can strike bearer an extra 03 Weapon At/acks
and damage opponents who are immune (bearer's A+ D3).
to non-magical weapons bUI has no other
unusual properties.
782-794 SCREAMING
The blade sh rieks a song of hate and
731-743 RESILIENCE despair which unmans any who are within
TIle blade is incrc£iibly strong. made of 12"/24 yards. All living enemy creatures
fin e, unflawed metal. It increases its who hear its song are s ubject 10 fear
bearer's Toughness by I, 10 a maximum of +IITerror.
10.
795-807 SHRIEKING
744-756 IlIP()S1IE The blade has been washed In the tears of
The blade is crafty in all the tricks and young children and women. 1bebearercan
techniques of battle, having been crafted command the blade to voice a terrible
by a weapon master who whispered his keening shriek. which is agonising to all
secrets into the raw metal. It may who can hear it. On 3 tum during which
automatically stop an opponent's auack this noise can be heard aJlliving creatures
from hilting its bearer, without using any (friends and enemies) within 12 ~ must take
of its bearer's Attacks. The decision a panic lest ,
whether or not to parry a bloYl need only The bearer is unaffected by the blade's
be taken after the 'to hit' die has been shrieking.
thrown for !,he attack.
SINGING· STRENGTH

808-820 SINGING
The blade emits a s iren~ l ike song that
attracts all enemies who hear it.
Anyone within 12"/24 yards who fai ls a
Will Po ....er test must move into base-to-
base contact with the bearer (or move as
close as possible) and then stand in rapture,
listening to the sword's song. Victims who
are uapped by the song cannot IllOYC, attack
or defend themselves.
T he song's effects last until the listeneD
make a successul WP test.

821-833 SKELETON HORDE


1ne blade is bound with necromantic ru nes
and symbols to tra p its slain victims in 860-872 SLEEP
servitude to ils bearer. This blade is forged from darkness and the
mindless whispers of Daemons. It may
Each time the blade kills an opponent the cause a single model within 4~/8 yards to
model is removed from the table and 'fall asleep' for 06 tumslD6xD6 rounds.
replaced by a Skeleton. The new skeleton The victim can do nothing but quietly snore
model has a standard profile (see WFB for this period, and cannot be awoken.
p260. WFRP p250), and should be placed
on the table so as toconfurm with the rules If the target has an Imelligence of 5/18 or
about unit formations (see WFB p44), The more, it is entitled to make a Will Power
blade's bearer is the unilleader, and must test to avoid fiIlling asleep.
be positioned as such. Further models
killed by the blade join the uni t, but models
killed by Skeletons in the bearer's uni t do
nOI in tum become Skeletons.
873-885 SPELL
The blade is strangely worked, and has the
The unit of one Of more Skeletons will fight mind of a Wtzard trapped within it. It can
for the blade's bearer for the remainderof cast at least one randomly determined
the baili e (WFRP : 24 hours), then spell. Roil a 04 to determine
crumble into dust. Lew!! of the most powerful .
can cast. It can also
834-846 SKELETON level below the oue
SUMMONING
The blade is made from fused bones and Randomly generate
that the blade on!'I:~'~"";,U~Of~oa:~~ch~~!: ;
can use.
baked sin~, polished to a razo r edge and once per battle, during any of the
painted with ru nes of blood. Magic Phases. No MagiC Points
expended to cast these spells.
Once in every battle lhebearer oflheblade
may summon the souls of lhose the s\VOrd
has slain du ring any Magic Phase. A unit
of 20 6 Skeletons wilh standard profiles 886-897 SI'EALING
appears within 3~ of the blade's bearer,
The blade has been heated over a fire of
These skeletons will fo llow the orders of starVing souls, and its edges worked into
the ir summoner for 06 turns/D6xD6
a thousand tiny mouths, each biting and
rounds, and then vanish,
chomping at the air.
Even if the skeletons are destroyed a full
complement w ill a ppea r on the next
occasion when they are summoned.
'ti
Every time this blade causes a I~~~.e::
bearer may select a characteristic

847-859 SLACKEN target's~~~~~~~~i·~~U~5:.!i~~


'stolen'
on to the
T he blade has been infused w ith the of the battle : 24 hour.;).
essence of a stolen soul of a sleeping old
man , and fo rged upon the back of an
indole nt yo uth. It reduces its target's 898-910 STRENGTH
In itiative by I each rime it hits. No »bUM
The blade pulses with an unclean life of
need be caused, but the target may make
its own, and reve rberates with the beating
a Saving Throw, If the taJget's Initiative is of a hean deep within its foul metal.
~uced to zero it is paralyzed, and can
carry out no further aclions fo r the Part of its unnatural vitality is passed on
rem ainde r of the battle (WFRP: the to its bearet, whose Strength is increased
paralysis is permanent). by!.
SWIFTNESS - VAMPYRE

911-923 SWlFfNESS
The blade is m.ade of the lightest of aU The blade hungers for the life-force of
metals, pierced through with holes, and living creatures, and cannot be satisfied no
carved with airy symbols and runes. malter how mueh it is fed.
11 increases it's bearer's Initiative by +DIO, It reduces its target's Strength by one each
to a maximum of 10; WFRP: +0100. 10 time it bits. No Kbundneed becaused, but
a maximum of lOll the target may makeaSaving Throw.lfthe
target's Strength is reduced to zero it dies.

924-936 WARP 963-975 WILL


The blade is tainted with the mark of The blade was cold-forged and has an
Chaos. Its metal is filled with roiling uneanhly intensity of purpose and will as
Chaos-stuff that moves and changes a resu ll . It s inner fire dri ves it ever
beneath the surface, showing now one
onwards, and drives its bearer in the same
distorted reflection and then another.
manne-r.
Each time the blade hiLS an opponent it The blade increases its bearer'S Will Power
induces D3 Chabs urrributes in its wge!. (and WP bo nus) by 1110 each ,
No damage need be caused for the blade
maximum of 10+31100.
to have its warping effect, bUllhe target is
entiLled 10 a Suvlng Throw.
These should be generated randomly using 976-988 WOUNDING
the Persunal Attributes Table in Appendix The blade writhes within a wound thai it
J - The Murk of Chaos, and the effects causes. drinking in its opponent's suffering
applied 10 the target. This may result in a as it does so.
creature in a unit receivingpersofUll, rather
thandominLm1. attributes, Uthis occurs the Instead ofcausing only one Ubund, the blade
figure should DO longer be'treated as pan
causes D3 Hbullds each time it damages an
of hi s unit , bUI as a sepa rate, minor opponen!. WFRP: calculate Wounds as
chanu,'ter model. nonnal, and then multiply by 03.

If the victim of the blade's warping power


is killed by the same ~'UOke there is no need 989-000 VAMPYRE
10 determine the nature of his final
mutations. He simply sprouts tenlacJes, The blade has an unquenchable thirst for
eye-slalks, exua limbs and the like and then blood, huving been fo rged from
dies. bloodstained iron, quenched in blood and
• for blades can slow polished with dried blood. Its entire
Use of Ihis property pu rpose is the letting of more blood:
down a game considerably while profiles nothing else salisfies its crdving.
and abilities ate modified. You may wish
to re-roll on this table for another property. If it wounds a living creature with more
than one ~ulld no 'to hit', damage or
sav ing throw die rolls are necessary in
937-949 WARRIOR subsequent Hand to Hand Combat Phases.
The blade automatically inflicts damage on
SUMMONING the target in subsequent phases, but cannot
The blade has been washed with the blood be used to attack a new target until the
of many warnors. and quenched in their object of its blood drinking is dead.
Living heanS. These undying warriors are
bound to an eternity of service to this dark Against other creatures the blade can strike
blade. and danlage opponents who are immune
to non-magical weapons, bUi has no other
Once during every battle the beltrer of the propenies.
blade may summon the servants of the
sword. This can happen during any Magic
Pho.se. A group of D6 Humans, with
standard profiles and wearing Cho.os
AmlOur appear within 3 ~/6 yards oflbe
blade's bearer, They are armed with
enchanted blades wllieh. other than being
able to hit c reatures immune to non-
magical weapons, have no special powers.
These warriors will serve their sununoner
for D6 turns/D6xD6 rounds, and then
vanish.
Even if the warriors are killed , a full
complement of troops will a~r next time
they are summoned.
* WE ARE EXCLUSIVE
DISTRIBUTORS f:DR

ALSO DISTRIBUTORS FOR . THE AVA LON HILL GAME COMPA.NY


VICTORY GAMES IN C., NEW YORK, NY.& COLUMBIA GAM ES INC.

Now ove,275 Games and Extension Mo utes to choose f,om!


AYlilable From
~ • A"II,bI. ",m

~SCENTRE

• Available From Available From

~'::~~1~HES FROM GOOD GAMES SHOPS EVERYWHEHE • •~~~~~~~~~~~~


The world of HARN is the ultimate F RP play·aid; an authentic medieval environment,
designed for fantasy gaming. With HARN', you can create and plan your own campaigns, ,
quests, and adventures within a compl ex, realistic background, confid ent that thi:i world
will unfold as it should, • HARN is su pported bv an outstanding series of wcpansion modul"

SON OF CITlES
They're here. The Warhammer Armies arc: ready to go to W2f'.
This hudlnd:: book is O\'Cr ISO Jn~ long wilh lots of full colour plaIts. II conl1ins complete lim for Chaos. Dark Elf, Wood
~lf, High Elf, Dwm, Empire, Bmonnian, Orc and Goblin. Undead, Slann and Ska\"Cn forces. Mcn:enary and allied comingems
of Fimir, Ogm, Half Orcs, Giams, Norse, Nippon and Hobgoblins art also inclUded.
Thert arc new rules for Daemon summoning, new war machines and a rtvision of the n.lagic point COStS for
spell casting. The pages art packcd with fanwtic art\\--ork, colour shield and banner desi.gns, and photographs
of sample armies.
Warbammer Armies 15 you r complete guide to tabletop survival. Organise yoOur army now,
~--..--.-r
-- - - -- . - - - - = . •• .
'* = .

CRUSH
-- ·CRUMBLE
- - - - . l\ND
- CHOP
Thymbrio rose to IUs feel with as much digoity .s IK tould muster.
= •
-rime to go. boys.M he ulkd. uke everything tlut's finished and everything
you WI finish 011 the mmh:· He trosscd the workroom 10 llille of nuehines
'"Not good enough fot YOUt precious EogiocerJ' Guild. ehr he grated. -WeD,
R whidl stood rudy.
it's DO IWr off my chin. He p.lused to . diusl tlK hltk of his jerkin. where
the soddca cloth was .nicking to hj, skin, "Simple but eff« live:- he Slid 10 the Chaos Warrior. "AJ you Cl/l sec. we have
two types tomplcud: lhe Whirlwind. witb ils rotating bLtdes and fi.tils, lII.d
''And I hope your lillk ritu.u mldc you feci suitlbly importaot. By stolle . nd
the Teuderiscr. ';Ih a b'lIk of rrip-Mmmersl/ld bc.avy DUCes. Simply get tbem
stul, it showed the hideboulld, frightucd sh()1l't;r of fOSlits you are . yes.
going fast, lid thefll. (m e you severli iii«. big. rigged holes in ellemy mks.
frishtencd! You'd SOOIlCt shm llan hm an id«! Tnditioll, you keep oa! Where
r m working on a numba of other ideas. of tourse bat Ibese ilt whal I hlVI:
w.s traditioll wlKlI we first took mitbrillnd worked il? Wbere wu traditioll
reldy It Ihe moment:'
whell tbe gml mbes ofZbuflw were buill, like lIothius llut's beeo sc:ell before
6r siDee? The Clumpioll of a LIos w.alkcd fOulld tbe two DUchiaes. c:x.ImiDiDg the spikes.
bLtdes. fl.ti1s IlId han:unct$.
MTWjjtjOIl • pahr he sp.n. 11" stlgDltioll you're building! If you re.illy Wl/lt
10 vmish dOW1I yOllr D'IVII ~bok. IMt'S )'DIIr decision. I'D m&kc my mxhillcs RGte.t bloodkttillg;' be murmuled 10 himself. r~endy 10udliDg Iht skuD·
without tbe EllgiDeers' Guild, Illd "ve·illll take tbe 101 of your lUoe of Khoroe 011 his brcOI5lplalC. "Mutb blood for the Blood God:-
He woke abrupdy as the suake tightened its grip aD bill throat. D.mu tMt dteam, T .ome aloDg,M said Thymbriu cheerfully, "k!·s meet the ercws. rm rather plcucd
it did it every time. with them· made tb.~m myself. you kDow. III a lJl.lIIDer of spelkillg,RHe kd
tbe ilmllured figure 1hrough a series of plSSlges into Illother large chamber,
Wh" I life he tbought as he priscd il off. f DlCVCf bans throttled by yewr 0 ..11
wheee two or Ihrce clozell forms by sleeping.
bard. He I'CIthed under his bunk, suattbed up OBC of the sll"Lill. skittering things
tlullivcd there lII.d {cd it fO the SIIUc tlut sprouted from his chill. It seemed ThymbriD look, hon from I hook on the wall Iud blew • 101lg. echoiDg bbst.
to aim it down.. The sleepers IWOke. ,od began strapping on IImour. As Ihey moved. their form!
t ould be seen: from Ihe wUs! up they were Ctuos Dwarfs. butlhey h.d Ibe

• • bodies Ind four trollered legs of bam.


MBOil Ccntlurs,- Tbymbrill apbincd, MOne pcr nudlille F.st. stroIIg lid fuD
of fight. idell for Iile job. Just I cue of findillg Ibe righl combiDatiolill of
MWell,M be said to himself, 1 might as weD MVI: brukWt tOO:· From I cluster muutiOIill and sticking with them:-
of pots and dishes be collecled two hlIIdfuls of lhings beller left undnaibed,
lIId sat dOWtl to ell. -We should be reilly to DUrch wilhin Ihe bour. CollI I offer you some refreshment
while we wail? I"m wre We (l/I rustle up some blood from somcwberc,R
He was lboul hillw,y Ihrougb his meal Whell someone elllered . if the tmn
SOITlCO(l( WI be ,ppliedto tbe buge. dog.(accd. bLJtk-i1fllOured figure thltlawcrcd
over bim,
MComc;"' i1 slIlrled, 1t is t;me for the bloodletting': The o..lrlllodded. Ind
left his melL
The Cblmpioll of Ch.os foDawed him as he mlde his prcpu.uiOllS. First, be Tbe defcading limy was flXmed up l/Id wailing. El~es. Owufs UK! HumlllS
well into I workshop. where. dOJ:ca or so Oww were workiog feverishly. aU kuew IMI they mU:II win !hi, day or leI Chaos break Ibrough inlo tbe Forest
All bore the nwk If Cluos in some mIllner, of Sbldows UK! tbe M iddle MOliIltUns. The Ogre mmellilies were no 1m
delcrmioed: their pl.tIC:S bad beCII £illcd, UK! Iheir fighting reputation was II stake.
Over the crest of the risc., the fortes of CluDII Clme illo view, link by link,
There were bbtk-umClUled riden 00 wupc:d, nriously.lel!8ed moullts: towering
ttumpiolill whose m:lSsive swords lid IXC. keeocd wilh ll! uoholy hunger:
Bu'lmca of .ill wpc::s. sizes l/Id colours. Aud ilOIInd Ihem, like i roiliog sc:"
sccfhed a press of other rhinSS • Ihe Sp.lWII of Cluos.
Bul.ill eyes were 011 Ibe rnxbinc:s which rolled before Ihe aaos pack. They
.dvuu:ed ill ' single nnk, 11K width of the Chaos army, wilh their spiked. two-
wheeled flimes. Iheit" whirling blades ud their IhrashiD& Iwnmct$.
The ElVl:II uehen l/Id Owarvcll trossbows loosed two voDcya before fillillg
b.ck 10 Iheir prc-uJl..II.ged positi()115. The missiles had little dfetl, tbe bulk of
Ibem Ibudding hmnkssly inlO Ihe grolesque Clrved p.lnds whicb shielded e:u:h
DUchine
The nuchiDcs beglll to galhff speed. AJ they Ipproac.bed, tbeir Clews could
be seen - tcalluroid crcttures. ll! Ulul.llur.u bleud of Dwur and bou. They rll!
.umost as fast as 1 clLargi.ng hotsc.lu.ndling the IlUChines as usily u, gardener
uses 1 wbeelburow.
The muhines ploughed sic.kcniDgly iDlo lbe Ogre mmcmrici lbol beld the
(elltrc, BLtdes Iud flails whided, hammers ,ad DUces thrashed. Flesh Ind sinew
shredded. bole and ir'lll sharterd, Fat aU their slttDglb and cOIIuge. the Ogres
were dccifNted ill a ,tIliller of seconds.
The celltre was IlO'9l dl/lgerously weak· with the Ogres effectively destroyed.
Ihe full forte of the caemy would 110'1/ (all OIItbe HUfNlI cOlltingellt, l/Id Chaos
tauld bruk thrOllgh 'Ihe CCDtre before Ibe fi.tllks could move to reinforce ii,
The adnllllIJC DOW lay with Chaos.
WHIRLWIND

~~
~

TENDERISER
CHAOS DWARF WAR MACHINES
When iI comes to inventing machineries of w:.tr, the Chaos
Dwarfs are almost :l.S cap:l.ble :l.S members of the Dwarven
Engineers ' Guild. Perh:l.ps there is something :l.bout their
inventive Dwarven nature which responds vigorously to the
warping stimulus of Chaos.

The Whirlwind is a two-wheeled push-nrt with spikes rlXed


to the front and scythes protruding from the wheels. Three
rotating fl:l.ils and three rotating scythes are mounted on the
front. :md are driven by means of cogs and gears linked to
the axle. The flails and scythes therefore only rotate while the
carl is being pushed. The Whirlwind is principaUy a device
for breaking up and smashing through solid formations of
troops. Should the device succeed, it may proceed to eng:l.ge
othe.r targets beyond. Several of these devices may form up
in a unit to create a combined attack.

The Tenderiser is a variant of the Whirlwind. Its axle is linked


by gears to three enonnous concussive implemenls. As the
device is pushed forward these implements bauer and crush
foes in its pll.th . It operates in a similar way to the Whirlwind
except that the nature of the damage inflicted is different.

Ch:l.os DW'Mf W:l.rl machines can be incorporated into any


Chaos army as indicated in the box opposile.

SPEC)AL RULES

The machine is pushed into combat by a Dwarf Boar- 6 If a Whirlwi.nd or Tenderiscr is charged it may still attack,
Centaur. The BO:l.r-Centaur may push the device with but C:luses, only 1 automatic spike hit , and 03
a movement :lllowa nce of 7" and a normal c harge flaillhamme:r hits. In this situation the weapon has been
distance of 14 ". caught at a disadvantage :l.nd has consequently not
gained sufficient m o mentum to full}' activ:l.te its
2 The machines suffer the same movement and terrain mechanism.
penalties as chariots. A reserve move is no t allowed. A
crude but effeg ive steering mechanism enables the 7 If a Whirlwind or Tenderiser penetrates right through
machines to tum in the same way as light chariots, with a unit , the unit must take an immediarc rout test ,
:I. rurning radius equal (Q half the model's move. regardless of how many casualties have been sustained.

3 The Whlrlwlnd: When the Whirlwind charges into 8 if the Whirlwind or 'fende riser fails to penetrate through
combat iI causes 04 automatic strength 4 hits with its a unit , it is brought to a standstill. It cannot cause any
spikes and D6 aUlomatic strength 5 hits with the rotating damage o n ce halted in this way, although the Boar
flails and scythes. The 06 score also indicates the Centaur may fight as nomla!.
number of ranks penetrated by the Whirlwind. This
means that on a 06 score of" the Whirlwind would 9 For the purposes of missile fire the Whirlwindl
inflict 4 strength 6 hits with the flail s and scythes and Tenderiser "ounts as a large target (+ I ' to hit').
would penetrate 4 ranks. If the Whirlwind penetrates
aU of the eh erny's ranks, it p:l.sses completely through iO The Whirlwind or Tenderiser may beengaged with hand
the enemy unit, and continues its movement measuring weapons by any models in base-to-base contact.
from the back of the re:l.f most rank. If its remaining \I A unit charging:l. Whirlwind or Tenderiser from the rear
movement is insufficient to clear the enemy unit, place
will not be affected by the spikes, hammers or rotating
the model immediately behind - the model's move is
flails and scythes.
extended funher than normal , but this is easier th:l.n
having models overlapping. 12 Hits agai nstllhe Whirlwind or Tenderiser arc recorded
The Tenderiser: When the Tenderiser charges into as they occur. Damage from shooting is determined at
contact it causes 04 automatic strength 4 hits with its the end of the shooting phase. Damage from hand-to-
spikes a nd 0 6 automatic strength 6 hits with its hand combat is determined at the end of the combat
concussive hammers. The 06 score also indicates the phase. To detennine danlage, roll 206 :l.nd add .1 for
number of ranks penetrated by the Tenderiser. If the each hit sus t:ained. Consult the Special Damage Chart
and note any result .
Tenderiser pcnetr.lles all of the enemy's ranks, it will
pass completely through the enemy unit, and continue 13 If chart indicales thatlhe Boar-Centaur is struck, work
its movement mtlsuring from the back of the rear most out damage against it as normal . The creature is very
rank. If its remaining movement is insufficient to clear effectively protected from the front by means ofa pavisc
the enemy unit, place the model immediately behind which counts as hard cover and gives him:l.11 extra 4 ,5,6
- the model's move is extended further th:l.11 normal , saving throw after his nonnal armour throw. The Boar-
but this is easier tban having models overlapping. Centaur has heavy armour and countS as barded.
5 All Whirlwind and Tenderiser attacks are worked out
before normal atucks irrespective of relative initiatives.
SPECIAL DAMAGE RESUL~

3-7 No effect 12 The machine suffers dam:age to its w heels o r axle,


8·9 T he Boar-Centaur is stru ck, taking I h it at thestrengtb renderi ng it particularly uns table. The machine m:l)'
of its opponent o r missile weapon. If e nemy models have mo\'c at up to h:i.lf roue withoUi danger. If moving fasler
differing strengtb values, rando ml y d e termine w hich (him h21f ra te, a D6 is ro lled: 1-2 nothing bappens; 3·4
themachiol! moves forward 06" onlYi 5-6tbemesnaps
has hi t from amo ngst those in contact w ith the machine.
and the machinC CODl('S !Olin Imme di:'He halt . The Boar
10 The Boar-Centaur's pavise is stru ck off, and t he Boar CenuUl rna')' abandon its machine and fight individ ually.
Centllur no lo nger benefi ts from the extra 4,5,6 saving
throw after its normal armou r savin g t h row. If s truck 13 The mechanism is damaged and the moving parIs are
by a missile weapon with a strength of less than 5, t he jammed. TIle machine's whirling blades or hammers:are
shot Slicks in the pavise :md has no effect. rendered inactive for the !'Cst of the game.
One oflhe wheels comes o frand the de\'ice immediau.~:ly
II The J1l2chioe's steering Is seriously damaged . 00 the
06 roll of 1-3 the mac hine Clinnot tum righ t, o r 4·6 left,
(o r the res t of the game.
" grinds to :l hah c:l.using no further dam:age. The 8o:u
CcnClur may abandon its machine and fight individuaUy.
15 + T he machine is Q\'c::nurned, wrecking iI and causing 03
stre1igtb 5 hils on the Boar Centaur.

Ct}a06 Dwanf Boan CC2Ntaun


O·3( AOS DWARF WAR MACHINES
Specially bred by the C haos Dwarf artificer Thymbrin
Snakebcard to ~ his war mach i~s . the Boar Centaur is an
almost pt:rfea blend of compaa Stralgth, po",·er and ferocity.
The.ir stamina is almost inexhaustible, and they are capable WEAPONS:
MODElS PER lJINIT: 1·4
of carrying o r pushlnggre:u loads which Vo"Ould require several DOUBlE·IIAro;OED
members of anothe r n ce. Tl")ey seem to be dedicated purely WEAPON
POINTS PER MODEL: V"-......;;
to crcwing Snakebeard 's mac hines.

PhYSique. As their name suggest5, Boar Centlurs consist of


the body of a boar, with the tono and upper body of a Chaos
Dwarf growing [rom the nttk. The: coarse fur o n the boar body
can \"at}' widely, from the natunl browns, gN:}"S and mottled
pauerns of a normal boar to the b righter, more unnatunl
shades which em phasis their Chaotic origins. The upt>« body
is genenlly pale, often with a bluish or greenish tinge. but AIMOUI:
may be more brightly coloured or even patterned. Il EAVY AR.\lOVk
CREW: I &. BARDtNG

Alignment, Chaotic.
".
Base Size. 25 x 50mm.

Sp ecial Rules

I . Bou Centaurs reui n tile legendary vigour of the Dwar...en


racC"S, and suffer no movement penalt ies for armour or for
pushing their wa r machine.
.
2. Boar Centaurs are bred ror strength 2nd stamina. and arc,
If anything, even less talented as Wizards than their two·
legged kin. There are no Boar Cent2ur wizards.

3. In competition games, Boar Centaurs have D4 ·3 personal


Chaotic Attri butes. In compet itio n games, aU Chaotic
Attributes must be gener-,ued under the supervision of the
GM. In non-compelitlon games, attributes may be gencnled
ir the player wishes.

4. When the Chaos Dwarf Boar Cenuur is engaged in hand-


to-hand combat, it huone .....-eapan atl2ck and o ne stomp
alt2ck.
Profile

Points (Basic): 34 + 50 (War Machine) _ 84.

Boar Cenl2urs p2y for equipment at x4 basic cost. The war


machine costs a straight 50 points.

I
L

Bigger, betler, new! This is BLOOD BOWL · where Can you survive in the world of DARK FUTURE? -
war is a whole new b:11J game. The pack includes: where hardened Outlaws fight ruthless S:mCliont::d
two highly detailed hand-sculpted plastic miniature Operat.ivcs along the desolate high ways of a drought-
Icams, basic and advan ced rules , Bloo d Bowl ridd en America. The Game of Highway Warriors is
Handhook and the amazing Asrrogranirc pitch! packe d w ilh the very best ofGWart and miniatures.
Available Now ,£19.99 Summer 1988 Release ,£19.99


WARHAMMER SIEGE covers every aspect of siege The biggl.'Sl model rclca<re yel from the Citadel design
w.l1'fare, from fortress design 10 enemy assault in both tcam . T his full -siZed c:.asfie kit is made from high-
the O ld World of WFB, and the stellar realms of dcn~;ity, expanded polystyn:ne, and includes 4 walls,
WH40K . T his 140-page hardback book comes 2 g:u cways, 4 towers and numerous hard plastic
comple te with:l. ready-to·play siege, The Defelice of accessories from doors 10 flagpol es.
ClIraz-l.umbar.
Available Now ,£12.99 Available Now .£/9.99

The fourrh adventure in


The definitive guide to the fighting forces o f WFB. Campaign invo lves c haracters in a desperate race
This hardbac k volume conuins magic rules, bestiary. agai nst time to combat imrigueand deception atlhc
banner i1Justr:Uions, and the army lists themselves highcs llevels of Im perial society. Fully compatible
- including details on allies and mercenaries - plus with WARHAMMER C ITY: A Complete G uide
20 pages of full colo ur utwork. to Mliddcnheim .
,£14.99 Available Now .£9.99

_.t7@tl~ffi1~~=--_=M=:A~/L ORDER, CHEWTON ST, HILL TOp,


NG163HY
PladngyourordcrnowwUlcnsurcyourccelvclocw rclcuc8 as soon as they an: available.

Three complete model Rhino Kits wait for your 1ech Return once again ~o .th_'C~,,,,,o"",.D".~'>nfi" C,.,I,
Priests to build them :md your Imperi.al Commanders of the DU1'~GEONQUEST boardgame. cards and
to t:lke them into b~lItie. Whether you comm2nd monster.; allow explor:ulon of the lower levels in
Imperial GU2rd or Marine Units, 2 deuchment of search of the Drago n's Treasure Ch2mber. But
Rhinos provides the extr:t killing power you need . be warned , the pe rils that lurk arc not for the
faint of heart!
Summer 1988 Release .£9.99 Summer 1988 Release .£6.99
W:arhammer Fantasy B21dc (3rd Edition) ......... £14 .99 Golden DeDl.on Tickets
W:arhammer Fantasy Rolepl:l.y ............. . .. . £14 .99 Tickets 2rt: aV2.il.abJ(: now for the Gr:tnd Final of the 1988
W:arhammer 40,000 Rogue lhtder ....... . .. . ... £14 .99 Golden Demon A-,;vards, 10 be held in Ihe Victoria leisurt:
Curse of the Mummy's Tomb ... . . . . ... £14 .99 Cenltt, Nottingham)uly 30th. Tickets art: £1. 50 on the door,
Heroes for Dungeonques1. .. . ... . .. . . . £9.99 but you c:.ut get you.r.; now from Games Workshop Mail Order
Expert Paint Set. . ... . .. . .. .. . . .. . . ... . . .... . £5 .99 (2nd any Games WOrkshop retail shops) at a spccial2dvance
price of £1.00 each! The number of tickets is limited, so to
2vold missing out on the day, order yours now!

ORDER.ING CITADEL l\t:INIATURES


You can order any of the figures in this month's WHITE DWARF simply and easily, tither by mail or tdephone Cmilt
Card on:kr. Our fast , oomputttised service is very rrlUble, and the majority of orders art: c:llspatched within 00(: working <by.
When ordering figures , please sute the following information:
Orange code and name (as shown below), °the figurt:'s photograph number (rt:fer to advert),
°the pHce, °and the magazine issue you art: orduing from.
For insunce, to order the Iron Claw Goblins you might uk for: "IC602 Iron Claw Goblins, numbers I, 2, 3. 4 and 5,
at £2.50 for five. shown in White Dwarf 103."

FIGURE RANGEINAME SHOWN PRICE


CODE ON PAGE

RTI07 RHINO CREW 2 £2.50 for 2 complete Marine outriders,


Marine (upper torso only) and I hatch
convener
Ic602 IRON CLAW GOBUNS 7 £2 .50 fo r 5
CH3 CHAOS WAR MACHINES 10 £3.50 e2cb including crewmen
ORCI ORC WARRIORS WITH CROSSBOW 10 £2.50 f,or 5
BBI07 OGRE 10 £2.50 f,or 2 (same figurt:)
BBlO7 TROLL 10 £2 .50 for 2 (same flgurt:)
RT601 PIRATES 15 £2.50 f{)r 5
RT305 SQUAT MOTORCYCLES 18 £2 .50 e-.ach
RT404 ELDAR FIELD ARTILLERY 18 £2 .50 fo r 2 WC2pons and 2 crewmen
RTB04 RHINO DC £9.99 for 3 complete kits

HOW TO MAIL ORDER HOW TO TELEPHm~E ORDER


M 1k ~ chnjllC"S payobl~
' 0 Gamet _kshop Ltd I!.\RCLAVCARDfVISA '" -'C ern
Include COOl or ""''''*'' """
I'Ic2K NoR, Minimum 0r0Xr ' S 00
p..,kl"ll. Simplr """ Qulcld r 1I:-Icphonr v.. .... Onkro OIrec:l IO
... Oft ...... HOfI"",.
Uk . EI~ '" BFPO, Add n oo ror Orde .. undn -'I S.OO (0 773 ) 713113 or (077' ) 7fio.I.61
Ordo<ro 0¥e1 -'I S.OO Oft " " " , _
MOftd2y 10 fridq .,....~ 8. JO>m :and s.OOpm
USA, crut;, C:ard Ordo<ro only. ""'" AlrnWI .. Coot
OVnsEAli (a .USA}. Add })'.W, ror earn,..
OVDSW ("".USA) A.l1lMAII- Add ~o" tot Cani:aI<" GAMU 1I'O.I(5"OP. ClIo<:..- 5trec1, HIUtop,
Ia!r!oG:d, NOITlNGIIAlII.• NGl6 3BY
RANGE
This month we're going to concentrate on the latest phase in
Citadel's development of plastic g ming models and
miniatures. As you have seen elsewhere in this issue, we have
dealt with the Rhino's place in Imperial History, examined its
battlefield capabilities, and inspected ;a variety of liveries.
And the AFV's famed versatility has inspired a number of
staffers to experiment with their own l:~hino variations. The
results are extremely interesting. John Blanche puts them into
neutral and gives them a over.

On Tim PolUrd's conv.::rsion (which involved ~ deep bits-box delve). the An ufly Rhino by Sid. Note tbe headllmp cavities. They
simple hut effective P';llt job is highlighted by using some of the de,,]! W"c po.inled nl1:1 filled willi PVA glue. The glue becomes
[rom the spuc bi!s.,rollcctioD. Note the tunc! mounted multi-melt •. dry, hence the realistic hc.dl.mp effcct.

Blood Drinker marines uk •• wcll-cuncd rest before driving ,he;, two Rhinos into 'Dother b.ttle.
BrD"nl tlmoulhge "beme by Coda apPIO¥¢d
oJ.m:1I M,ttbcn. TIK umoulhgc
dam.ge to the front of the (sec umoufbgc guide
~ehicle WH made .... ith I on p64-65). Note (he
sc.lpel Ind liquid gr.ffiti lnd n.gl
polystyJellc cement. Idorni!lg the mlchiqu.

AlIOthcr Coda
approved scheme:.
more guffiti .nd Coda .p~d grey. This colour forms tbe buis in the
more fhg," Lcgiones MlttU. Imperial Cumi Rhinos use olive green is • bue toiou •.
Model plillte<i by o,ttCq Matthews.

This cOIlyc;rsioq by Worksboppcr Toqy Cottrell uses chains. mab lnd _ire
from 11K lpucs box to give the RhillO .n txtu.havy fecI.
Tyo reu ~ien by Omen Mltthcws.
The Rhino armoured personnel carrier is The most difficult aspect of the paint job Sid's pre-production model was painted
Games Workshop's first polystyrene will be the insignia and banners. Now I'm very quickly with an air brush which is ideal
construction kit. other than figures. and as sure many of you will adorn your vehicles for subtle camouflage effects. Even if you
such follows the same construction and with the utmost of care and skill , but for don't own such equipment, spray cans are
painting principles that we discussed when those of}'OU with less time or ability, transfer ideal for providing base colours on which
we talked about plastic marines (WD 94). sheets are included in the box . Of course to add further detail . A nice touch on this
The kit is very easy to construct and a transfers fromother commercially available model is the way Sid has filled the headlight
number of variations are made possible by kits an be utilised as can Citadel's own depressions with blobs of school glue which
virtue of the component design . It's also Arcane Annorial decal set. turns transparent when dry.
very versatile in terms of conversion
The Codex grey Rhino represents the Two very interesting Rhinos built and
possibilities. particularly when using parts painted by Games Workshop staffers Tun
normal colour of the Marine Rhino .
from other commercially produced kits.
Darren's version was painted with Skull Pollard and Tony Cottrell, involved deep
This article is just a taster in that respect. delves into their plastic kit bits boxes. They
Grey and Black mix , the whole model wa:;
Let's see what you can do with a few bits
then given a wash of Chestnut ink, which added such things as chains, ariels, tools,
of plastic and some imagination.
shows through the lighter grey drybrushinu packs, radar dishes and a variety of tools.
These examples were made when the first as rust. Further rust was then applied around The results are most effective, and the paint
mouldings arrived at the Studio, but I can rivets with Chestnut ink. The exhaust, guns jobs remarkably similar. A base colour of
well imagine the scores of support weapom, and grenade launchers were painted w ith black was dry brushed with grey metallic
mine sweepers. bridge layers . . . as well as Chaos Black and subtley drybrushed Witll and other details were then added. Kit decals
a myriad of colours in the months to come. Mithril Silver. DarrenthencarefuUy painted provide the final touch.
the insignia and banners with a fine detail Of course there are no limits to converting
For those of you not familiar with kit
brush.
building and painting. don't be put off if it your Rhino. You only have to look through
appears to be intimidating in any way. The The camouflaged versions were then books on military vehicles or at kits at your
kit's simplicity will encourage your efforts. painted using Woodland Green as a baSI! local model shop for inspiration. The photos
Following normal procedure, clean each colour with the camo strides being added here show 3 variants by Bob Naismith ,
pan with a modelling knife and assemble using a brown ink and Bestial Brown mix figure designer, artist and supremo of our
with polystyrene cement. You can paint the and Ore Brown and Chestnut ink mix . The plastics division. They were made using bits
Rhino very quickly and relatively easily, in model was then drybrushed with a lighter of Rhino, bils from the bits box, figure
fact much more easily than a figure. By far tone of the beige (and white). This colour bases, plastic shields, Plasticard, Milliput,
the most effective method to employ is a scheme follows conventional US winter rivets. aluminium tubing, various metal
drybrushing technique which will give a colour schemes used in Europe. Obviously weapons, and a fair amount of haggis and
weathered, dusty effect . As usual for this you will have to consider the type of plane t Royal Salute. Nex.t month we will bring you
technique, having first undercoated and base that your RhiTU) will operate on , and vary more ideas and a template scheme so you
coloured your vehicle (spray paints are ideal your camouflage schemes accordingly. For can convert your own Rhinos into Bob's
for this purpose), a lighter shade of the base instance, Darren has adopted a brown and designs. You fanatical figure painters out
colours can be applied. A cheap or old brush black colour scheme for his own Rhino. there need not feel hard done to though, for
is ideal for this purpose, wjth the bulk of Note the fang insignia and virtually whim in the same ish I'll be bringing you a very
the pigment being removed from the brush drybrushing giving the vehicle a very dusty speciaJ Realm ofChaos 'Eavy Metal- weird
with an old rag before application. The look. and wonderful and everything!
brush is lightly drawn across the surface
with swift wrist movements. What pigment
is left on the brush adheres to me raised paru
of the model, effectively highlighting it. Pale
greys and beiges produce excellent
weathering effects. Guns, ariels, grills etc
can be painted black. metallic or to choice,
as can rust patches ilI!d battle damage.

58 ~~
O K, so White Dwarf is the
leading games magazine in the UK , Dear Games Workshop, I would
but we a ren ' t proud . Our like a subscription to White
membership may be increasing DW2rf, I claim
mont h by momh , but we don' t let
that go to o ur head . We want you
to subscribe, and we're o ffering as my free gift , blll in ca~ stocks
free hardback books to make sure have run Out I would be happ}'
you do. with
Choose from:
Storm bringer •••••
Paranoia (2nd Edition) Name ." .. . ....... .
Runequest (Basic)
Address ...... . ..•.. , . ..
Runequest (Advanced)
Runequest (Monsters)
Land of Ninja
To claim your free copy, simply ... Postcode ....
select o ne from the list above, and
take OUt a subscriptiun by send ing One o r twO year subscriplion
us a completed form before 1st (please circle): I 2
AugUSt 1988 (USA 1st Septembe r
1988), Please mark your envelope Amount enclosed . ....... . .
'Subscriptions', yO" re-subscribing ?
Cre(Ji( Card Ho lders: If}'o u prefer. Yes No
you can take out a subscription by Please start wilh issue ..
ringing o ur Hot lines o n (0773)
7 13213 or 760462 . We accept hym enl: Please make alt cheques,
postal and mo ne), orders p~ )'a bte to
Sarcla}'c:lrd/Visa and Access. Games \l:'or kshop I.ld. and In Pounds
In USA pl case telephone Sterling o nly. US customers plC":lSC
30 1 -727 -0252 make cheques p;lyab h: to Games
Subscription Rates Workshop US. and pa}':lhle In US
Oo lbrs,
12 24
issues issue'S Cr edIt Card P;lymenc : Please
UK, BFPO & Eire debit my AccesslVisa card (Delete
only .1:36 as appropriate) .
.I:'S
Euro~ £J6 £72 Card Number:
USA 532 564
Other Ow:rstas II I I I I I I I I I I I I I I I
(Surface Mail) £36 £" Expiry Datt"
Other Overseas
{Air M:l.il}

Games Workshop
Games Workshop US
Cht'\\1.on SU"ttI,
1210 Ke)' IIigh\\'ay,
IHllIop,
Baltimore,
Eastwood,
M:u)'land,
Noulngham,
21230 USA
NG I6 .mYUK
o -
--

~-' - - .-
RAMPAGING
Once a \t('hlcle is ~cepu:d by an Imperill force. colour scheme reflects
ilS oper..ttlonai role, and C2moufla8<' patu:ms !:Ike :account of climate. tc:rraio
and V('gellitioo. O.;casionaJly. l Marioe Chapter wlll simply usc it.! own
assodaled colours. In special C:l5eS, particularly bright and garbh schema
are used 10 1I':Ige I's}'ChoIOSicai "III-arfarc on Ih(' sUpcr$lilio\ls n:llha of
medin'2.l o r feral worlds. 0111: schemes aK predominantly red , following
the well-known adage of Orkish 'Know,wof. "Red unz go fast:a!"
" is a IntamcT1t 10 the fomlght o f the STC :udu tcru th2i the Rhino design
has pttl\"ed such a long lasl ing o ne. Pan of t his longcvity 15 due to the
major tenc:t al tho:: STC sy$tem· universaLI ty. STCs cao be made out of Just
about anylhing, al1d Ihey can be made atremely quickly.
For o::unple, during the: B:adah wars, the rebel Tlge:r Cbws ch3pttt suffCl\"d
arly IO$5ClI of eqUipment when transports wae 105110 the warp. 10 offset
th(' (,Nulngdeficicndn, an emergency building program was Institu ted.
producing thousartds of Rhi no variants. As the 8ad2b COfl$tructors ""C"re
During the: Dark Agc: of Technology man's conques t of the stan n::llcd hounded {rom produl11on facility to productl oo faclLlty by the advancing
o n the Irnpdus of the: St:an<hrd 1hnphle Construct 5)'$tan. These complex eoemy forces. Ihe1' were reduced to using locall y available mlttrilis,
3112]ytical and pnxtsSlng S)'lIlCnu etl2bled the colonistli to f2l)ri(:l.(c the-it incl uding moul0k0:l plastiCS. compressed organic mall'riai3nd n'entulily
basic needs from loc:tUy av.llbble nwcri2ls. Although none of these ')'SIems cven plywood.
are known 10 function wcby, many designs derived from them IUn'ivc: \~hlclCII COfl$tructed uoder th~ de$perau: cireum5taneeS bier look pan
as a tribute: 10 hurm.nily's pioneering pasI. Cultuflll changes. whion and in Ihe Colon Sllie: nt suicide cou nter-at Ctck, when a squadron o f RhIOOii
subKquc:nt development have modified t he shlllpc5 and sly la of STC broke through to Ihe Fire Aogels'lines lnd detonated a viral missile. causing
bluq>rinU. bul basic designs are , Ull n-rognlsable In many utilitarian lk"vlcxs more cas uahics in a slogle day t han the Fire Angels had suffef¢<lln the:

i
o f the fony-fil'$l millennium. O n $Orne worlds item5 are religloUlil y copied w:.tt up 10 th 2t poiO!.
and VlIItiOUS sod:!.1 constraints exist 10 prevent c hange.
O~ legacy of the: STC ill the ubiquitOUS armoured c;m;a RH I NO · Tracked
Explorat ion and Mulli-dcrm.cc - a vehick desia:ned for action In hostile
environmcntJ, known as tbe Rhino. The vehicle 1$ primarily Ken in the
0 - '0 Rh i nos - S,and ••d conflgu •• tlon ~
Krvicc o f Impcri;L! fon:a, bUI Ofldsh vuicms ate DOC uncommon. These
are salv;aged from Ihe ~k of baltic, and m:l.y be exu\·~ly anelbll . ~
O rk Warlords have developed their own . u, ulIlIy Inferior · ropin.
The basic daign of Ihe Rhino hu Kmained uochangcd for oV('r I('n
thow;and yean. II.!I shell is ml,k (rom almost aoy material. th(' fillings I I~
I!
can I)(' V2ticd by tM deslgnrt. Some unifonnit y offluing!l and maU:rlals

I ~"lo-altD
hu b«om(' Iraditiorl1l. 2Dlongst m(' Imptrlai GU2t'd - lbe space army of
the Imptrlum. Ho»"C\"('r. c:nm plcs Il\lld(' from all &om of mall'rial.!;, can EqUip_I< I- DWUlI'U1orr Fldd. ru-r fidd Syn.:hronlscr. . ...
00- !::
be found on remote: plal1d5. The profile giv('n is (or an Imptrlal Guanl dri~. auto·be. ejcCtOf ~", 2 12fi'1I"". romnlunlclror, Ift\tOf"pK"UII"" (bIo-
ocan...,r. .....,'lIY-K".nn~r. tlId·countc,). rncdJ·p:lck .
or Marine ve hick b uilt from con\'C:mional materials.
The Rhino hu $Un action In a wide r:mge of openlllonailhealKs. This
I We'po_, 2 8011 Suns. provllion for II "",apol"ll polml .
Polftu, 289 • 113 Y.o ('"'!uipmm.) • of (boll lunl) _ }76Y.o
has led 10 great diversity In camou flagc schema employed. C"Veo though
Imperill regulations · u laid down in thc Codex I mperlalfs - arc strict ly
followed by lhe lh:h PriatS of the Adepws M('chani("1.l$ at the lim(' of
L ____ _
cOTl5truction. RICK PRIESTLEY
·e,
" f.
.,.
~.,

CODE X INCEPT PATTERN : MEDIC C!JOE)( INCEPT PATTERN: CHAPLAIN


""

®
CRIM SON F" 19TS : FIEL.D COMM"NDER CRIMSON FISTS :

fi'\
~ ~

BLOOD DRINKERS C A RK ANGELS


M ........ C'u: 0 .. OItLT.... THE II!:Q ....... I;INON ,,(veo..T:
"OUATH Q UADRA NT .U:.II:L LI O ..
_~.5"-•.'-'~""~'-"C
....... ...DOEX CHAPTER BANNE.3>.
" ." _. _,~g=·.?c·-,,"-,,"~,i::~L.<f
-,,,B,,,LOCO ••9c:::..::.S...._ ...CL.-:300..
DRINKER RHINC

DDEX RHINO BANNER IONES ABTARITES A


IMPERII ,,\.. GUARD

IMEPRI A L GUARD IMPERIAL GUARD


31'10 RGT 'THE WRECKING CREW' 1ST RGT 'THE BIG ONE'
n •• " rOllc!: ,u:",PI[II :
n ... NQUILLITY CAMPAION THI[ B,.,D"" W .. II

ULTRA MARINES WHITE SCARS


........ UL T ON Io:o;yg: L .... T YVllAN'C w.o." -.. a3' PATROL : ... e,OI:..". 0 ..
O .. ATH·WORLD CA N""

IMPERIAL GUARD FLESH "m,.,


BTH RGT ' THE SPIDERS ': 11,.1:"" .. 11: ... 0 "OlielE :
IIII:Lllt .. "'~"'CO: • BIEDO: or " OllT W"ATH TH O; ALVAT'N", BUPP'U • • 'ON

IMPERIAL GU""RD
IMPERIAL
1ST RGT 'THE BIG ONE ' '''-IGHTING 9TH ' RGT
a"TTLI[ Dr KRUOE" RIDCII" . . . . . .UL T ON T.U ...... ' lin:"
CROW'. WO"LD C .. ... ..... ,O .. (NOTIl BOl Tit" 0 ..... "01t
TO lltl'T "l".. ,q

~. SUa-TROPICAL; rORE.TIIO 7 . DESERT' IRON OXIOIE 9 . DtSE:RT; OE:ATM WORlD


1150 . TROPICA\..: VELDT B. DIESIERT' a UPMUR OXIOI!: 10. SALT PLAIN: AMMONIUM-SAilED

TECHNICAL ORAWING BY H COLOURED Y COLIN DIXON AND 510


• -- ••

GQh!?!~on!?~~p2~ch~!1~ D
1988 ,i
'lj
,
A MAPPE
OF
YE CITY CENTRE
OF
NOTTINGHAM

' .

o~

"
The r(gioDa! !.at! of this .w.some eveot lave been won. ODd Ibe cootestanls retired to lick their coollds. !u is ,b. 'IJ1.y .ith compctilioos. 1101 <:v.ryon.
\ could .'11, though the sl.nd.>rd of entries 'IOU supab throughout. n you did 1101 N, do DOl b.: disnuycd! THE GOLDEN DEMON AWARDS CRAND
F1NAL ..ill be: , dly for cveryoDo1 DcltlOlLSlutiou p,anicipaliou 5emWfS, compclitiOIl3, uvy mctlll.iv••1Id mgel!. much m(>Ie!! All Ibis plus. buge
Clmes WOI'bhop trade ~Iad (ururiog I plethor. 01 bnad new prodlldS.., So if YOII ""'01 I gral day Oul" u.d the .MDa to sec more aquwtdy painted
milLi.atur.s IMU you ever thought aistcd you simply UDDOI .ifor<! to mi", ,h. COLDEN DEMON ...,wARDS GRAND FINAL.
REGIONAl HEAT WINNERS INFORMATION,
I) By winning. !.uf. yOII Ire eligible 10 COla ill The Ulcgoric! a' the: fWi. and Ibus QUr be the ... inDeI of • toYded
GOLDEN DEMON AWARD lIld tbOllSll>lU of poundJ: 'Il'Of1h of prizes.
2) If YOII wur your MASTER PAINTER !-SlUr! on Iht doy. t!icn you IrC clllrdcd to free .dmissio....
3) The best cnlria ...iIl (wure ill • fonhcomiDS GOLDEN DEMON ha.d backed book!
41 The 'be" of sbow' ",;bibil ..ill ..ill ,be GOLDEN DEMON SI..J\YER swonI.
VITAL INFORMATION
* VENUE: Tbe Victoria Leisure Ceatrc. GedJiaS SlKct. SlICialOll. Nonillgbam * DATE: Satunioy 30tb luly * TIME: IOlm.5plll
*
TICKElS: £1.50 oa the dOOf, £1.00 ill .dvaocc from Games Worksbop m.ail order 0:. from G1DlCl Worksbop shops.
CATEGORIES:
I) Single Gsu.e, 2) Siaglc cooVC:r3ioa. J) MoaslC!. 4) D"goo. 5) Mountcd Fisu.e
6) Visaettt: fUIllry. n ViBJICtte: '10K. 8) Stand.rd bearer. 9) Scl'lkb built vehicle. 101 Best sqvu1 of lIIarius
HOW TO GET TO THE VICTORIA LEISURE CENTRE. NOlmNGHAM
*
*From tbe Nortb: MI (jur>ction 26). or tbe AI. A52 or A6 From the South: MI OUJlCtioa 25 Of 26). 01' tbe A45J. A6 or A50/60
Once you ue ill the vicinity of Nottiaslu.m. foHow signs for the City Centre. Thea use tb. m.ap prc",ided to find tbe ceatre. Tbcn: are pkaty of
=.by a.p.I.ks. By traiD or bus. tbe c.atr. is ..idun ..alking dimnc. from tbe st.tiOlIsl
DO Nor CONFUSE THE LEISURE CENTRE WITH THE VICTORIA SHOPPING CENTRE!
_ YOUR lOCAL STOCKISTS OF GAMES WORkSHOP AND CITADEL M INI ATURES PRODUCTS _ VOUR l.DCAL STOCKISTS OF GAMES WORKSHOP AN D CITADEL

~~ I..

~
~
,••<
,z
~

•"C
~

"<
C
Z

•C
Z
••<
~
••
~
C
•C
~
~
"
B
,•
~
••
t;
;:
c
f
••< ESDEVIUM GAMES
LOW COST MAIL-ORD ER SPECIALISTS
~
,
z Come to e l devl um Game. and see the beat
display 01 game, in the country
Open 6 days I week. Faslest telephone mall order service ~ l'mpll' Clf @aml'!)
•C" Some 01 our special nne•...
~
U
f rom CHAOSIU Mwe hMllhI peerless lpg'
KING AfllHUR P£NORAGOM (13.95 TIIa Nobil l' Book £1. 15
anb ttJl' ~Om l' (/[ountll'!)
C The Gfl'f Kn1llht U .9S lou ln. ment 01 llrel ml tf.95
Z IUl'lg Arthur Comp.nlan t l1 .95

l!ISURE SAMES
<
mcl lhI mRNA!. CIlAMI'IOtt StrIes
~ HAW.M OO tt ' " £13.95 STORMBRINGER "" [14.15
Z
~
SIr.ttl lf1llf le £5 .511 WIl lie Woll a .so
Siultr or Soula [4.95 Blit' Sword . t5.SO
, <
~ and much CALL ol tTlIUlHU m,lelial '
Soull CthlllhwRules £1f.95 F11Igmu itoi h i, £4.95 AT
•• ftllIRl!rom YUligolll £6.50 S~wnDl Anlhllh C1 US
•<
C
'ImorltDm1111 StUli
TentrAustnl1t
£t ,ts
[lB. 95
CIh.lhu NOw
ARh.m HOrrDl' 8nJig.lm.
tn.1S
[ 11.95 91 BALLARDS LANE
•C P.lellln·1 Fil id Gul~e 10 C1h~lbu Mon$lllI . &tpp. 27 11111 CO~f dlSCl'lplJOft$ 01
• Clhulnu monsle<s ScienllHc key
O,u mllndl . new dillon £11 .95 G,. II Old Ones. coming loon
£9.95
£10.95
FIINCHLEY, N3
~ ELFOUUT £1 3.95 selflYes. Elf WI' £4.15 ... 01-3462327
~ THIEVU ' WORLD [ ' • .95 COmpl nlon
GRASS _I grn l C:\lld garu. Ibl only lip' wly ID pley
£5.SO
(6.95 FULL RANGES OF. AVALON HILL. CHAOSIUM.
" Blck 11.ln. NU CLEAR WAR £12.95 " NUCLEAR ESCALATION £12.95 COLUMBIA. FG.U . FASA. GDW.. GAMES
B
<
SKYilEALMS Of JORUNE. IIPG £l1 .H Arclolb £5.95 Burclolll £US WORKSHOP. HERG.I.C.E.. MAYFAIR PACE-SETTER.
"., ... 11M lui.,. In Intm tsll Inc
PALLADIUM. STANDARD. STEVEJACKSON. TS.R..
~
GAMMA WOA l D £1 3.95 with ..ppl.menllln' modules
A1ph FnlOl £5.95 Beta Prindpl. D .95 Gamma f r1lgmenl £5.95 w.E.G .. VICTOR Y. PLUS CITADEL. GRENADIER.
• 01111 Fr1Ig menl
_ ...... _ .. _ _
1:5.95
0.. ...... _ _
[pll'on Cybo,gs
ESOEVIUM GAMES lW3J
0 .95
PRiNCE AUGUST. MIN/FIGS.
C
,c :==:::::;'::::::::'1'11 -and much. much more - TRY US! !
c roo,- _ro__
~__ ___
l U Vlcloril
HllII$ GUlllJAOld
U . Aid ellttol
-a AIcIMhoI 311443 iShop Houll)
Faf1\ll.1lTl 72m9 (Orhir r lIIIIIi) OPEN 6 OAYS A WEEK 9 :JO.tn~m (SAT· S.3Opm )
f MAIl. (JAOER WE LCOME· SEN D SAE FO R LIST

,•<•
No pas/age on meny games for regular customers ACCESSNISA WELCO ME

J....INIW ~O"'J.I :> ON'" dOHS,)U:IOM S3W'f' f) ~O SlSI)I:xlLS 1Y.l01 WnOA e SJ.:)nOOIld S3I;1n J....INIW 130"'J.1:) ONY dOH5)lI;IOM S3WYf):JO SlSI'lI:XUS
.YOUR LOCAL STOCKISTS OF GAMES WORKSHOP AND CITADEL MINIATURES PRODUCTSeYOUR LOCAL STOCKISTS Of GAMES WORKSHOP AND CITADEL !:

5" ,-
9 ~

;fflobtltraft TC)R AY Ia

IS PROUD TO PR ESENT. •• ~
RANGE ot RPG's, CITADEL
WHITE HART MEWS, SOUTHGATE, SLEAFORD I
THE FOREMOST
MINIATURES AND GAMES WORKSHOP BOARD §
LiNes, NG34 7RY GAMES ANYWHERE IN TORBAY .
~ TEL: (0629) 307360 ~
~
o
~ L-________________________________ ~
WEEKLY DELIVERIES OF ALL THE LATEST IN
GAMING PRODUCTS. a
"

~ AN EXPERIENCED GAMES PLAYER CHAINED TO


~ HIS POST TO ENSURE THAT HELPFUL, CONS-
~ ARNOLDS GIFT CENTRE TRUCTIVE , (USELESS/UNWANTED) ADVICE IS
~
ALWAYS A.VAILABLE .
4 HIGH STREET
BRENTWOOD AND IF YOU WANT TO BROWSE, (BECOME
HORRIBLY OVERIIIHELMED BY OUR ENORMOUS
ESSEX SELECTION/FAINT IN FRONT OF OUR LOVELY
Stocking a comprehensive range of DISPLAYS.). WE PROMISE NOT TO EAT YOU.
exciting Games Workshop Games so LIKE: THE MAN SAID . COME ON DOWN!
and Citadel miniatures.
Why not pay us a call? 34 LUCIUS STREET

~
We're open Monday-Saturday
9am-6pm
TOY IOWN TORQUAY
DEVON.
Tel. (0803) 22029

,~;~======================~
...
~~
,
"
T-o Ytow n t
* A NEW SHOP
In Leicester City Centre
ANOTHER WORLD
at 23 SILVER STREET
*

~ (oft the High :Street, 200 yards from the Clock Tower)
g LEADING TOY .l MODEL SPECIAUSTS TWO FLOORS WITH OVEfl 1600 SQ. FT. FOR ALL YOUR
<0( FANTASY, SCI··R & WAR GAMES PLUS ACCESSORIES.
5 ALSO STOOK!NG AMERICAN & BRITISH COMICS.
o T-SHIRTS PQS'TERS, SCIENCE FICTION PAPERBACKS,
~ 105 REGENT STREET, BOOKS ON FANTASY. ART, MARTIAL ARTS, ROCK
11. LEAMINGTON SPA, MUSIC. BOOy·aUILDING. COMBAT, OCCULT. fi LMS.
o T.V., ETC.
~ WARWICKSHIRE
g:; CV324NU Also at FANITASY WORLD, 10 Market Square
~ L-__________________________________~ ~::~A~r~c~a~d~e.::H:an:l:e:Y.:S:t:O:k:~::n:.T:re~n:t:.:s:taff~s:.::~
~~ r---------------~~,----------------_, r
~

~ DANIELS OF WINDSOR
~
~
~•
~
5
~ For All Your Roleplay And w..rgame Needs The Depa.rtment Store of Windsor
13 154 High Street, Broadstairs, Kent. Tel: 084 3 61658
~ L-~~~~::~::::::~::~::~~::~~
120 Peaswd St. Tel: 0753 862106
.I.¥INIW 130\,"11:1 ONY dOHS)t~OM S3WVD .:10 SJ.SI)I:lOlS lVOO1 ynOAeSJ.::mOO);ld S,II:1n.1VIf',IIW 130't'.I.I:) oNV dOHS)lI:IQM S3 WVD.:I0 SlSDI::>QJS

68 ~~
Warhammer Armies, the latest escapee! from the
Warbammer stable, has taken quite ~l while to
design; a process involving more than a little
discussion , some shouting, occasional outbursts
of violence and considerable mental decay. Chewed carpets aside, the results have proved
more than worth the energy expended. The authors were last seen sitting on the studio's
huge padded sofa and looking smug. The experience of Ravening Hordes (re-lived by
Richard Halliwell under hypnotherapy) proved invaluable. So did the welcome comments
of the many gamers who felt prompted to write letters explaining why their armies should
be allowed armour plated mammoth carts, and such like.

ORCS ~ GOBLINS
The list presemed on the following pages is by mandatory elements, it is possible to equip each of
means of a taster, an example of the general layout these in slightly different ways, paying additional
and manifold choices we've cunningly engineered points as indicated for each entry. The same applies
into Warhammer Armies. The list is not literall y to the non·compulsor y troops, which may be
as it appo.rs in the book (we' ve taken out some \'aI"iously armed and armoured to the player's tastes.
cross-references that might lead 10 some confusion No two armies of equal pointS value need be the
with the list in anicle form) . Players already familiar same, even though they may be chosen from the
with Ravening Hordes won' t netd to be told how same list .
to use the list. O ther players (w hy didn't you buy As well as the troops, heroes and wizards who make
RH then , eh?) will have [0 muddle through until the up the basic army, players can employ mercenaries
book comes out . or caU upon allies to build up their force.
Okay, o kay, we' ll teU you . This list (like the others Warhammer Armies contains aU the details needed
in Wat'hammer Armies) has been designed to to incorporate these additional troops into your
allo\\( players to select Warhammer Armies of equal army - including rules for bribing the enemy's
points values. We based the lists on forces averaging mercenaries not to fight! You'll find fuiJ mercenary
3000 pOintS, but they' ll do fine for armies between and aUy details in the book itself. If an army contains
2000 and 5000 points. The lists limit the proponion a wizard (and if you don't choose at least one, you've
of the army's pOints value that may be spent on lost bef9re you surt), it may include magically
heroes, wizards, ordinary troops, allies, mercenaries bound creatures in the form of a host (see the
and hosts. Warbammer Bestiary for details of magical
binding).
Each of these varies from army to army. giving eac h
fo rce its own unique flavour. In the case of Goblins Without Warhammer Armies, players wishing to
it 's bener nOt to say what this flavour is exactly, but assemble a goblinoid army should refe r to the
obviously it 's fairly unpleasant and probably Warhammer Fantasy Battle rulebook to obtain
compost rebted . You will notice that certain details of magical weapons, sundards, a nd so on .
elementS of the army are compulsory, thus Ravening Ho,"des veterans w ill notice that we've
delineating the broad nature of the force - so all c hanged the o ld system somewhat. Not least of these
goblinoid armies have at least a few Gobbos, for c hanges arc the reduction in pOints paid for elites,
example. In add ition all armies must have a General and the scrapping of the points cost modifiers for
- a character model to lead the force . In the case of c haracters' weapons and eqUipment . These subtle
the Ust p resented here, this wiJl be the loudest , c hanges were made with competitive gaming in
meanest and most foul-tempered c reature possible mind , and w ill no doubt be welcomtd by ambitious
(ie, the c haracter with the highest Leadersbip Warbammer Generals.
characteristic). Although the army contains Nigel Stillman & Rick Priestley
Goblinoids have some claim 10 be Ihe most numerous and the
most debased group of crelitures in the entire world. These
creatures (ie, Orcs, Goblins, Half·Orcs, Savage Orcs, Black Orcs,
I
=mlH 7 6 7 I 7
I",
I5
and Snod ings) live in large, dispersed Iribes, oflen occupying
sa'eral 5enlemenu. Allhough elIch race has 115 own distinct
tribes, the larger goblinoids nurlUre a slave-cl2SS of Ihe less
I
15H., I6 , 13<)
110 H,m I. I 6 Iss
powerful races. For this reason it is appropriale 10 consider Ores 115 H,,, I g., I • I •• , I • Iso
and Goblins as forming a single army type. Ore armies always
include a few Goblin lackeys. probably brought along to d o 120 Ho" 10. I 6 I •• I •• , 110'
Ihe jobs C"\-'en Orcs do n't fancy much! 125 Hom 110. I•• I g., I g., 115(
Goblinoid armies are generally led by Orcs or Half-Orcs, who , I,,, I •• , I • 160
~
are the biggest and cleverest of Iheir kin . The rank and file of
the army consist of a mixlure of Orcs, Goblins, Half-Orcs and I •• , I', I •• I g., 185
even Snollings. Bec:lUse of Ihis wide variely of races, an army I I", I•• I g. I g., I,S!
of Ihis type will have many troop types, from weakly armed 120 W",", I g., Ig.: I g., 110.3 124(
Snotlings 10 deadly Orc boar riders. And then , of course,
I '0.3 Ig<31 10" 110" 134(
~"f,"l~
,
caPlured banle-cngines are often put 10 good use. while the SWitl
and dangerous Goblin chariors can mow down the enemy like
so much grass.

~
With this wide range of weaponry and varied troops it might
seem (hat a l:uge force of goblinoids is unstOppable. Howe"\-'er,
th is assumption igno res the major bane of a goblinoid
commande r , the violently devisive narure of Ihese crcalures.
Animosity between rivallribes and races can be a nightmare,
and makes it important 10 think abo ut the army's disposlrion
very carefully, With a little forelhoughl , however, a goblinoid
army is surely one of t he mOst pOlent available to t he
Warhammer p layer.
Goblinoids fonn into fighting units under powerful o r jnfluential
leaders. Rivalry betwecit units is great, producing a strong seme
of unit identity and loyally. GobUnoids don'l welir uniforms,
but unilS oflen adopi a siandard colour - usually brown 01' red.
Units sometimes have unit stand:lfds which they make as big
and impressive as possible by decorating them with gory
symbols of dealh and desr ruclion, not (he least being Ihe
putrifying remains of defealed enemies and rivals. Shields are
decor-ned in simple circular pallerns and with crude(somerimes
vulgar) designs.

ORCAND
-C:c:qOBLlN ARMY"~--

Gobio
IS S T W
4 2 3 3 3 , , , , , ,.
A 1.4 lilt Q WP PtJ

'Hom
10 Helo
4 3 443 , 3
4 4 4 4 4 3 , , , , , 15
,
3 6.'5 5 5 28
15 Hero 444 4 4 3 4 3 7+2 5 6+1 40
20 HMO
25 Hero
4 5 4 4 4 4 5
4 5 5 4 4 4 5
4 8+3 5
4 8+3 7+2 7+2
'" 6+1
7+2
53
65

5 W"lZIId 4 3 3 4 3 2 5 6+1 6+1 6+1 45


10WLWd 4 3 3 4 3 2 3 6+1 7+2 6+1 7+2 58
15 WtzIId 443 4 4 3 3 7+2 7+2 7+2 7+2 115
20Wlwd 4444444 7-+2 8+3 7+2 8+3 188
25W"lWd 4 5 544 4 5 8+3 8+3 8+3 8+3 275
BaN size: Infant 2Ommx20mm; Wolf Riders 25mmx25mm
1 5IvIge~
I~'"
41333
rI .. 1I
4 11 2 1
• .. I"
7 I 5
a
7
1 . . 1",
7 .. --c: CHAHAC't:ER MODELS ~
Character modds arc Heroes and Wizards (usually called
shamans amongst goblinoids). The player may spend up to ,
4 4 4 4 4 1 3 2 7 5 7 7 33 third of the army's toul points value on ch:.tracter models. An
5 "'"
10 .... 4 5 4 4 5 2 3 3 8+1 5 7 7 61 Ore & Goblin army must h:i.Ve at least 1 character model (ie
15 .... 4 5 4 4 5 3 4 3 9t2 5 8+1 8+1 88 the General). II is not neceis:lry to include Wizards if you d o
2,..., 4
•• • •
6 5 5 10+3 5 Btl 8+1 116 nOt wish to do so, but the maximum permitted numi)(:r is 5
25 HIfO 4
• • •
B 5 5 5 10+3 7t2 9t2 9t2 143
General: the army must be led by a General w ho will b(: th e
5 Wl""
lOw.....
• •• 4 3
4 4 3 4 4 2
1 2 1 7 Btl Btl Btl 63
3 1 Btl 7t2 Btl 9+2 91
character model with the highest leadership characteristic.
Army Stand2rd: the army is allowed onc army 5undard whic h
1SWlwd 4 5 3 4 5 3 3 1 9t2 7t2 9t2 9t2 183 must be carried by a character model and p:lid for from th ,
lOw..... 4 5 4 4 5 4 4 1 9t2 Bt3 9t 2 10+3 251 character model points allowance. Army 5undards cost 5o
25w..... 4 6 5 4 5 4 5 1 10+3 Bt3 10+3 10+3 353 points.
Ban lim: Infantry 25mm~25mm: Boar/Giant Wolf riders 25mmx5Omm bees: character models may be either Orcs, HaifOrcs, Goblins
. Orcs. The player ISallowed a free choice
Black Ores, or Sav.lge
of w hich to select, so an army could, fo r example, contain only
Ore character models, only Half Orcs or, more commonly, a
~'I' .. I .. a 1.. 1", m ixture of all raC(!$.
14l4TiT4l4T11211 B I 5 7 7 7
Riding in Chariots: character models may ride in chariots
included as part ol'thearmy's 'rank and file' points allowance.
B I 5 7 7 1 42
I' "'" This does not affect either the points value of the chariOI or
11OH~ I 9tl I 5 7 177 the character. Chariots cllrrying chllracters can be treated as
116 "'" 110 I 5 I Btl I Btl 1112 separate units of I mode\.
I20H., IlOt3 I 5 I Btl I Bt 1147
125 "'" I lOt ' 17+: 1 9+2 I 9t2 1217

B I Btl I 8tl 1 72
1,07
I lOt: 17+: I 9t2 I 9+2 1187
120 Wl"" 110 I 9t2 1,0t3 1282
125_ 110 110 I 10+3 142:
nW.II rid..
" '''''''~ Points: the COSts given for chat2cters are for 11 basic, unumoured
model w ith 11 hand weapon. Characters should be provided with
lIrmament as depicted on the model and selected from the
fo llowing list. If the model is carrying a piece of equipment
not mentioned on the table, it may be Ignored. All the items
on the table, exct:pt for riding animals and war beasts, cost
half p rice for Gobli n characters .

..........
Alignment: Ore and GobUn armies an: Evil.
.-
Close Combat
Weapons
,.,.
-..
..-. .-
Armour
Shield
Polstt COlI

.....
-..,
pH

I
Psychology: UnitS of Orcs and Goblins are subject to animOSity
against other goblinoid units. Goblins bate Dwarfs and Gnomes Additional hand light armour 2
and fear units of Elves of more than half their own numeric we;lpon I Heavy armour 3
strength . Savage Ores af(: subject to frenzy. Double·handed
we;lpon 2 Riding Anlm.aI.s
Lana 2
--c: ARMY SELEC't:l0N ~ "<I """ •
_am
I (Goblin! only)

- ,.
Sp'" I Giant wolf mou nt 8
war Boar moun!
Po"", Missile (not Goblins)
Weapons
R:lnk & file modds ~ Army's [Otal PV Whole Army less 1 Bow 2 War Jkasu
H, ro ("",bow Giant Spider
(not Goblins) 3
Character models

Heroes
I Hero

I model
Y.I Army's total PV
Y.I Army'S total PV
5 models
)avdin
Short bow
I
I
(Goblins only)
Wyvcm
(nOl Goblins)
"
180
Wizards 0 Y.I Army's total PV Throwing axes
Allies 0 or spears I
v., Army's total PV Throwing knh'es
Mercenaries 0 '4 Army's total PV
Monstrous Host 0 0'_ 1
, ...,.
n days long ago, when the gods of law and
chaos clashed in their eternal struggle for
driving ambition and their zeal for excitement, "t- "",'
$ fame and fortune. Many young adventurers
- entered his dungeons; very few returned. •
on PL.H
KEEP A PENCIL AND PAPER TO TRACK YOUR CHOICES.
celestial supremacy, ehe world was their
battleground. When ehe tide turned againsc • COMBAT MONSTERS BY DIAUING NUMBERS ON

the gods of chaos they retalliated by sending "";" -oil


YOUR PHO:O;E.
, C . ' . • r •
" seven Demon Pn'nces to destroy the forces of good. _ . i.... . ~. , ,-, DIAL 9 TO HEAR YOUR CHARACTER STATUS REPORT
(io" mlory, provisions. Slam m. and OptlOfl 10 "," nd your charltClcr rnlo LIMBO,)
"One su~h Pri~ce was Kaddis-R~ who Do you dare to try your luck in this deadly
founded hiS emp~re ~neath the rums of Ca~tle PlunderQuest in Kaddis-Ra's underworld? There • DIAL 0 TO REPEAT MESSAGES,
Mammon. Kadd~s-Ra s plan was to undermme are great riches to be discovered (including REAL • SEND FOR YOUR ADVENTURER'S PACK TODAY TO:

the ve!y foundauons of th~ forc~s of good by GOLD PIECES from our monthly competitions), F.I,S,T. clo Computcrd ial UmnC"d, P.O . Box 530,

temptmg youthful nobles mto hiS underworld. but beware the Demon Prince's undead legions and
( '. ".' .,. ."," deadly craps. In order to suceed you must enter the ",
24 Earls Court Ra.d, Lo ndon W86D A

,,' , , ,
" ~ DIAL
These young warriors and adventurers, destined dungeons, galher as much treasure as you are able
to be the future generals and rulers of the lawful to discover, find the Escape Route and return lO
lands, were particularly vulnerable, He played on the Adventurer's Guild in Beckbridge to register
the qualities of youth: their spirits of adventure, your score of Gold Pieces,
"
,
,,,
0898800816

,/~ .. .,' CHARGES
Calls art' t'hargt'd at 2Sp pt'r minutt' bc:twun 6pm - 8pm and w«kt'nds, or 18p pt'r minutt' pt'al< and standard times,
Heroes Generating Spells
The arm y may contain a maximum of 20 hero models. The The number of spells aV2i1able 10 each level of wizard is as
maximum number of he.roes available at each level is given on follows .
the lable below.
Ch2rac.... Magic Number of epeUs of 1~1
Mulmum avaIlabiUty
Ore
Poiou per model
Half GobUn Black S~
w>~0 Level

1
1

0
3
0
4
0
5 3
0" Ore Or< 10 1 6 0 0 0
15 2 6 3 0 0
6
5
4
levd
level
level
5 heroes
10 heroes
15 heroes
33
61
88
30

"
80
15
28
40
42
77
112
33
61
88
20
25
,
3 6
6
3
3
3
3
0
3
3 levd ZO heroes 116 105 53 147 116 All spells are gener,l.tcd randomly from the Spell index (WFB,
Z level ZS heroes 143 150 65 217 143 pi 50). Except where nOied below, spells should be generated
from the appropriate spell level of the Batlie Magic chart.
Revered Heroes Goblin wizards may generate up to one Elemental , one
The four goblmoid races all use titles to distinguish their Necromamic, one Illusionist and up to two Daemonic spells
migillicst warriors. These, unlike other races, tend to v:uy from from each of the levels available to them inst~d of Battle Magic
tribe to tribe. Here are selection of suitable tides. spells of the same level .
Spiker, Slasher, Spiller, Biter, Nobblcr, Splitter, Crumpa, Gnasher, Ore, Half Ore ,and Savage Ore wizards may generate one
Hacker, Boss, Gaffer, Guner. SlOmpa, Murderer, Ripper, Smasha. Elemental, Necromantic, Illusionist o r Daemonic spell from each
Killer. Cruncher. of the levels avajlable to them instead of a Battle .Magic spell
of the same level.
Champions
levelS. 10 and IS heroes must be assigned 10 specified units Magic ltelIlLs for Characters
as leader:; unless designaled as the Army Standard Bearer. These Ch2raCler:; may carry magical Items paying the points indic:l.ted
'hero·leaders' are referred to as champions. Champions are o n the Magic I lems CharI, WFB, ppI82-186. These 2re paid
part of Ihe unit Ihey are assigned to and cannot leave it (see for from the character model poinLS aUowanceand selecu:d from
WFB, p93), Champions are normally of the same race as their
the follow ing list.
unit , but Black Orcs may lead :m y goblinoid unit . Orcs may lead
a ny gobliooid unil other t han Black Orcs, a nd Half·Orcs may Any charaClter model may carry one magiC weapon with
lead any goblinoid unit o ther than Black Orcs and Orcs. up to one magic :l.uribute for every 5 'levels' orlhe character
(ie, a levelS c haracter may carry a weapon w ith one
Level 20 or 25 heroes may be assigned 10 specified units as 3ltribute, a le,'eI 15 c haracter may carTy a weapon with
champions uthe player wishes. Alternatively, they may be left
three, etc).
as independeD! characters, free 10 associale with allY unit in
the normal way (see WFB, p90) . One ch.araeter model may be equipped with magic armour.
• The army standard may have one magical ability.

- : RANK G FILE ~
Wizards A minimum of h alf ofth..:: army·s total points value must ~spenl
The a rmy may contain a maximum of 5 shamans or wizards. on Rank & File troops. All units are assumed to have a leader
Shamans of any level may be assigned to specified units as wit h the same profile as the rest of t he unit.
champions, or m2y be left 2S independent characters, free to
Any unit mar be given a unit standard bearer andfor a muSician .
associate with 2rty unil in the normal My (see WFB, p90). The Sland:.ud bearen and musicians are equipped in exactly the same
ma.ximum number of Shaman wizards and their magic level is
way as the rest of the unit and COSt double the points value of
given below.
a basic trooper.
Any unit indicated may convert an o rd inary standard into a
Poblts p« modeJ magic standard with asingleability. Theability Illilyhave a points
Ma:dmwu avalJablllty Or< Haif Goblin Black Savage value up to the amount indicated. The specific 2biliry must be
Or< Or< Or< chosen and noted down before the game (see WFB, pI86).
Any unit indicatJed may convert an ordin:rry musical instrument
~ level 5 wizards 63 60 45 72 63 ioro a magic it:lstrument with a single ability. All magical
2 level 10 wtzards 91 85 58 107 91 Instruments COSI: an extra Z5 pts as indicated below. The specific
I level 15 wizard 163 155 115 187 163 ability must be <c hosen and noted down before the battle (see
I level 20 wizard 251 240 188 282 251 WFB, p186)
I level Z 5 wizard 353 340 275 427 353

Revered Shamans
As wit h heroes, goblinoids use level titles to describe tbeir
Shamans. Goblinoid tribal s hamans' titles vary from tribe to
tribe. Some suitable titles for trib:d shamans are:
Bone-caster, Chanter, WaiJer, Screacher, Screamer, Spook-lalker,
Dung.fumbler, Gizzarder.
0-10 SNORTAS 0-30 BIGUNS
ORC RIDER
... , SHOCK ruTE
M WI IS

• •-•3
• '" "
3
T W
1 2 7
1m wP
5 7 7
WAR SOAR 7
• 0 3
MODELS PEl UNIT:
3
10
POINTS PER Moon: 27 HAND WEAPON
WEAPONS: HAND WEAPON S

ARMOUR: LIGHT ARMOUR


ARMOUR : tiG HT ARM OUR & SHIELD
." SItl ELD

omONS ANY UN IT MAY HAVE,


ONE UNIT MAY UAVE , ADDITIONAL llANO WEAPON .•• I
A MAGIC S1~NOJ.RI) .•..••.... 100 DOUBLE-IlANI)ED WEAPO N. .. 1
SPEARS . •. I

ONE UNIT MAY HAVE,


A MAGI C STANDA RD . • . . , . . • 100

N Q'UN/ly . 'I)".~ "'1'11), b<Jni "mJ baA DoT. r/x.>OU to rld~ /"'0 bat/I, 0"
....,..bo<tn, such Ilitn ...... "'_ ." tu ·s"",.,.., · ""

0-30 GRUNTAS 20-100 BOYl

ORC RIDER
M WS IS S
- 3 3 3
T W
• 2
• '" 7
1m CI ViP
5 7 7
WARBOAR 7 •0 3
• -
MODU.s 'ER UNIT:
3 - - -
10·20
POINTS PER MOD£l:
WEAPONS: ll AN O WEAPON
" HAND WEAPON

ARMOUI: UGHT ARMOUR


ARMOUR: NONE & SHIELD

OPTIONS
omONS ANY UN IT MAY UAVE ,
ANY UNIT MAY HAVE , HALBERDS l
SPEARS ••..•••••••••••..••••• 2
SPEARS
SHORT BOWS ." ••..•... .. •..• 2
SHI ELDS • . ,. . . . . • . . . . . . . . .• • 2 ONE UNIT MAY IIAVE ,
UGHT ARMOUR •••... ," •..• ~
DOUBlE· HANDED ll' EAPON
A MAGI C STA NDARD

77HsIt a,., On- uwmon u'/xJ riM lI'Ur-boal1 T1N s'ubbont, lliriQWI tum".
oj IlHu ~QSIS <md IlHfr wklled tuslu"rot ,.me" admfnld by o..-s.

0-6 ORC BATTlE CHARIOTS 20-60 ARRER BOYl


MWSBSST W IALdIntClWP
ORe 4 3 3 3 4 2 7 577
MODELS PEl UNIT: 10·30
POINTS Pl. POINTS PEl MODEL: 7'11
MQDU ;
62 WEAPONS: 60"" &
HAND WEAPON

AIMOUI: NONE

AIMOU"
HA NI) UCIIT OPTIONS
Wf.APO ,~ ARMOl rR ANY UNIT MAY HAVE,
SHI ELDS .
LIG HT ARMOUR .. l

ONE UNIT MAY SU BSTITUTE ,


omONS BOWS FO R CROSS BO"" S 1

11M' ;4 ........ &!rZ ' a .,.. On" .........,orr ,,'bo /a_r 1M bou'. or (JCaulo rfally
lIN croubou •. If> fb.y r an 'lay lIN f'PIetfly fro ... a 111/' dlltarfct.
GOBLIN WOLF RIDER
M WI
2 3
.. •
0·50 GOBBO WULfBOYl

3
T W
3 2
• I.d
5
.
5
CI WI'
5 5
20·200 SnCKAS

WOLF 9 4 0 3 3 3
MODElS PER UHITz S-20
POINTS PER MODEl: 9 WEA.PONS:
WEAPON
WlA.PONS: HAND WEAPON

NONE
ARMOUR: NONE
omONS
ANY UNIT MAY HAVE,
OPTIONS
SIlIEI.OS •••.......••... . ••... \l.
ANY UNI T MAY HAVI! ,
U GHT ARMOUR ... , •••....• I
SHORT SOWS .. .1
SHI ELDS . . • . . . _. \
LI GHT ARMOU R. .1
SP F.ARS ._ ••••••.•••• •••• __ 1

}Me "n> GobI/II warrion uobo rilk woiVf!s sptr::Wlly I"",ed, brntl .. nd half-
sl"~ I() rUm lbe", Into ji!rocfous drooling ballle-.1ItlUnfJ.

lIGHT CHAJOOT
GOBLIN CREW (2)
M WS
4 2 3
..
0·6 GOBLIN MTTLE CHARIOTS
S
3
T W
3 ,• I.d
5
.
5
CI WI'
5 5 GOBLINS
M
20·200 GOBBO'S
SS
4 2 3 3
• T W
3 ,, ,A I.d
5
..
5
CI WI'
5 5
GIANT WOLF (2) 9 4 0 3 3 4 4 4 MODELS PER UNIT: 2().IOO
WAR BOAR 7 4 0 3 4 4 4 4 POINTS rER MODEl: 3
MODELS PEl UNIT: WlAPONS: WEAPONS: HAND WEAPON
HAND & JAVELINS
1-6 CHA RIOTS WE/IPON
POINTS (In(. (~h ARMOUI: AIMOUR: NONE
.6 LIGHT
ARMOUR

omONS
ANY UNIT MAY HAVE,
SPEARS . •. ... . • • • , ..•••. 1'1
SHIELDS ...... .. . ••.. y,
LIG H T ARMOUR .... .. • ......• 1

ONE UNI T MAY HAVE,


DOUIII.E· HANDED WEAPONS . ... I
M<iY CaE " IIIAY HAVE , H"'I.HERDS ...............••.. 1
"'," CHARIOT NAY HAVE , J!OW ••••••• .2
SCYTHED WItEF.J.S lO S lnELDS 1
7bI1seft»m the b"r. ofllw Goblin WIIrrlOn. Gob/l", form a deprl<oed and
Ifl~ cbt> rlot u . .. rrior bas '" sbll'ld. boIb C"f'ftU count as Jbltlihd tmd 1M abused u"derclasll" gol1/1"Qld weldy and a", depluyed with ca/lous
points .-nIUl' bas IHen cakulal¥d DCCordl..g/y. NOU "Iso ,bDt cbDrlot t:rrU1f n<lblessness by Oo-c war-leaden.
art' cons~d /0 ~ a,.",~d w ith band ~apons IrTrS/J«tlw of Wl!apons
curried by tbt> model.

0·3 GOBLIN ANATICS PER GOBLIN INfANTRY UNIT


fOR SPECI

BA!.!. & CUAIN

A.RMOUR: NONE

buge ball·
Ilw total
·bldder/·
In eacb GOObo or
0·30 SAVAGE BOYl 0·40 BLACK ORCS
MWS8$STW A Ld Int CI WP
SAVAGE ORC 4 3 33 4 2 7 5 7 7
MODELS PER UNIT: 10-3 0
POINTS PER MODEL: S liz
WEAPONS: HAND WEAPON WEAPONS: ~I AND WEAPON

ARMOUR: NONE LIG H T ARMOUR

omONS
ANY UNIT MAY HAVE, AN\' UNIT MAY H AVE,
SHIELDS . DOUIILE·HANDED WEAPONS ..•. 2
SHIELDS .. . ..... I
ONE UN IT MAY H AVE,
ADDITIONA L HAND WEAPON ... I ONE U NIT M AY RAVE:
DOUBLE·HANDED WEAPON ., ••• 2 HALBERDS ..•.•.. , ........... 2
It. MAG IC STANDARD ..... , . , .. ~o A M AGIC STANDARD . •••. .,0

Primm • .., Orr frlba d ..",lIIng /" remote jore$l or mQunlaint)IU .-eg/ons B/a," O,n rome from the ~oery heart of the oarklnl/(ts <lnd aN! the largtlSl
are Jmoum as 'Savtlge Orrs : ~ usecrude Uleapo"ryand u'ear slmpk and mrul aggrt'ssl_ gobllno;<h yel trlou ....
bide dotblns. If any Q/ (./1. Suvage Oru ure sub}",,! trI frenzy.

0·20 SAVAGE ARRERS 0·40 SNOfUNGS

WEAPONS: '80W & WEAPONS: HAND WEAPON


HAND WEAPON

NONE NONE

omaNS
VNIT MAY HAVE, ANY UNIT MAY H AVE,
SPORE WEAPONS .... .•••. .•.• ,

UNIT MAY HAVE,


I HAND WEAPON ••

nws" art' Savage On: "rrlwr$, who itSI'flint-lipped om.>u's. I.fke all Savage SIIQlU"SS u,.., eL>en ".'0"" u ..,..,t,bI1d atui <kgenemte tban Goblins. TIwy bang
Orcs; fbi!)' 11"" '"b}« r IQ fr·enzy. around Goblin Sfftl..,ments Pllferlng scrops offood and r;>«aslQrlUlly twing
ealen themselves. T'bey aNJ nlUty and sPiteful.

HAlF·ORCS
M
4 3
..
0·20 SCABBIES

3
S
3
T W
3 3
A LdlntClWP
7 6 7 7
0·20 TROLLS

MODELS PER UNIT: 10-20


POINTS PER MODEL: 5
WEAPONS: HAND WEAPON WEAPONS: !-lAND WEAPON

ARMOUR: NONE ARMOUR: NONE

omONS
ANY UNIT MAY HAVE,
SHIELDS _.... . I
LIGHT ARMOUR ,. . .2

ONE UN IT MAY II AVE,


ADDITONA L HAND WEAPON ...• t
DOU BLE·HANDED WEAPON ....• 2
SPEARS . 1
1I0WS... .. 2
Know" as 'Scal>bfes : Ha/f-orrs aNJ despl$ed euen byaliler goblinofds ,u Bands pfTrol1s ojlm latcb on to gobl/no/d triM$. attracted by lIN rott/!"
being ·nOl·propn- · Gobl,ns or <Pn. Half-oTrS aN! rrQ$$·b,..,eds be/wee" ca.-casu's. bones ar.·d ,..,fuse 0" wbicb they feast. Ora may e~ Iry 10
Gobfflu and OIher roe..... usual/yeamM"I"g the wont qualities pft>otb. encoumge them by touing them the odd SnOlUng,
0·3 SNOTUNG PUMP WAGONS 0·2 SK LL CRUSHER STONE THROWERS

MODELS PER UNIT: POINTS (Inc, crew):


I WAGON "1?~ 40

WEAPONS: OPTIONS ARMOUR:


POINTS
IiA ND WEAPON ANY WAGON MAY DE, [lew): NONE
A RMOUR: UPGRAD ED TO A HEAVY U
NONE PUMP "''AGON 20

Some \I",,~ MtJcbln .... II"' acquired by gobI/no/lis try lbeft fro,.. 01""" mOl"l' ,
IngenfOla mces and /Qlercopled (aftera/tUblon). II /1 bellf!VlNi Ibm Pump
Iftlgons u>er!! orig/mlll)' nelll/lr!!d In Ibis way..

0·8 SPEAR CHUKKAS N·MANGLER STONE THROWERS

AANGf STRENGTH SAVE MOO.

MODELS PEl UNIT:


,·4
POINTS (Inc. crew):
46 Y: (ORCS);
,.,
MODUS PER UNIT:

(GOBLINS)

WEAPONS:
HAND ARMOUR:
WEAPON NONE

AlIlxmgb gobl/noich a r-. nOl nCUdjrN Ingenuity,


",be ... "'Dr a nd des/ruction Q",
't appetlrs nOlv a,uJ again
concerned. He"ce tbese devfcrs lor
skeu.'erlng (be enemy from a 10"8 "'Q)' au--n)'.

LEAD BELCHER ORGAN GUNS

WEAPONS,
HA N D
WEAPON

ARMOUR,
,.ONE ARMOUII

Goblins likl' U'<'llpOIU ,,'bleb nOl o nly slay law numbt-1's o/em.'my bul
do so sj)«faculu.'rly.. Tb.!J' particularly ""joy 1M loud bt",S, Jlnsh tmd
cloudS of Imnk~ Isslling jorlh fro m IlHse 01~"" Rrms.•
I.~fltl Ihlclwr /1 " . Mach/",!ry of iNltroct/ml. NMe Ilml I~d Be/eM bas
01 ba~/s · 'ff "·FB. p il l .
--c: SIURMISH£RS ~ -__ ALLlES~

The following units may oper:ltC as skirmishe rs jft he player The player may slPend up to a third of Ihe army's 100ai poims
wishes. Skinnishing units must be noted down before the baltic. on allies. The allies must be assembled using the rules gh'en
The maximum size for a skirmishing unit is 15 fo r fOOllroOPS elsewhere in If-arlJammer Annies. The playe r may choose allies
and 10 for mQuO(ed troops. Sec WFB, pl OD for rul es on from the foll o wing lists:
ski rmishers. Skaven
Chaos Allies
Fimir
Maximum .number of
Unit type sldnnisbina; units --c: MERCENARIES ~
Arrer Hayz 2
Gobbos 2 The playe r may spend up 10 one third of the armies total po ints
Sticka!! 2 on me rcenaries. Mercenaries must be assembled usi ng the
Gobbo Wu lfboyz I (if armed wilh bows) Mercenaries Section detailed clswhere in this volume. The
player ma y choO!;c mercena ries from the fo llowing lists:
Giants Ogres
Half Orcs Orcs
--c: BAGGAGE (," WFB, p102) ~ Hobgoblins

The rag-tag followers Ih:u lrail after :m arc & Goblin army are
\'i!e, destitute and quarrelsome beyond even the d isgust ingly --c: H OS'CS ("C WFB , p24 0) ~
low standards set by O re warriors. Heavy and multiple·duggC'd
Ore womenfolk make up the majority of the baggage train. Their Go blinoid shamans may bind a monstro us host. The player may
ml.'wling off·spring, the aged, w helps and assorted hangers-on spend lip 10 one quarter of the army's total points on /Jasts. A
make up the rest . T hose too infirm , o ld or stupid 10 be drafted list of permissible c reatures, and their numbe rs is given below.
into the army can make a good Ii\'ingby 'workin' the baggage'. The host mus t be assembled subject to the rules pro,'ided in
Drh·ers. cooks, leather wo rkers. smiths, bunko-artists. a nd aU t he Warhammer' Bestiary. and s ubjec t 10 the guidelines on
manner of wo rthless scum can profit by hanging round the army. alignment given under H oUi to lise Ibe Army Lists.
Taldng advantage of the confusion. they 1001 . pillage, burn and
steal along with the rest of the army as well as sharing in the Polrtts cost
fun (torturing captives) and s poils (eating captives). The QlOnSUOUl hoSt may contain. pel' model
An Orc baggage train is represented by a single squalid wagon
and 5 followers for every 1000 points woeth of rank a nd fil e 0-40 Boars 6
troops in the army. Baggage followers always include at least 0-30 Giant Bats 2
lOre and I Goblin model. plus any o ther modclsofagoblinoid 0-8 Giant Sp iders 4,
race. represented in the arm)'. Baggage followers:tK unarmoured 0·40 Giant Wi) lves 8
and use improvised weapons. 0 -' Swarms 250
,""""'ob'
In a world as rich as the onc we have crcatn1 ~!'YO'"
expect to have 10 buy a dozen volumci of
SurprJlingly, you doo' i . AU tbe ruici.
backgrowld come in jusl one book. while
tuppot1: advmIurcs and supplements bave a dl~"b.""'''' ,md
richness of atnlOIphcte nevtt seen before.
At the end of c:omprrbens.lvc

......

furious and, thanks to cririal hit

experienced gamer.
And thac 's not al1.
by an epk C2Dlpaign • Tbe Enemy Witbln . This
a series of intricatel}' designed and inter· linked
to present you with the greatest

threat of Cha05. of
a stand·alone
morc of 0 and

the campaign untH it's unique. Choice is


JhcludW all ~ W2}' along.

~ 'T~0f:ff~W~i~th~"'~p2En~d~'d~"'~C~k~""'~Utn~d~I~~~~
on The Empire·
scm before, an early
'\be
of magic contrast with
differcm 10

gunpowder
0

.A
strange coincidence with a ncr'l-,(,'
wracking investigation at the highesl levels of a society
get your adventurers embroiled in a ler"r~':b:I'::e::~~,~i~;W~!h~':C~h
provides the fl"t hint that corruption and C'
least c:xpectCd.
From tbe market town
along the mighty river Rcik you
dasfl; WIth me hideous occupants of

whole city to Its


the of the city's famous·
find the root of the danger and'.~i<'''"'ub''
sWfldeot poUticallever.agc to stir the authorities

1}c
aids.advenrurc supplenxnas
(rom colour come
maps, pla)O packed and
er handouts ;wo~.:~th~~~lt~~~£~~
chanctcn to specially designed Ooorplaru
accessories like Ooor

pack (containing revised


Citadel miniatures for C\'C:ry key
in the WFIlP range. nuking this the most
ever developed.

( .
\ ,i7'3fl"f ""
SUpport
brought its. readers tbe best in
cleven )'nm, and the WFRP world
• • iSsue. Whctberifsadventumi,
of rules points · if you play WFRP, White

Warhammer Fantasy Roleplay Hardback Book (364pp) £14 .99


The Warh ammer campaign Hardback Book (138pp) £10.99
Death on the Relk Boxed Sct (88+ 16p p) £9 .95
Warhammer City Hardback Book (96pp) £8.99
Power Behind the Throne Hardback Book ( lJ6pp) £9.99
Warhammer Character Pack 50 sheet P".1ck + J!6pp Book £3 .99
Dungeon Floorplans Boxed Set £ 4. 95
Dungeon Rooms Boxed Set £4 .95
Dungeon Lairs Boxed Set £4.95
Caverns Boxed Set £4 .95
Halls of Horror Boxed Set £4 .95

, ,•
• , . ....
'.
, .-
I J
THE SHAPE OF WAR TO COME
WACE WAR WITH THE RHINO· THI!: MOST VERSATILE F'UlHTINO MACHINE OF' THE .... 1ST MILLENNIUM I INITIALLY ACTING
... 8 A RAPID DEPLOYMENT VEHICLE' TRANSPORTINO SQUADS OF' MARINES ACROSS THE aATTI..EF"ELDS OF' COUNTLESS,
WAR-TORN WORLDS' THE T£CH PRIESTS OF' THE ADEPTUB MEeHANICUB HAVE SINCE ADAPTED IT TO ... MUL TIPLlCtTY
Of" COMBAT ROLES. Ttl!: RHINO US NOW SO SUCCESSFUL. THAT IT '8 POSSIBLY THE MOST WIDESPREAD COMBAT VEHICLE
IN THE: IMPERIUM, ABLE TO TRANSPORT A FULL SQUAD OF' MARINES TO ANYWHERE ON THE BATTLEFIELD.

Tl:N THOUSAND YEARS OF' COMBAT HISTORY HAS MADE THE RHINO IDEALLY
SUITED TO ITS ROLE. WELL.· ... RMDURED. " ... ST AND HH3HLY MOBILE, THE
TRACKED CARRIER S"F'ELY DEL.IVERS TROOPS TO WHEREVER THEY ARE
NEE:DED. AND WITH REINFORCED WEAPON MOUNTS, THE VEHICLE ALSO
DOUSLES AS A HII3HLY MANOUEVRASLE WEAPONS' PLATFORM.

EACH SOX ENASLES YOU TO CON8TRUCT NO LESS


THAN THREE COMPLETE RHINOS
MODELLED TO AWESOME DETAIL
SY THE CITADEL DESICJN
TIEAM, PACKED WITH
OPTIONAL EXTRAS
(DOZER SLADES, FULL
COLOUR DECALS, SOL T
CJUNS, SMOKE AND
CJRENAOE LAUNCHERS),
THERE'S EVEN A FULL
COLOUR POSTER.

Related Interests