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Contents

Contents Dark Eldar Mandrakes . . . . . . .


Necron Monolith . . . . . . . . .
.
.
.
.
42
44
Myce c Spore . . . . . . . . . . . . . 47
Contents 3 Ork Trukk . . . . . . . . . . . . . . . 48
Razorwing . . . . . . . . . . . . . . . 49
Introduction 4
Rhino to Razorback and viceversa . . 54
Briefing . . . . . . . . . . . . . . . . 4
Screamers of Tzeench . . . . . . . . . 56
28 mm vs. 6 mm . . . . . . . . . . . 4
Soulgrinder . . . . . . . . . . . . . . 57
Stormraven Gunship . . . . . . . . . 57
What do you need 5
Talos Pain Engine . . . . . . . . . . . 65
Miniatures . . . . . . . . . . . . . . . 5
Tau Ba lesuit . . . . . . . . . . . . . 68
Templates and other tools . . . . . . 6
Tervigon . . . . . . . . . . . . . . . . 69
Table . . . . . . . . . . . . . . . . . . 6
Trygon . . . . . . . . . . . . . . . . . 70
Magne zing models . . . . . . . . . . 6
Sculp ng and custom modifica ons . 6 F.A.Q. 76

Rescaled Meters and Conversion System 8 Gallery 80


The Math behind the Game . . . . . . 8 Black Templars . . . . . . . . . . . . . 80
Printable Meters and Templates . . . 8 Blood Angels . . . . . . . . . . . . . . 84
The Evil Math-Intensive Addendum . . 10 Ba le Sisters . . . . . . . . . . . . . . 88
Chaos Daemons . . . . . . . . . . . . 89
Set up the game 17
Chaos Space Marine . . . . . . . . . . 90
Differen ate Models . . . . . . . . . 17
Dark Eldar . . . . . . . . . . . . . . . 99
Model Magne za on . . . . . . . . . 20
Eldar . . . . . . . . . . . . . . . . . . 104
Pain ng . . . . . . . . . . . . . . . . 22
Grey Knights . . . . . . . . . . . . . . 110
Basing and Base Size . . . . . . . . . 23
Imperial Guard . . . . . . . . . . . . 114
Tables . . . . . . . . . . . . . . . . . 25
Necron . . . . . . . . . . . . . . . . . 121
Practical tips 27 Orks . . . . . . . . . . . . . . . . . . 125
Space Wolves . . . . . . . . . . . . . 136
Play fast, play safe . . . . . . . . . . . 27
Tau . . . . . . . . . . . . . . . . . . . 141
Pocket 40K is Epic Armageddon . . . . 27
Tyranids . . . . . . . . . . . . . . . . 142
Link . . . . . . . . . . . . . . . . . . 28
Pekel . . . . . . . . . . . . . . . . . . 147
Tutorials 30 Drax . . . . . . . . . . . . . . . . . . 152
Adeptus Custodes . . . . . . . . . . . 30 S ngray . . . . . . . . . . . . . . . . 170
Catacomb Command Barge / Annihi-
Contacts 176
la on barge . . . . . . . . . . . 33
Dark Eldar Raider . . . . . . . . . . . 34 The team 176
Destroyer Lord . . . . . . . . . . . . . 39
Doom Scythe . . . . . . . . . . . . . 39 Disclaimer 177
Doomsday Ark . . . . . . . . . . . . . 41

2
INTRODUCTION

Introduction for newcomers, because provides a very good


way of introducing the game without too much
prepara on. It’s most likely the best way to
Briefing present the game to other people, since all that
is needed is well contained in a backpack and
can be carried around either at school, univer-
If you always thought that Warhammer 40,000
sity or even work.
was a too demanding game for the limited capa-
bili es of your table, here comes a brand new If you want to know all you need to know to
incredibly small design for your future games. start Pocket WH40K, check “What do you need”
Complete with rules adapta on, ps, and inspir- at page 5, otherwise the pictures in the Gallery
ing pictures of bloody massacre. (page 80) will give you a quick idea of what we’re
talking about. In the end, if you like the idea
The aim of this website is to show you how to re-
and you want to start making your own pocket
duce every single model in Warhammer 40,000
armies, the website provides all the necessary
into his 6 mm version. Shrinking the sizes allows
informa on, tools and contacts you need to do
gaming in many different condi ons and places,
so, combined with our ac ve and always busy
makes the game much cheaper, and much eas-
team.
ier to store and transport.

If you think it’s a good idea to reduce the di-


mensions of the game, while keeping intact 28 mm vs. 6 mm
the strategical depth, then in this website you
will find all the necessary instruc ons and ps
on how to rescale your en re army in a mints We’d be lying to you if we were to say that go-
box! On the other hand, if you play Warham- ing to 6 mm is just be er or funnier than 28
mer 40,000 to enjoy beau fully painted and ex- mm. When it comes to fun, everyone has his
tremely detailed models and scenery, this ver- own taste about it, and this small adapta on of
sion may be a bit of a disappointment. Warhammer 40.000 can easily be despised due
to whatever reason. During our gametes ng
Regardless of your gaming personality we’d like we’ve been carefully gathering and collec ng as
to invite you, newcomer, casual gamer, veteran, many opinions as possible, to let you know what
or painter, to have a look; the website is mostly are the things that you may find annoying even
picture-oriented and is intended to show the before you start. Below there is a very quick
outcome of what we reckon to be a very good list of the cri cal points that some players have
idea. brought to our a en on:

”Pocket Warhammer 40K”, as we like to call it • It is E I to understand


(but can’t, for copyright reasons), is much suit- that your first games with 6 mm are go-
able for very impa ent gamers who don’t like ing to be slower than 28 mm! Very ny
to spend much me on paint. It is also good infantry models can be difficult to handle,

4
WHAT DO YOU NEED

place, move and so on. Precise measure- players, and especially the ones that rely on
ments, correct template placing, sca er- 1/20 of inch difference for the victory, are
ing, etc. They all suffer the same problem. probably not going to like this. At all.
On this subject, we ask you to trust us when
we say that it’s only a ma er of me and As a final note we would like to remember to
prac ce. A er the ini al adapta on to the everybody that it is no sin to own both 6 mm
smaller gaming system, everything is going and 28 mm models. We actually own many 28
to be all right again. It’s a new game, and mm models, but, simply put, we find the game
it takes a bit of dedica on in the start, just more enjoyable when it’s shrunk.
like 28 mm Warhammer.

• Most obviously, the miniatures are small


and lack fine detail. This feature of Pocket
What do you need
Warhammer will most likely be okay to
all those players who are more interested The super-short summary of all (All!) the things
into the gaming aspect of Warhammer you’ll need to get started with Pocket WH40K.
rather than the ar s c one. If you think
that miniature’s extreme details and per-
fect representa on of the equipment are a Miniatures
must for Warhammer, this conversion may
not suit you (unless you’re in for a big chal-
The first and foremost thing you are going to
lenge).
need are models from the Epic Armageddon
game, a 6 mm reduc on previously sold by
• Some people point out the difficulty of
Games Workshop and discon nued in 2013.
placing small markers on miniatures to
Nowadays neither Games Workshop nor Forge-
keep track of wounds or any other sort of
World produce 6 mm miniatures anymore, how-
informa on. This problem can be easily
ever most models can s ll be found on eBay, in
fixed buying very small dices (6 mm high),
second hand shops, or can easily be proxed us-
available pre y much everywhere in big
ing 6 mm miniatures from third party producers.
bunches. It is also true that no one who
actually played the game has ever come If you don’t find what you need, or you want
up with this cri cism, and we’ve never had to further improve your gaming experience, you
such problems ourselves. might eventually decide to make your own mod-
els. To help you in this task, a complete list of
• Shrinking down the scale of the game im- miniature retailers for most units/proxies can be
plies that measurements errors are ”more found in the link list at page 28.
likely” (yes, we have made the math). With
respect to game balance, this is not a prob- For addi onal guidance the Tutorial sec on con-
lem at all, since it affects all the players in tains several examples of custom-made minia-
the same manner. The most compe ve tures (page ).

5
WHAT DO YOU NEED

Templates and other tools way too strong to allow side-by-side placing of
models because they were strongly repelling
To play Warhammer, you’ll need properly each other, or even worse, collapsing into a big
rescaled meters, templates and bases (for big- miniature tangle.
ger models). For precise meters and templates,
In general the standard fridge magnets, even
we already took care of everything with a simple
just 0.3mm thick, will give your miniatures and
printable page (see page 8). Bases of more than
scenery a perfect and gravity-proof adherence
6 mm in diameter, or of unusual shape, can be
to the board. More on this in the dedicated sec-
custom made out of thick cardboard, thick mag-
on at page 20.
ne c foil, plas card, or even more easily, buying
them from the retailers listed in the Link sec on
(page 28). In any case, remember to check our
guidelines on base sizes and basing techniques Sculpting and custom modifications
from the appropriate chapter (page 23).
Green stuff and thin plas card are must-have
materials if you want to modify or create your
own 6 mm miniatures. Proper sculp ng tools
Table and precision cu ers are also quite important
if you want to achieve adequate model quality
Out of experience, we suggest to use a with ease.
metallic board and miniatures fi ed with mag-
nets. The appropriate board size to use is dis- Scenery, on the other hand, is very simple to
cussed at page 8. In short, what you’ll need is ei- produce and doesn’t require precise measure-
ther an A3 or two A4 metallic boards, and you’re ments. Use bits and components gathered from
gaming table is complete! If you want to see everywhere, and you will end up very soon with
a few examples of what is possible, just skip to a good amount of extra-small highly-portable
page 25! On the aesthe c side, the cheapness terrain. Magnets come handy also in this case;
and ease of produc on of the gaming board we suggest that you use medium to big magnets
means that you can have a plen ful of different for scenery elements as they are much heav-
scenarios to play onto. ier than miniatures. You can see various sizes
of magnets used for our terrain elements in the
Model Magne za on sec on at page 20.

Magnetizing models

When most people think about magne zing


models, pre y much everyone thinks immedi-
ately to rare-earth superstrong magnets. We
tried to use rare earth magnets for the single
models, but we soon discovered that they were

6
RESCALED METERS AND CONVERSION SYSTEM

Rescaled Meters and for Classic Warhammer 40K are 6’x4’, but a er
the conversion they become:

Conversion System
6·6
= 1.29′ = 38.6cm
28
The Math behind the Game
4·6
In this sec on there is all the necessary informa- = 0.86′ = 25.7cm
on to reduce the dimensions of every game el- 28
ement without affec ng rules or game balance.
Our approach to scale down everything goes Slightly less than an A3 paper sheet!
through a few very simple calcula ons. To un-
The propor on is valid for cen meters, millime-
derstand the idea behind the process just think
ters, inches, feet or whatever type of unit you
keep in mind that on a 25mm scale the unity for
prefer.
the movement is an inch (∼25 mm); in other
words, the unity of movement in the game is If you don’t care about “small” approxima ons
the same as the scale of the game. For mod- and want every measure to be as exact and
els at a 6 mm scale the unity of movement is 6 round as possible, then assume that an inch in
mm. Nowadays Warhammer 40k is defined as the Warhammer system is equal to 6 mm in the
”28 mm”, but this is due to the slow increase Pocket WH40K system. Every length/size can be
in dimensions since the first Warhammer minia- obtained by dividing the classical dimension by
tures came out. Long story short, to make ev- 5. Not perfect, but does the trick.
erything as precise as possible and in conformity
with the actual 28 mm standards, we rescaled
everything taking into account a 28 mm model. Printable Meters and Templates
To rescale a classic Warhammer 40,000 game
into his pocket version this is the conversion for- For most situa ons in a standard game the
mula: lengths and measurements needed are always
the same (12”, 24” and so on...): to make things
ClassicW40K size · 6 even simpler we made a printable page contain-
PocketW40K size =
28 ing all the templates and meters you’ll need (see
next page). The Reference Marks should mea-
Or approximately: sure exactly 1cm, or 1 inch, for all the other
measures to be correct. T
.
PocketW40K size = ClassicW40K size · 0.21

The calcula on is valid for any type of measure-


ment, so that the dimensions of a gaming table

8
RESCALED METERS AND CONVERSION SYSTEM

When prin ng make sure that all the page mar- Many people would like to use a different
gins in the prin ng op ons are set to 0. If you rescaling system than the one used by Pocket
s ll see some imperfec ons in the reference Warhammer 40K. Examples can be summarized
marks apply the appropriate enlargement in the as follows:
prin ng op ons as described in the following ta-
ble: • ”Hey! Epic Armageddon is more or less 25%
in size. I will just pretend that 1/4 of inch is
Measured Mark Enlargement Required one inch!” or
1.3 77 %
1.2 83 % • ”Hey! Epic Armageddon is more or less 20%
1.1 91 % in size. I will just pretend that 1/5 of inch is
0.9 111 % one inch!” or even
0.8 125 %
0.7 142 % • ”Why use your pre-adjusted meters? I will
just pretend that <whatever unit> is one
inch!”
Otherwise some trial and error should give you
the correct prin ng dimensions. There a few reasons as to why a player would
prefer a custom system instead of prin ng the
Note: If you are interested in a detailed, ge- rescaled meters/templates. Regardless of the
ometry intensive explana on of rescaling reasons involved, the use of a different system
factors, misconcep ons about them and for Pocket Warhammer 40K DOES have an im-
other math-intensive trivia, the next sec- pact on the gameplay and game balance. Below,
on “The Evil Math-Intensive Addendum” the step-by-step explana on.
is what you need to read. If you don’t care
about such pe y things, we suggest that
you skip the sec on altogether. Coherency

When something is ”scaled-down”, coherency


The Evil Math-Intensive Addendum among the components must be retained. That
is, the ra o between two objects in one sys-
Premise: tem, must be the same in the scaled-down sys-
tem as well. In the case of Warhammer 40K the
• This sec on is only meant to provide in- ra o we considered is (arbitrarily) between the
sight in the mechanics underlying Pocket height of a space marine (28.0 mm) and “The
Warhammer 40K. If you only care about Inch” (25.4 mm). The ra o for Warhammer 40K
having fun, you can skip this page alto- is
gether. 28
= 1.10
25.4
• Familiarity with high-school-level geome- Now, whatever the rescaling system, the ra o
try is required. between the two values must be the same, and

10
RESCALED METERS AND CONVERSION SYSTEM

this must be true for ALL the exis ng pairs of case the minimum measurement unit is the one
values. For the sake of simplicity here we only from the printed sheet in this website: 5.55 mm.
men on this pair, but other significant pairs are
Space Marine height: 6 mm
all those cases where a miniature-size parame-
ter is compared with a non-miniature-size pa- The Inch: 5.55mm
rameter (more on this later).
Ra o:
6
= 1.09
5.55
A bad rescaling system
The ra o is nearly the same (a minimum dis-
Let’s take the case of a system where 1 cm is as- crepancy is expected due to prin ng errors).
sumed to be 1 inch for gaming purposes; that The rescaling is correct.
is: 1 cm = 1 inch The miniatures in use are Epic
miniatures. The ra o between a space marine
height (6 mm) and The Inch (10 mm) is as fol- Why is coherency important?
lows:
Coherency is fundamental to ensure that the in-
6 terac ons between all the components of the
= 0.6
10 game are the same as in the original size.
The ra o is FAR different from the desired 1.10. Example: We assume the scenario where an Im-
The scaling system is wrong. perial unit is in cover behind a Rhino. The at-
Pre y much in the same way, if one pretends to tacker is 4″ away from the Rhino, and moves 6″
play with Warhammer 40K miniatures using the around the Rhino in order to shoot to the Impe-
conversion 1 cm = 1 inch, the ra o goes like this: rial unit. Let’s see what happens in all cases.

Marine height: 28.0mm


1 - Classic Warhammer 40K: how things
The Inch: 10.0 mm
should work
Ra o:
28
= 2.8 • The star ng scenario. (Figure 1)
10

Once again, the result is FAR off from 1.10, and • The a acker moves, but cannot get line of
the rescaling is wrong. sight. (Figure 2)

A good rescaling system 2 - Using 28 mm models, pretending that 1


cm = 1 inch
We now consider the case where we want to use
Epic miniatures in Pocket Warhammer. In this • The star ng scenario. (Figure 3)

11
RESCALED METERS AND CONVERSION SYSTEM

• The a acker moves, and can barely reach


the edge of the Rhino. (Figure 4)

3 - Using Epic models, pretending that 1 cm


= 1 inch

• The star ng scenario. (Figure 5)

• The a acker moves, and can easily get line


of sight to the Imperial unit. (Figure 6)
Figure 1

4 - Using Epic models, pretending that 5.55


mm = 1 inch (Pocket Warhammer system)

• The star ng scenario. (Figure 7)

• The a acker moves, but cannot get line of


sight. Exactly as per classic Warhammer
40K. (Figure 8)

At this point it should be clear that Pocket


Warhammer can only be played with the rescal-
Figure 2 ing system described in this document (page 8);
all the other systems, simply put, are wrong. If
you are s ll dubious, check below the most com-
mon cri cisms to the explana on you have just
read.

Criticism 1 Your explana on is completely miss-


ing the point! You don’t see the bigger pic-
ture! Once you rescale everything, every-
thing fits!

Answer 1 This cri cisms is based on the assump-


on that, once the table AND the meter
AND the templates AND the deployment
Figure 3 distances are scaled properly, the game-
play is the same, regardless of the scale

12
RESCALED METERS AND CONVERSION SYSTEM

Figure 4
Figure 6

Figure 5

used. This is only true if ALSO the minia- Figure 7


tures are rescaled accordingly. Games
Workshop however only produced 28 mm
(classic 40K) or 6 mm miniatures (Pocket
40K). Since there are only two size avail-
able for the miniatures, Warhammer 40K
can only be played using the scale associ-
ated to Classic 40K or Pocket 40K.

Criticism 2 In your explana on you define your


”Ra o” between ”a miniature-size parame-
ter” and ”a non-miniature-size parameter”.
Why?

Answer 2 If you calculate the ra o between two Figure 8


miniature-size parameters, the result is al-

13
RESCALED METERS AND CONVERSION SYSTEM

ways going to be coherent, because GW is Answer 5 Maybe, but it will never be the same
doing a pre y good job at this. For exam- as vanilla 40K, it will probably be overcom-
ple, in 28 mm the ra o between the space plicated, and, above all, why do it when
marine height (28 mm) and the Rhino there are easier solu ons?
length (110 mm) is 28/110 = 0.25. In 6 mm,
the ra o between the height of a Space Criticism 6 The Inch! The Inch will ruin Christ-
marine (6 mm) and the length of a Rhino mas in the 41st millennium!
(22mm) is 6/22 = 0.27. The same goes for
Answer 6 Damn you! Chaos!
non-miniature-size parameters. The only
meaningful test to verify if a rescaling is
correct is the Ra o “between a miniature-
First-hand experience: The adventures of
size parameter and a non-miniature-size
parameter”, or deriva ons thereof.
Mike

Criticism 3 Epic Armageddon uses 6 mm minia- A few weeks a er publishing this ar cle Mike,
tures and no rescaling. Are you saying that from the Bolter & Chainsword forums, decided
Epic Armageddon is wrong? to report the pro and cons faced by his group
when using a wrong scaling system. Below, his
Answer 3 Epic Armageddon was originally de- very own words:
signed to work with its scaling system (Ra-
o 6/25.4 = 0.24), and is thus a prop- Played a few games with our 1 cm =
erly func oning game. If one was to 1” scale (which, amusingly, your rub-
scale-down Epic Armageddon, then he/she bished only recently). In the name of
would face exactly the same arguments, not completely dashing my work (can
and should check that the “Ra o” is always you call it that?) against the rocks I
0.24 for any rescaling. shall say my pros and cons.
Pros: Guns have range! The whole
Criticism 4 (1/4 inch = 1 inch) and (1/5 inch = 1 game had a much more ”real” feel.
inch) seem like very good approxima ons. We also adapted rela vely quickly to
Is it fine to use them? everything being this range as well.
Cons: Moving just feels... wrong.
Answer 4 Despite the appearances, both ra os Everyone moves too fast. Also we en-
are sensibly different from the correct con- countered the problem that you guys
version. We would suggest to use them pointed out; tanks don’t block much.
only if you really can’t print the rescaled Although we could put models 2cm
meters. (1/5 inch = 1 inch) is the best be- apart, we had trouble adjus ng to
tween the two. that and everything ended up bunch
up, leading to...
Criticism 5 If you tweak a bit the rules, even a SuperCons: Blasts. Kill. Everything.
different system can work fine. It was just imbalanced. No one could

14
RESCALED METERS AND CONVERSION SYSTEM

really do the ”spacing out” bit right,


and the blasts were huge.
All in all, think we’ll try and use your
system. I just printed off the rulers, will
play test soon. –Mike–

Note: Mike is also the owner of the Imperial Guard minia-


tures you can see in the gallery sec on of this doc-
ument (page 114).

Conclusion:

In the end, you have seen how an erroneous


scale-down can affect the game, and why. You
have also been provided with the tools neces-
sary to avoid problems (page 8). You have seen
the light. The choice is yours now.

15
SET UP THE GAME

Set up the game

Differentiate Models

When we first introduced Pocket Warhammer


to various forum communi es many people ex-
pressed one major concern, which went more
or less like this:

• ”How can I dis nguish models with differ-


ent weapons?” or Figure 9

• ”One Space Marine has a Boltgun, another


one has a Flamer. How can I tell them apart
if they’re so small?”

• Etc. etc...

This sec on is dedicated to the three different


ways we conceived and tested to answer such
ques ons. All are equally effec ve.

Method 1: converting Figure 10

With a bit of good will it’s possible to modify the


standard-issue weapon even on a 6 mm model,
not unlike one would do with 28 mm models.
Below I show an example of a Space Marine with
a standard Bolter. I want him to have a Mul -
Melta instead.

1) Take the Space Marine. (Figure 9)

2) With a precision knife, carve out the Bolter.


Two or three notches in the right spots will do
the job. Just be careful to keep the rest undam- Figure 11
aged. (Figure 10)

17
SET UP THE GAME

Figure 12 Figure 15

Figure 13 Figure 16

Figure 14 Figure 17

18
SET UP THE GAME

3) Take a very small ball of green stuff and place


it in the hole, then adapt it and shape it a bit al-
ways using the same precision knife. I probably
sculpted far too many details in this par cular
case. (Figure 11)

4) Two small s cks of Plas card 0.5 mm thick


make the barrels. (Figure 12)

5) Op onal: Mul -Melta comes with a big back-


pack. Shape a small sphere of green stuff on the
back of the same Space Marine, as we did be- Figure 18
fore with the gun. in this case you don’t even
need to carve the model. (Figure 13) used the very same solu on for his Space
Wolves army and his Grey Knights army as well.
6) Op onal: connect the backpack to the (Figure 17)
weapon using a very small green stuff tube. (Fig-
ure 14) Obviously this method is not limited to Space
Marine or shoulder pads in any way! As long as
7) Paint! Our miniature, fully equipped with you can see the difference, you can do whatever
Mul -Melta, is ready! (Figure 15) you want.

This is our method of choice. Be reassured that


all the details are clearly visible, even on 6 mm Method 3: Different base color
models. Drax’s heavy weapons were all modi-
fied in this way. His Space Marine were further Lastly, for the really lazy bunch of you, too both-
differen ated with method 2 to allow for mul - ered even by method 2 ”because the miniatures
ple combina ons. (Figure 16) are too small!” you can resort to the most des-
perate method: pain ng different bases in dif-
ferent colors. A Space Marine with a Flamer can
Method 2: Painting differently have a red base, a Bolter will have a black base,
a Plasma gun a blue base, and so on and so on...
For the more lazy of you, a very simple trick is to (Figure 18)
use a slightly different color scheme for groups There is absolutely no limit in how you can dis-
of models. Before the game starts, just make nguish one model from another. Do whatever
sure that you and your opponent agree about you feel is right, and be reassured that it will
which color is what. work fine!

In the previous picture (Figure 16) you can see And of course, you can combine all the methods
an applica on of this method: pain ng in two explained above to have a huge number of pos-
different colors the shoulder pads. Chronos sible combina ons!

19
SET UP THE GAME

Model Magnetization

Adding magnets or weights to 28 mm minia-


tures is usually op onal, but this is not the case
for 6 mm miniatures. Magnets are very im-
portant to avoid accidental movements on the
board and are also very helpful to move minia-
tures for small distances dragging them.

It’s important to ,
since they’re too strong, and collapse onto each
other when models are arranged in units. Fridge Figure 19
magnets or adhesive magne c sheets are what
you need. For a couple of easy solu ons, check
out our Links (page 28).

In this sec on two quick ad simple tutorial


on how to ready your miniatures for Pocket
Warhammer are described.

Tutorial 1: 6 mm round magnetic base for


infantry

First off, get your hands on a magne c sheet.


Figure 20
Once you have a good grip on it, the cheapest
and fastest way to make 6 mm infantry bases for
your infantry units is to use a punch hole.

Here’s how:

1. Take your magne c sheet.. (Figure 19)

2. ...and take a punch hole. (Figure 20)

3. Put the magne c sheet in the punch hole,


possibly with the protec ve paper towards
the ”blade”. Exactly not as shown in the
picture. (Figure 21)
Figure 21
4. Punch! (Figure 22)

20
SET UP THE GAME

Figure 22
Figure 24

Figure 23

5. Your first 6 mm infantry base is ready. Re- Figure 25


peat un l wrist failure occurs. (Figure 23)

The diameter of the hole can vary between 5.5


mm and 6.5 mm, depending on the punch hole
used. This means that almost any punch hole
will do the job.

Thanks to Chris for the brilliant idea!

Tutorial 2: General-purpose magnetic bases

1. Reach the fridge in your house. It’s usu- Figure 26


ally located between you and the cool

21
SET UP THE GAME

Figure 27 Figure 28

food. Take away the decora ons with the Painting


thinnest magnet and the lowest value. (Fig-
ure 24) Pain ng 6 mm miniatures can be quite different
from pain ng 28 mm miniatures. Good guides
2. Remove whatever is on top of the magnet on how to paint 6 mm models are easily avail-
and cut it into small pieces. The pieces able on the web. Below there is a small collec-
should have as much surface as the base on of ps from our own experience, addressed
you want to magne ze. (Figure 25) to experienced painters and beginners as well.
The intent is to help pain ng 6 mm infantry
3. The magnets don’t have to be thick. It’s miniatures. Vehicles and big monsters don’t re-
be er if they are much thinner than 1 mm, quire par cular skills; the same guidelines for
around 0.3-0.6 mm is a good thickness. If 28 mm miniature pain ng will apply to them as
they prove too weak you can always make well.
two layers. (Figure 26)
Use the smallest brush available to you. We use
4. Once the small magnets are ready, s ck brushes in the range between 000 and 0 (also
them under the base of your miniatures. called 3/0 to 0), with 000 being the most versa-
This picture is a bit old and we don’t put a le, and 0 barely usable to apply wide hands of
base under vehicles anymore, but we glue uniform color. Drybrush can be done with any
the big magnet straight under the wheels. brush of reasonable size, as long as the paint
(Figure 27) is applied only to the p of the brush in order
to avoid excessive paint spread. We never use
5. Remember to keep the biggest magnets for make use of an airbrush or any other ”fancy”
the scenery elements. They will probably tool.
need all the extensions available to their
Washes are tremendously useful to show the
base to be gravity-proof. (Figure 28)
details, but it can be extremely difficult to limit

22
SET UP THE GAME

a specific wash color to a very small area on the all their previous paint and repainted without
model. As a fast solu on to the problem, we basecoat.
simply expose all miniatures to a full black wash
from the p of their heads to the bo om of the Con nuous use of the models can soon turn out
boots. Following is just a quick highligh ng of in corrosion of the paint. It’s especially impor-
exposed areas, drybrushing and drawing details. tant in this case to coat all of them with a thin
Easy and effec ve! layer of protec ve varnish. We don’t do it, but
we don’t play very o en either.
A 6 mm miniature is quite tricky to hold steadily
in the hand. It will work, but most of the paint Don’t be afraid of the apparently small size of
will end up on your hands/gloves. While some the miniatures. Most of us started pain ng 28
of us are absolutely fine with it, some others mm miniatures, and found pain ng 6 mm minia-
may not like it. A simple solu on is to magne- tures just as fine, if not easier.
ze your miniatures before pain ng, put them
on top of a large piece of metal, and grab the
metal instead. This may aid your work quite Basing and Base Size
a lot. Pressure-sensi ve adhesive (Blu-Tack)
works equally well, in case you don’t want to
The miniatures of Warhammer 40K use various
magne ze your model prior to pain ng.
base size and shape, and the bases come pro-
The amount of detail you can paint on a minia- vided in the box. Epic miniatures, or other 6 mm
ture really depends on your pain ng skills. The models, come already assembled and based, in
be er you are, the more detail can be drawn. case of infantry, or without base in case of vehi-
Simple pain ng can achieve very solid results. cles. To get the right base size and shape for all
Most of Alessar’s Orks were painted without your 6 mm models there are only two possible
par cular a en on to details due to their large solu ons:
numbers (page 125). Levian’s Eldar and Dark El-
Make your own bases. This is what we do most
dar were painted with much more care (page 99
of the mes, because it’s a super cheap, imme-
or 104). Both look absolutely fine when it comes
diate and flexible method to make all the bases.
to gaming.
We start with some cardboard, plas card, mag-
Color choice is personal, but before star ng you ne c foil other similarly hard and thin material,
may want to consider choosing different color we draw the base first, then we cut it. The thick-
schemes to dis nguish units/special characters ness should be 1mm or less. For exact measure-
or other par cular models. More on this at page ments one can use a drawing compass for round
17. shapes, and with a bit of prac ce also oval ones.
Once obtained the first ”template base”, all the
Basecoat is op onal. Most infantry models are others can be copied easily.
so small that with too many layers of paint de-
tails will begin to disappear. Several miniatures Buy ”custom cut” bases. In this way you will pay
shown in this document were stripped off of a bit more, but you can be 100% sure about the

23
SET UP THE GAME

Base Type 28 mm Scale 6 mm Scale


Standard Infantry 25 mm round 6 mm round
9 mm (more correct) or 10
Large Infantry 40 mm round
mm (easier) round
Monsters 60 mm round 13 mm round
Flyers 90x120 mm oval 20x26 mm oval
Bikes 25x70 mm rounded rectangle 6x15 mm rounded rectangle
Clear flight stands small 30 mm round 7 mm round
Clear flight stands large 60 mm round 13 mm round

size, and you don’t have to do any manual la- with 6 mm bases, but need larger ones,
bor. Some sellers provide magne c bases. For cut a magne c base of appropriate size and
more informa on check our Link sec on (page shape, and glue the model on it with his
28). If you don’t find link suitable to you there own base. Total height: base (1mm) + mag-
are many other alterna ves, just look in your net (1mm max.)
area for hobby stores, or on the internet.
• For all the other miniatures that come
Whatever method you choose, you’ll need to without base, but need one, glue the
know the proper size of each base, converted in miniature to the custom made base, then
6 mm scale. The table on this page can fix that. put some magnets under it, so that the to-
tal height is again: base (1mm) + magnet
Base height is another very important aspect to
(1mm max.)
consider. The most important thing to keep in
mind is that all the bases should have the same If based miniatures are too high compared to
height. Also, the thinner the be er. To achieve non-based ones, like vehicles, line of sight can
this in an easy way, just follow these guidelines become quite tricky to evaluate. 2 mm Should
(Figure 29): be the very upper limit, but if you want to play
correctly, than the overall base height should be
• For infantry units with a 6 mm base, just
between 1mm and 1.5mm. Achieving a base
put a standard magnet under their base so
height below 1mm would be even be er, but
that the total height will be: base (1mm) +
would also require to take all the infantry minia-
magnet (1mm max.)
tures off their own 6 mm base, which is very
• For larger infantry, which come provided me consuming, and not really that necessary

Figure 29

24
SET UP THE GAME

a er all.

A note on approxima on: most of the conver-


sion sizes shown in this page have been approx-
imated. This is not extremely important for big
bases (over 10mm in every size), but all the
bases with at least one size of 10mm or less
should be measured with precision. Remember
that a difference of 1mm in base size, equals
more or less to a difference of half a cen meter
in 28 mm; it makes a big difference to infantry
units!
Figure 30
The sec ons ends with a small reminder, taken
directly from the 6th Edi on Rulebook: on page
3, bo om of the le column, there is a small
paragraph about ”Models and Base Sizes”.This
paragraph, in short, allows the gamers to use
”bases of appropriate size if needed”, without
being strict on which size or shape one minia-
ture does exactly need. We made extensive use
of this ”rule” for all our Space marine Termina-
tors: we are using 6 mm bases, even though it
would be more appropriate a 10 mm base.

Special thanks to L. Donaldson for poin ng out


the issue of basing and base sizes. Figure 31

Tables
The gaming tables shown in this sec on were
made using metallic whiteboards, lightly
painted to get the proper color (Figures 30-32).
When making your boards remember to use as
less paint/fake terrain as possible, or the mag-
nets will have problems s cking to the board.
Just enough to give the color and make it a bit
more rough will be perfect, and it may actually
help against sliding. All the boards were made Figure 32
either using one or two A4 whiteboards.

25
PRACTICAL TIPS

Practical tips
Play fast, play safe

In this sec on there is a small collec on of prac-


cal ps for playing a game of Pocket Warham-
mer 40.000. The ps come from our own expe-
rience.

Understanding the scale: Rescaling the game


may cause a bit of confusion to those players
who are used to 28 mm. A good rule of thumb
is that one standard infantry base diameter is
equivalent to 1 inch (roughly the same as for 28
mm). This may come handy when quickly check- mm games. It is o en the case that Epic minia-
ing for unit coherency or during an assault. tures are available in groups so numerous that
it will be impossible to use them all in the same
Move faster!: A large, metallic base for an en-
game. How to deal with this excessive amount
re infantry unit is a simple way to speed up
of ny plas c/pewter guys? In this sec on are
movement, especially during the first turns of
described a few solu ons that work well for us.
the game, when models move much more co-
herently as compared to the la er turns. Addi- The first and most common solu on is to re-sell
onally, at any moment during the game, you or ”gi ” the extra models. The solu on is very
can move your models away from the base, and prac cal, possibly will save you some money,
take it away from the board. Making use of such and it will also increase the number of oppo-
big bases is a problem when dealing with the ex- nents for your pocket armies.
act measurement of distances, but if your gam-
ing group agrees, they can be very useful to hus- Another common solu on, and the one we ap-
tle the game. Flat fridge magnets will not work, ply most o en, is to prepare an enormous vari-
since they force the models in specific posi ons ety of armies to play with friends, with an insane
over the magnet. If you want to know more amount of different troops and vehicles. There
about this, you can check page 27. We don’t will never be two iden cal games!
make use this trick during our games anymore.
The last solu on is even more intriguing than
the first two: Use Pocket Warhammer minia-
tures to play Epic Armageddon!
Pocket 40K is Epic Armageddon
All the models used in Pocket are legal 6 mm
Pocket Warhammer makes extensive use of miniatures for Epic Armageddon. The typical
miniatures from Epic Armageddon or other 6 idea would be that of gluing the models onto

27
PRACTICAL TIPS

regula ons. On top of that, the coin is also


ferromagne c, meaning that Pocket miniatures
s ck to it! The models we prepared for Pocket
Warhammer are now perfectly adaptable also
for Epic Armageddon, and viceversa. No glue re-
quired.

The trick works also for non-euro coins as


long as the size fits, and they’re compa ble
with magnets. Most o en the coins are even
cheaper and widely available than the plas c
”stands”, which are 5-model bases for infantry, bases one may find in the shops! And of course,
and play on a regular Warhammer table. The as you can see from the picture on the previ-
most common stands for Epic are either square ous page, the stand can be decorated and s ll
or linear, but the manual is more flexible about retains its magne c capabili es.
the exact size and shape:
As if this was not enough, this technique comes
” ...The size of a stand and the num- very useful also to all those people who prefer to
ber of models glued to it are le pre y move their Warhammer 40K infantry units as a
much up to the player to decide within single block, instead of man-by-man. We usually
the following limita ons: A stand may don’t have any problems moving single infantry
be no more than 40mm and no less units, but anyone looking for a quick solu on to
than 5mm across in any direc on. A speed up the movement phase, is now fulfilled.
stand must be at least 20mm across
in one direc on (i.e., a 5mm by 5mm
stand is not allowed, but a 5mm by
Link
20mm stand would be okay). Stands
represen ng infantry units must have
at least three infantry models and In this sec on are listed some websites where
may not have more than seven. In- is possible to find some good 6mm models that
fantry mounted on bikes or horses very closely resemble the Warhammer 40,000
must have between two and four mod- ones. Other websites of general purpose are
els mounted on each base. Stands rep- also included. All links can be clicked.
resen ng ar llery must have between
one and two ar llery pieces and up to • Infantry models from this producer
six crew models.” can be used even unmodified to play
Imperial Guard, Tau and Tyranids. Ve-
Knowing the rules, we decided that an ideal hicles are also interes ng, but less
stand for magne c Epic Armageddon miniatures adaptable. All the models are metallic:
is the 5 eurocent coin, which perfectly fits the h p://www.darkrealmminiatures.co.uk/

28
PRACTICAL TIPS

• A small selec on of armored humans (ei- • For 3D modeling of simple miniatures we


ther Space Marine or Chaos Space Marine) use the notorious free-so ware Blender. A
and a few tank suitable for Eldar vehicles: bit hard to use in the beginning, but very
h p://www.microworldgames.com/ powerful: h p://www.blender.org/

• THE Necron website. All the infantry you • We also uploaded a short 10-minute video-
need is here, or is produced modding these tutorial to learn all the basics you need to
models. There are also a few vehicles use Blender: h p://www.youtube.com/
and a nice selec on of human models
• Once the computer model is complete, we
which can be employed as Imperial Guard:
prefer to print from Shapeways, but other
h p://www.exoduswars.com
services may be available in your area or
• Lots of different vehicles and a few ar- country: h p://www.shapeways.com/
mored units for Tau Ba lesuits. Many
• We uploaded a simple video to show
other 6 mm models, depending on your
some gameplay for Pocket WH40K. You
taste: h p://shop.groundzerogames.net/
may want to check it out to have a
• When looking for pre-made scenery this good idea of what a game looks like:
retailer is a good one, but we usu- h p://www.youtube.com/
ally prefer to make our own scenery:
• The Pocket WH40K website: BEST WEBSITE
h p://6mm.wargaming.info/
EVER

• And for every other need you can always


ask to: h p://www.ebay.com/

• Magnets. Only one link, but many


others are available to those who
search: h p://www.ebay.com/magne c-
adhesive-sheet

• If you think that making your own


bases can cause some errors in the
measurements, this website will
give you exactly what you need:
h p://www.litko.net/BMaker/

• In some tutorials we men on unusual ma-


terials. This is the website from which
we order most components. It is also a
good source for many other tabletop acces-
sories: h p://www.spielmaterial.de

29
TUTORIALS

Tutorials
Tutorials were made by Levian, Alessar and
Anthea.

Adeptus Custodes

This tutorial is definitely unusual, and I did just


for the fun of it. In the eternal compe on be-
tween ba le brothers is quite common to won- Figure 33
der about who is the strongest brother, or things
like that. Everyone knows that the tac cal space
marine is at the lowest of the scale. Right above
there are the psychic marines, which are ba-
sically marine with psychic powers. But what
next?

Well, somebody may say that the other end


of the scale is, or was, the Emperor itself, but
what is in-between? Probably the Adeptus Cus-
todes, Emperor’s bodyguard and guardians of
the Golden Throne.
Figure 34
Let’s see how to make one with some plas card,
green stuff, and a very steady hand.

1) Manly grab a Space Marine and rip apart his


arms and Requiem. (Figure 33)

2) Make a small green stuff sausage, snake, or


otherwise tubular shape. (Figure 34)

3) Cut a few mm of this tube to make the arm.


Engrave a small line around the wrist. This will
make the hand stand out be er. (Figure 35)

4) Add the arm the the model. Now use a


small bit of green stuff to make the helmet look Figure 35
slightly taller. (Figure 36)

30
TUTORIALS

Figure 36
Figure 37

5) Use a very thin strip of green stuff to make


the decora ve bristles on the helmet, then with
a lot of a en on, make ny lines along the strip,
to make it look more or less like a horse tail. (Fig-
ure 37-38)

6) Make the second arm like we did the first, and


add to the model. (Figure 39)

7) Cut some plas card pieces as shown in the


picture to build the halberd. Use plas card 0.25
mm thick for the blade and 0.5 mm thick for ev-
erything else. (Figure 40-41)
Figure 38
8) Put the halberd where it belongs. In the Ma-
rine hands. (Figure 42)

9) With a thin foil of green stuff make the man-


tle, paying a en on to the shoulderpads. The
mantle should not cover them, but should start
right below. (Figure 43)

10) Sculp ng is over! Time for the color. (Figure


44-45)

Figure 39

31
TUTORIALS

Figure 40 Figure 43

Figure 41 Figure 44

Figure 42 Figure 45

32
TUTORIALS

Catacomb Command Barge /


Annihilation barge

The tutorial will show you how to create a two-


fold Necron vehicle: the Command Barge / An-
nihila on Barge. To make two vehicles in one we
will build the same chassis for both, then we will
apply a magne c plate on top to shi between a
commander module and a cannon module. The
same method is also explained in the Rhino / Ra-
zorback tutorial (page 54). Figure 46

1) For this tutorial we will need a plas c disc,


cardboard or plas card 1 mm thick, green stuff
and two 6 mm Praetorians. (Figure 46)

2) Cut away a slice of roughly 120° from a plas-


c disk. Take two Pariahs and cut away their
blades. Glue them laying on the lower side of
the disc sector. They will be the pilots. If you
want to save up some space you can also cut
away some pieces of the base and legs. (Figure
47)

3) As for the next step, I used 1 mm thick card-


Figure 47
board to make the tail of the vehicle, but plas-
card will suit be er, either one layer of 1 mm
thick, or two layers of 0.5 mm thick plas card.
Now comes the sculp ng part. Take your green
stuff and shape all the other components. The
be er you are at sculp ng, the nicer will be the
final look. You can see the pieces required in
the picture below. The rib cage comes from the
WHFB Skeleton warriors sprue, and will be part
of the Annihila on Barge cannon; if you don’t
plan using the Annihila on Barge, you can skip
on that component. (Figure 48)

4) A er drying all the components, I filed the Figure 48


surfaces to make them smoother and more

33
TUTORIALS

Figure 49
Figure 50
edgy. Then I glued all the components together,
as shown in the picture, and I put a small piece
of flat magnet on top of the vehicle. I also cut
out the base for the vehicle from cardboard: 1.2
cm diameter, round. The whole complex was
then mounted on top of the base and slightly
lted to highlight the pilots. (Figure 49-50)

5) I then glued a small piece of metal under the


modified rib cage (cannon, only for Annihila on
Barge). (Figure 51)

6) Finally painted the miniature and I glued a


small transparent green plas c piece in front of Figure 51
the rib cage, for the main cannon of the Anni-
hila on barge. The green plas c was obtained
from the 28 mm Necron Warrior Gauss Flayer.
This mul -vehicle is finally complete. For the
Command barge simply put your commander
miniature on top of the magnet, or, if you have
spare 6 mm Necron commanders, just use the
upper halve of the miniature. (Figure 52-??)

Dark Eldar Raider

In this tutorial we will see how to build a Dark Figure 52


Eldar Raider with plas card and a bit of green

34
TUTORIALS

stuff. The abbrevia ons used are: PS50 = plas -


card 0.5 mm; PS25 = plas card 0.25 mm.

1) Before we start building it’s a good idea to


take paper and pencil, and calculate the cor-
rect dimensions; a couple of simple drawings
will help ge ng the right size too. When the
planning part is over, we can use the blueprints
to cut out the base using PS50. (Figure 53)

2) Let’s start with the first big pieces. Always us-


ing PS50, cut two of them. (Figure 54)
Figure 53
3) Glue the sides as shown in the picture, then
cut out the bridge and glue again. Always PS50.
(Figure 55)

4) Now close the rear of the vehicle with a small


rail, this me using PS25. Do the same for the
rear-bo om wall. (Figure 56)

5) Now cut and glue with PS50 the two front


sides, as shown in the picture. The new pieces
should touch each other only on the very edge.
(Figure 57)

6) Use a small PS25 triangle to close the p. (Fig-


Figure 54
ure 58)

7) Another small triangle will cons tute the


floor for the front gunner. (Figure 59)

8) The vehicle is now in need of more volume:


let’s use a slightly smaller PS50 base under the
former to fix it. (Figure 60)

9) The sail can be made using a single piece of


PS25, the masts are added later, using thin strips
of PS25 for the ones on the sail, and PS50 for
the main mast. The front spear was made with
a thin triangle, and glued on a small rectangle.
The complex was then glued on the front of the Figure 55
Raider. (Figure 61)

35
TUTORIALS

Figure 56 Figure 59

Figure 57 Figure 60

Figure 58 Figure 61

36
TUTORIALS

Figure 62
Figure 63
10) The next part is probably quite hard if you
want to use the same amount of detail I used. I
built the connec on between the mast and the
bridge, and the respec ve support with PS25
small strips; you can see the result in the picture.
I also cut a very small spear of PS50 and a ached
it to the front to make the rostrum. (Figure 62)

11) Now it’s me to put the Raider on its stand,


and glue various ”sharp extrusions”, to make a
real Dark Eldar vehicle out of it. (Figure 63-64)

12) Add a few more ny bits to the spear, for the Figure 64
same reason. (Figure 65)

13) More details, skulls and spears using a com-


bina on of plas card s cks and green stuff. The
rostrum is also completed by gluing together
three PS25 triangles. (Figure 66)

14) We also need rear engines, made of green


stuff. (Figure 67)

15) And finally we can add the crew! I used


three Eldar Guardians without base. (Figure 68-
69)

The Dark Eldar Raider, with a bit of paint, is now Figure 65


complete! (Figure ??-??)

37
TUTORIALS

Figure 66 Figure 69

Figure 67 Figure 70

Figure 68 Figure 71

38
TUTORIALS

Destroyer Lord

This super easy tutorial comes straight from the


Tomb Worlds! In this guide we show how to as-
semble a full Necron Destroyer Lord!

1) Let’s start from a Canoptek Scarab taken from


the Necron Warrior box of Warhammer 40K.
(Figure 72)

2) Cut the head off a single scarab and file the


cut for a smooth look. (Figure 73)
Figure 72
3) Now the base. For an accurate rescaling the
base size should be 12 mm in diameter (round),
but I went for 10 mm in order to get a more con-
sistent size with the scarab. The material is ei-
ther plas card, hard cardboard or anything else.
(Figure 74)

4) The body of the Necron Lord is an Edenite sol-


dier from Steel Crown. Cut the miniature’s leg
away and keep his lower torso, then file and glue
on the Scarab. The pole for the flyer base is, a
piece of transparent plas c, 4-5 mm high. (Fig-
ure 75)
Figure 73
When the sculp ng is finished, paint with the
colors of the kings! I used a 50/50 mix of gold
and silver as star ng point.

Your Destroyer Lord is ready to take back his


reign! For extra refinement you may want to
add some details on the front, where there is
the flat region, by sculp ng some metal plates
with green stuff, or anything else suits you.

Doom Scythe

The Necron Doom Scythe is both an impressive Figure 74


vehicle and a very easy one to build, as it will be

39
TUTORIALS

Figure 75
Figure 76
explained in this tutorial. Remember that plas-
card can a good subs tute to most materials.

1) Start by cu ng off a slice from a round disk


of plas c. A er the base is ready, glue on it a
Necron Lord (we bought it from Steel Crown)
with the p of his halberd cut away. This model
will be the pilot. (Figure 76)

2) Use green stuff to shape most of the vehicle’s


body and the wings. For the lower weapons a
couple of quivers from WHFB Skeletons will do,
and s cking them to a single cube of green stuff
will make it easier to a ach them onto the body Figure 77
and s cking the flying pole at the end of the tu-
torial. (Figure 77)

3) The spine was simply made with a piece of


steel wire, properly carved in a few points to
make it rough and look like a group of verte-
brae. The overall structure was glued on a piece
of sprue (the pole) and on a 15 mm cardboard
disc (the base); plas card can be used in place
of both. For a final refining, pa ent and care-
ful filing was fundamental to give the Scythe a
more edgy look. (Figure 78)

4) Pain ng, along with a piece of green transpar- Figure 78


ent plas c from any 28 mm Necron box, makes

40
TUTORIALS

Figure 79
Figure 80

up for a lot of smaller details. (Figure 79)

Doomsday Ark

This tutorial will show you how to obtain quickly


and with very li le effort a good proxy of a
Doomsday Ark. I think is important to highlight
the fact that this tutorial, as some of my others,
are mostly intended to get the miniature in the
shortest me possible to be able to play it min-
utes a er deciding the army list, so the quality Figure 81
of the miniature is actually pre y simple and the
final product resembles a Doomsday Ark more
than it actually ”is” a Doomsday Ark.

1) I started by gluing together some plas c discs


20 mm in diameter and using some bits from the
WHFB Khemri skeletons. (Figure 80)

2) To create some spacing between the plas c


discs I used li le paper pieces. (Figure 81)

3) Arrow quivers were used as cannons on the


sides, the p of a saber was glued on the front
of the Ark. Half a Necron Lord was glued on the
back of the ark, along with a standard 28 mm Figure 82
skeleton torso, to make the driver posi on. In

41
TUTORIALS

Figure 84
Figure 83

1) Star ng from nothing is pre y hard, and to


the back to refine the overall structure I used
help me I used some metal wire to shape the ini-
some green stuff and thin cardboard (in lack of
al skeleton. Working at such small dimensions,
plas card). Finally the Ark was li ed on the
this task provided itself fairly difficult, and sadly
base, roughly 1 cm in diameter. (Figure 82)
I don’t have pictures of it. I started sculp ng
4) A er a (very) quick pain ng the Doomsday from the bo om: feet, legs, torso, etc... up to
Ark is finally ready to face the enemy! (Figure the head; instead of adding all the details from
83) the beginning, I worked in layers, repea ng the
bo om-up sculp ng some mes. (Figure 84)

2) I had lots of trouble with the arms, since


Dark Eldar Mandrakes the wire that supports them was already very
thick, and I couldn’t add any more green stuff
The Dark Eldar units incarnate exactly the type to it without giving the arms an dispropor on-
of warriors I prefer: agile, fast, deadly, and pos- ate look; for this miniature, the arms are sim-
sibly nice looking. Among all, I prefer the Man- ply painted, unshaped metal... Anyway, I kept
drakes: shrouded in mystery and maybe linked working on it, making a small ”thing” of green
to the daemonic forces, feared even by their stuff for the flame, and using a flat piece of plas-
Dark Eldar fellows. Unfortunately there is noth- c for the sword. (Figure 85)
ing on the market in the 6 mm range similar
to them... Anyway, armed with determina on, 3) A er some me, and improved experience,
and pa ence, I tried and managed to sculpt I tried to make a second miniature, this me
them directly from green stuff. Here I show you without using metal wire, and simply looking
how I achieved a unit of Dark Eldar Mandrakes! at the previous one as model. In this case I
Be warned though that this is a pre y hard tuto- was able to shape properly the arms. Flame
rial, and requires quite a deal of sculp ng skills and weapon, once again, were added only later.
and crea vity. Experience will give you both. (Figure 86)

42
TUTORIALS

Figure 85 Figure 88

Figure 86 Figure 89

Figure 87 Figure 90

43
TUTORIALS

4) S ll, this procedure takes A LOT of me and Marks: Sick green-Sunburst yellow mixture
effort, if one wants to make many of them, so
I had to figure out a way to make this process Belt: Dark fleshtone (vallejo)
faster. And here is the solu on! (Figure 87)
Here you can see the actual dimensions. (Figure
5) Using very few green stuff and the second 90)
miniature as model, I made a li le mold. In this
way, I could replicate the basic structure of the
Mandrake in ”no- me” (green stuff takes me
to dry). A er the clone was ready, I could sim- Necron Monolith
ply rearrange the arms and weapons every me,
and get a very nice variety of miniatures! To
In this tutorial we are going to see how to create
avoid the green stuff of the mold from s cking
a basic shape that resembles a Necron Mono-
to the miniature I first smeared the Mandrake
lith. The so ware used for this tutorial is Tinker-
with a li le cooking oil. Once the first half of the
cad, and the 3D prin ng service is Shapeways.
mold was ready, I covered this one with oil too,
You can find links to both in the Link sec on
then applied the green stuff to make the second
(page 28). The result of this tutorial is shown
half of the mold. (Figure 88)
in figure 91)
6) This me to make the weapons I used the
thinnest plas card available, instead of junk The minimum precision (resolu on) required
plas c. (Figure 89) for this model is 1 mm, meaning that any detail
smaller than 1 mm is not going to be printed (or
And that’s it! There is really nothing more to it, printed properly, for the ma er...).
except pain ng. The color scheme I used is this:
The dimensions of the final miniature should be
Basecoat: Black
approximately as follows: width at the base =
Skin: Shadow grey (drybrushed), then black 3.6 cm; height: 4.2 cm.
wash

Legs: Earth (vallejo), then earth-black mixture


wash, then highlighted details with earth-skull
white mixture

Hair: Skull white, then black wash, then Skull


white highlights

Blade: Boltgun metal

Flame: Sick green (vallejo), then wash Sick


green-black mixture, then highlight using Sick
green, then highlight Sunburst yellow Figure 91

44
TUTORIALS

Since Tinkercad is no longer available, we sug-


gest to use Blender instead. More on this in the
Link sec on at page 28.

1) Let’s start crea ng a pyramid with 3.6 cm as


base length and rising it un l we get the appro-
priate slope (5 to 6 cm high). Create now an
empty cube overlapping it with the pyramid 5
mm above the work plane. Select them both
and group them to get our star ng block. (Fig-
ure 92)

2) Copy the block created, paint it red, and li


Figure 92
it up at roughly 24 mm from the workplane.
Turn upside down (180°) the lower base (yel-
low). Create a new pyramid (orange) and fit it’s
base on the lower base, as shown in the pic-
ture, then increase it’s height un l you get a nice
slope and the pyramid is inside the red block.
(Figure 93)

3) Keep ”pulling up” the pyramid un l it’s sides


nearly match the red block’s sides, then cut
away the pyramid’s p (with an empty cube as
we did in the first step), and group all the items
together to get the body of the pyramid (see pic-
ture). (Figure 94) Figure 93

4) Copy this en re block and using two empty


cubes cut away the slope from two sides as in
the picture (black block in the lower right area).
Remember to keep this black piece on the side,
as we’re going to need it also later. Shrink the
black component to the dimension you prefer,
then place it on top of the monolith’s body (gray
block); copy the piece three mes and turn it ev-
ery me to make the other three upper black
corners. When placing the corners on top of
the body do not match the edges, but place
the black components 1mm inwards. Now that
we have the four upper corners we can place a Figure 94

45
TUTORIALS

Figure 95 Figure 96

green crystal on top of the Monolith. The crystal


should be around 7-9 mm high. (Figure 95)

5) Using the black piece we le aside, copy it


and cut only a thin slice of it (using two empty
cubes). Tilt this slice of roughly 20° and pull
it un l reaches the same height of Monolith +
crystal. Now place two of these pieces and on
a bit larger(twice the width). Tilt each of this
pieces 5° in the back. Look at the picture to get
it right. (Figure 96)

6) Using an empty cube (8 mm wide) carve the Figure 97


wall where the round portal will be placed; in it’s
most shallow part (at the top) the carving should
be 1 mm deep. Using a disk 1 mm thick and 8
mm in diameter create the portal by encasing
the disk in the carving we just made; leave some
space between the disk and the workplane. As
last step, use four small parallelepiped (red) 3
mm wide and 1 mm high to make the guns at
the four corners of the pyramid. (Figure 97)

7) Now, the Monolith looks finished, but if we


present this simple blueprint to a prin ng ser-
vice the price will be quite high, due to the
amount of material needed. To cut down the Figure 98

46
TUTORIALS

Figure 100
Figure 99

price, just carve the inside of the monolith with


a truncated square pyramid hole. (Figure 98)

8) We suggest to try and put more details, within


the limita ons of the 3D printer. A lot more is
possible with 3D modeling, and we encourage
you to keep prac cing and trying. High quality
miniatures can be easily produced. Also remem-
ber that your printed model price will be propor-
onal to the amount of material needed! Don’t
make bulky blocks unless they are fundamental.
(Figure 99) Figure 101

Mycetic Spore

Myce c spores don’t have an official miniature,


so the following conversion is just our simple
way to build one star ng with a very small
amount of Tyranid bits. Any bit will fit.

1) Cut a 15 mm round base from plas card or


thick cardboard. If you think that the miniature
will be too heavy or big for the typical 0.6 mm
magnet you can make the en re base out of a 1 Figure 102
mm thick magnet. This solu on is handy also for

47
TUTORIALS

Figure 104
Figure 103

flying vehicles and other monstrous creatures.


(Figure 100)

2) Glue on the base a plas c gem. Such gems


can be found in most trinket shops, and most
likely in any house. (Figure 101)

3) Using green stuff sculpt some basic organic


stuff around the crystal. here you can see an
extremely simple shell-like shield and some or-
ganic remains of the spore a er its opening.
Make as more grooves, cracks and holes as pos-
Figure 105
sible, as they will help later when pain ng with
inks/washes. Glue also the Tyranid bits you see
1) In the picture you can see the star ng ma-
more fit for the purpose. (Figure 102)
terials: a 6 mm vehicle from Epic Armageddon,
some Skaven shields, a broken 6 mm Ork with
4) The spore is complete, and it just needs some
rokkit launcha, an orc’s skull from Warhammer
pain ng. Make sure that you use a wash that
Fantasy and some pieces of cardboard. (Figure
will make it look wounded and bleeding, like the
104)
red and black one I used here. (Figure 103)
I glued one shield in front of the vehicle, with the
ork s cking out behind it, and one in the back,
Ork Trukk along with some addi onal bits of plas c. The
ork is now a gunner! (Figure 105)

Please note that this tutorial is older than the di- Some cardboard was added in the end to make
nosaurs, and therefore its pictures look like crap. a more coherent chassis and hide smaller de-

48
TUTORIALS

Figure 106 Figure 107

tails. The head of a Warhammer Fantasy ork was


glued in front of the vehicle to show off who’s da
boss! (Figure 106)

Razorwing

In this tutorial we describe the full construc on


of a 6 mm Dark Eldar Razorwing, using only plas-
card and green stuff. The abbrevia ons used
are: PS50 = plas card 0.5 mm; PS25 = plas card Figure 108
0.25 mm.

1) As usual for every full design, it’s a good idea


to draw our model, in order to take vision of
all its components and get the right dimensions.
(Figure 107)

2) Cut the body of the Razorwing using PS50. Do


not include the wings in this first shape because
they are lted with respect to the body, and will
require addi onal steps later on. (Figure 108)

3) We want to provide this flyer with some mass.


Cut two PS50 stripes and glue them on top of the Figure 109
body, one on top of the other. (Figure 109)

49
TUTORIALS

Figure 110 Figure 113

Figure 111 Figure 114

Figure 112 Figure 115

50
TUTORIALS

4) Once the bulk is ready, we want to shape the


cockpit. Use smooth pieces of green stuff as
shown in the picture. For this step I made the
green stuff pieces directly on the vehicle. (Fig-
ure 110)

5) For the wings use PS50. Try to make them as


similar as possible. Ideally, they should be ex-
actly the same. (Figure 111)

6) in order to check the correct shape for the


wings, just superimpose the body to them.
Figure 116
Don’t glue them yet. (Figure 112)

7) Now we need to add even more mass to


the body. Cut another PS50 strip and glue it
on top of the previous two. The edges of this
strip should be bent in order to fit between the
”spine” and the turbines. The main turbines and
the smaller ones are made of green stuff. A
tube, and a bit of carving. For the smaller ones
I also used a small chip of PS50 to make the p
of the turbine. It’s also about me we make a
second layer of green stuff on the cockpit. The
final look should be smooth as in the picture. A
bit of carving for the details, of course. (Figure Figure 117
113)

8) Another layer of green stuff on the cockpit!


Now it should look like a single block. (Figure
114)

9) It’s about me we add the wings to the body.


We want the wings to be lted symmetrically, so
we’re not going to use glue, but green stuff. Two
small pieces. (Figure 115)

10) Now s ck the wings underneath the body.


In the picture you can also see some green stuff
details I added to the turbines. I also used a very Figure 118
small amount of green stuff to smooth out a cor-

51
TUTORIALS

ner or two of the plas card components. (Fig-


ure 116)

11) Keep an eye on the symmetry of the wings,


un l the green stuff is properly solidified. Any
means to suspend the model will help enor-
mously here. (Figure 117)

12) Now that the wings are fixed, we can


strengthen them with a bit of glue, and shape
some green stuff on top, in order to make the
connec on between the body and the wings
less evident. (Figure 118) Figure 119

13) Like before, symmetry is paramount. (Figure


119)

14) Build a long ”box-like” structure underneath


the body, as shown in picture. It will give even
more volume. (Figure 120)

15) Cut two iden cal ”blades” and add them on


top of the two main turbines. Symmetrically, of
course. (Figure 121)

16) And another blade on top of the main body.


(Figure 122)
Figure 120
17) The model is reasonably ok, but this me I
wanted some advanced finishing: missiles! Cre-
ate the holders under the wings using very small
chips of PS50. (Figure 123)

18) For the missiles I used small plas c tubes


with a highly explosive green stuff p. Full green
stuff would work as well, of course. (Figure 124)

19) Load the weapons. With glue. (Figure 125)

20) Two PS50 strips will become the forward


weapon array. (Figure 126)

21) More details, and the model is complete! Figure 121


(Figure 127)

52
TUTORIALS

Figure 122 Figure 125

Figure 123 Figure 126

Figure 124 Figure 127

53
TUTORIALS

Figure 131
Figure 128

Once based and painted, the Razorwing should


look like this. (Figure 128-131)

Rhino to Razorback and viceversa

In this tutorial we explain a very common and


handy conversion for Space Marine players:
how to set up a Rhino to become a Razorback
and back without effort! All we need is a li le
green stuff, a very small magnet (fridge magnet,
possibly), and a small piece of metal. And of
Figure 129
course a 6 mm Rhino.

1) First, we need to build the main body of the


weapon system of your choice for the Razor-
back. Remember to leave some space in the
lower part of it, to add the metal later on. Keep
in mind that you can also cut dried green stuff
and use it as star ng material, instead of so
one. Here for example I first made a cylinder of
it, let it dry, and cut the two guns from it, easily
glued on the weapon body. I also used a li le
amount of plas card on the guns and improved
the look of the heavy bolter on the front of the
Figure 130 vehicle, but these are op onal minor improve-
ments. (Figure 132).

54
TUTORIALS

Figure 132 Figure 135

Figure 133 Figure 136

Figure 134 Figure 137

55
TUTORIALS

2) When you are sa sfied with your weapon de-


sign s ck the piece of metal available under the
weapon system (I used pieces of very thin metal
wire, the only thing at hand...). (Figure 133).

3) Remember to s ck a magnet on top of your


Rhino of course! If at this point the look of the
complex is too bulky for you, it might be use-
ful some fla ening and filing of the upper sur-
face of the Rhino. Honestly, we don’t think this
should be necessary at all, and avoiding fla en-
ing keeps the Rhino-Razorback a two-in-one ve-
Figure 138
hicle. (Figure 134).

4) The conversion is now complete, and you can


paint it as a whole. As you can see the weapon
module can be detached or a ached at will to
turn the Razorback into Rhino and back! (Figure
135-136).

5) It’s also perfectly stable even when turned up-


side down. (Figure 137).

The same concept can be used to make pre y


much all the box-like Space Marine vehicles.

Figure 139

Screamers of Tzeench

In this tutorial we show how to shape some


Screamers of Tzeench. These miniatures were
en rely constructed with green stuff, which is
probably the best material to make them. To
work the green stuff either a toothpick or bare
hands were used; sculp ng tools make every-
thing a lot easier though.

1) First of all you have to create the basic shape.


It’s easier if you create a sketchy cone and then
model the wings on each side. I used a GW Dae- Figure 140
mone e near them to compare their size: the

56
TUTORIALS

Figure 141 Figure 142

Screamers are approximately 0.8 cm x 1.5 cm


Soulgrinder
with tail, 0.8 X 1.0 cm without. (Figure 138)
1) For this conversion I started using compo-
nents from the Khemri skeletons of WHFB. I
2) Let them dry then make the fangs (2-4 on
used a skeleton’s head, a pair of horns, four
each model). This is the difficult part; be pa-
spear ps (for the legs) and the black sprue used
ent, take your me, and if you are not con-
for bases. (Figure 142-143)
tent with the result then remove them and start
again. With a li le prac ce they will be just fine. 2) The black sprue was cut diagonally at the
I then added a bit of sand on the surface to cre- ”knees” where the ps of the spears were glued
ate some texture. (Figure 139) to make the legs. The head was then a ached
to the black sprue and the horns were put on
3) Now it’s me for the eyes! You can simply skip top of it. Finally, for the arms, I opted for some
this part and just paint them later, but I decided WHFB dwarf miners weapons, to give it an un-
to make them with green stuff. Create ny balls usual and ”dwarfish” look. (Figure 144)
and then put them on the top of the head press-
3) Finally, pain ng red and black fills up all the
ing the edges with a toothpick to create a funny
chaos theme I need to play the Soulgrinder!
texture around the eyes and to s ck the eyes to
(Figure 145)
the body. (Figure 140)

4) Finally I shaped a li le spine and I fixed a bit


the tail. For the spine make a li le snake with
Stormraven Gunship
green stuff, place it on top of the model then
press the edges and li the middle with a tooth- Most recent Warhammer vehicles don’t have a
pick un l you are sa sfied with the shape. This 6 mm counterpart, and this is especially true
is my the final result. (Figure 141) for flying ones, with very few excep ons. The

57
TUTORIALS

Figure 143 Figure 146

Stormraven is not one of such excep ons, and


in this tutorial we will see how to make one.

For this we will need the following: plas card


0.25 mm (PC25 from now on), plas card 0.5 mm
(PC50 from now on), green stuff, glue, transpar-
ent plas c (for the pole), plas card 1 mm (op-
onal, I did not use it) (PC1 from now on)

1) We shall start on paper. With a Thunder-


hawk and some other models at hand, I scaled
down the original measures of the Stormraven,
which are approximately the following (Figure
146): length = 5 cm, wingspan = 5 cm, height
Figure 144 at the front = 1.5 cm, height at the top sha = 2
cm.

2) Now that we have an idea of the size, we can


copy the shape of the body on PC25, excluding
the tail. (Figure 147)

3) Cut out the shape. Make two of them: one


for each side. (Figure 148)

4) With an addi onal strip of PC25 glue the


pieces together as in the picture, to get a box
roughly 3cm long. (Figure 149)

5) Now it’s me to cut on PC50 the profiles that


Figure 145
will go on the sides of the box. (Figure 150)

58
TUTORIALS

Figure 147 Figure 150

Figure 148 Figure 151

Figure 149 Figure 152

59
TUTORIALS

6) Make four of them and glue two on each side,


to get an extrusion of 1mm per side. If you want
you can use only one layer of PC1 instead, to
save up me and efforts. (Figure 151)

Also cut a rectangle of PC50 and glue it on top


of the box. This will be the base of the cockpit.

Add a few thin PC50 strips to the front.

7) Now we want to create the extrusions that


will give the illusion of a dedicated space for
the frontal landing gear, either with four PC50 Figure 153
pieces, or two PC1. (Figure 152)

8) The tail is very easy, and we can make it from


two PC50 pieces (or one PC1), by cu ng a “fin”.
Something like the one in the picture. (Figure
153)

We are also going to prepare the forward


weapons slots: glue a slightly raised thin strip
of PC50, just in the lower part of the base of the
cockpit (more visible in the next picture).

9) Let’s add some plas card strips as weapons,


and some more details in the front. (Figure 154)
Figure 154
10) Here comes probably the hardest part of the
tutorial: the wings. Using PC50 cut out four
pieces for each wing. The shapes are shown
in the picture. Assemble the wings separately
from the body. The smaller piece will connect
the wing with the body. (Figure 155)

11) Now glue the wings to the body, trying to


keep symmetry as much as possible. The wings
will fall off very easily, so be pa ent, stubborn,
and generous with glue. Later on we will add
the reactors, and the wings will be much more
sturdy. (Figure 156)
Figure 155
12) Add the wing tail. (Figure 157)

60
TUTORIALS

13) In the same way used for the frontal sup-


ports, build extrusions 1 mm thick for the rear
supports. (two PC50 or one PC1 for each side).
(Figure 158)

Also shape four green stuff micro reactors and


glue them on the front supports.

14) Let’s now build a box around the reactors


using PC25. Also assemble and glue the front
legs using small strips of PC50. (Figure 159)

Figure 156 15) Time to build the cockpit. Cut a small trapez-
ium and glue it standing on the lower part of the
cockpit base; I used this piece as a reference for
the other cockpit parts. Cut a strip of plas card
and bend it in mul ple points to shape the pro-
file of the cockpit, in the same way as in the pic-
ture, then glue it and add also the side compo-
nents. (Figure 160-161)

16) More weapons! This me we’re going to


build the side arrays. Simply cut a small rectan-
gle that will hold them, and many small strips.
(Figure 162)

Figure 157 17) Glue. (Figure 163)

18) Now close the array building a PC25 box


around the guns. (Figure 164)

19) Now glue two of such arrays inside the re-


cesses on the sides. (Figure 165)

20) Using PC25 build a box that will be the top


turret, then glue. (Figure 166)

21) For the rear legs we need some planning:


first, draw each component we’ll need on the
PC50, as in picture. (Figure 167)

Figure 158 22) Now cut them and glue them together, as in
picture. (Figure 168)

61
TUTORIALS

Figure 159 Figure 162

Figure 160 Figure 163

Figure 161 Figure 164

62
TUTORIALS

23) Finally we can a ach the rear supports in the


places we have prepared before. (Figure 169)

24) Enlarge the region between the main body


and the tail with two proto-wings. To make
them use two layers of PC50 or one of PC1. (Fig-
ure 170)

25) For the weapons on the turret I used green


stuff to avoid making the small plas card boxes,
and made the cannons with very small plas c
pipes. Here anything else will do. (Figure 171)
Figure 165
26) Shape the two main reactors using two
tubes of green stuff that will fit under the wings.
Use a sharp pencil to produce the holes in the
front and in the back. You can also use some
plas card pieces to add more decora ons. (Fig-
ure 172)

I also made two more side-reactors on the


wings, using the same technique described in
steps 13 and 14, and I added a thin PC25 frame
around the cockpit, to make it stand out.

27) Now build the main air sha right behind


Figure 166 the top turret, as any other box. Use only PC25.
(Figure 173)

28) The Stormraven is now ready, and you can


either keep adding more details and decora-
ons, or start pain ng straight away. (Figure
174-175)

For the pole I used some transparent thin plas-


c, and for the base PC50. Many details for this
Stormraven were simply painted, and the effect
is just right! (Figure 176-??)

I built and painted the en re miniature in 5 (five)


Figure 167 days, and this is the first model en rely based on
plas card I have made so far, so it’s naturally full

63
TUTORIALS

Figure 168 Figure 171

Figure 169 Figure 172

Figure 170 Figure 173

64
TUTORIALS

Figure 177
Figure 174

Figure 178

Figure 175 of small defects. To me, making this miniature


was funny and some mes a bit stressful, but in
the end I think it was worth it. I recommend to
try this tutorial to anyone who likes to build his
own models. A 6 mm Stormraven is Awesome!!

Talos Pain Engine

1) Star ng from a Space marine shoulder pad.


Make some carvings or simple sculp ng with
green stuff. (Figure 179)

Figure 176 2) Take an Ogre arm and remove all but the fore-
arm. The forearm is going to be the upper part

65
TUTORIALS

Figure 179
Figure 180
of the body. (Figure 180-181)

3) Glue together the two components. (Figure


182)

4) Refine with green stuff to make up for the


other components in the lower part of the body.
(Figure 183-184)

5) Take a Dark Elf head and remove everything


with the excep on of the elm. This is going to
be the base of the tail. (Figure 185-186)

6) What is le now to do is a very basic sculpt-


Figure 181
ing work to make for what is le of the body,
arms, head, tail and so on... it is easier to sculpt
the tail using some wire as support. All the fin-
gers, spikes, blades etc were made using plas -
card 0.25 mm thick. A small piece of transpar-
ent plas c was employed for the flying pole. Re-
member that you can sculpt the single compo-
nents, let them dry and then glue them together
instead of sculp ng directly on the model. (Fig-
ure 187)

7) The Space marine shoulder pad was improved


in the end with an addi onal shell of green stuff,
not fundamental, but very nice looking. (Figure Figure 182
188)

66
TUTORIALS

Figure 183 Figure 186

Figure 187
Figure 184

Figure 185 Figure 188

67
TUTORIALS

Sculp ng tools were fundamental throughout


the en re sculp ng process.

The components used were bits of 28 mm units


that I reckoned useful for this model, but any
other bit can be employed easily. Space Ma-
rine, Ogre or Dark Elf are not strictly necessary,
as long as something similar can be found.

Tau Battlesuit
Figure 189
In this tutorial we are going to assemble an en-
re XV8 Crisis Ba lesuit for the Greater Good,
using exclusively from Green Stuff:

1) Each single component of the Ba lesuit must


be shaped individually. Use cau on and pre-
cision in this step to get the propor ons right.
The body must be a cube-like piece with a lit-
tle sphere on the top; the head-body complex
shouldn’t be higher than 5-6 mm overall. Cre-
ate two slim pieces of green stuff and let them
Figure 190
dry, then use the cu er to shape the feet of
the armor. All the other parts (legs, arms, etc.)
can be made either using so green stuff, or
shaping dry one with the cu er, as you prefer.
Don’t stress yourself trying to sculpt impossible
details. The most important components that
dis nguish a Crisis Ba lesuit are the cube-like
body, the antenna on one side of the head and,
usually, a cube-like jet-pack on the back. Af-
ter you are finished assembling all the Ba lesuit
components, let them dry. (Figure 189)

2) When all the components are completely


dried, carefully assemble the Ba lesuit with
glue. Consider the serious possibility of using
pliers in this step. You can use a hard card- Figure 191
board or plas card circle as base. The standing

68
TUTORIALS

model should be 10-11 mm high at most; this


size should be respected as closely as possible,
since a few millimeters more will make of this
Ba lesuit an outstanding presence on the bat-
tlefield. The plas c piece that you can see on
the le in the picture will become the jet pack
of the Ba lesuit (a er some filing). (Figure 190)

3) Keep shaping and adding components to the


model, un l you think it looks right. In this case
I added a weapon system on his right arm, a big-
ger weapon system on his le side, and a square Figure 192
block on his chest to increase the ”Crisis”overall
aspect of the miniature. (Figure 191)

Whenever you feel sa sfied with your crea on,


go for the colors!

Tervigon

1) Cut a 13 mm base out of plas card or thick


cardboard. From a mix of bits find the fol-
lowing components (or similar): tyranid ranged
weapon(s), the one from the termagant is per- Figure 193
fect; blades, swords or small talons (in this case
Skaven knives); Lizardmen legs or equally Xenos-
looking limbs. (Figure 192)

2) Using green stuff sculpt the creature’s torso,


which is nothing more than a pre y simple ball
of green stuff adapted to the other component.
A ach to the lower part of the torso the tyranid
weapon’s ”pouch” to make the breeding sack.
A ach the legs, and glue the block to the base.
(Figure 193)

3) Cut the hilt from the swords and glue the


blades to the tyranid arms and hands taken from Figure 194
the ranged weapon. What you should obtain

69
TUTORIALS

are the massive and very prominent claws. If


you are worried that the talons are out of the
base you can turn them upwards in a leaping
pose. balance issues are going to be compen-
sated by the magnet under the base. (Figure
194)

4)For the head you can either use a lizardmen


head or the remaining bits from the tyranid
weapon. In this case I used the bits, and
sculpted with green stuff the missing part of the
Figure 195 face. (Figure 195)

5) For the final scales on top of the claws I used


very small round balls/discs of green stuff and
put them in a line as shown in the picture, on
the upper side of the blades. (Figure 196-197)

Just one of the many possible ways to make a


Tyranid Tervigon.

Trygon

Figure 196 In this tutorial we’ll see how to create a


6 mm Tyranid’s Trygon star ng from an old
Xenomorph (new Reaper) model, and some bits
of Green Stuff.

1) For this conversion we will use a cu er and


toothpicks or sculp ng tools. The materials re-
quired are green stuff and a Xenomorph model.
Some wire will come handy to improve the
model’s stability while modeling. (Figure 198)

2) As you can see, the future Trygon is too short


right now. It’s just two mes the height of
the poor Space Marine. We’re going to build a
Figure 197 longer green stuff body for the Tyranid. (Figure
199)

70
TUTORIALS

Figure 198 Figure 201

Figure 199 Figure 202

Figure 200 Figure 203

71
TUTORIALS

3) First, cut away the lowest sec on of the


Xenomorph body with the cu er. (Figure 200)

4) To make the base just cut a simple oval from


hard cardboard or plas card with the major axis
of 2.7 cm and the minor axis of 2.0 cm. Cut
a 2 cm-long piece of wire and cover it with a
serpent-shaped piece of green stuff. You may
want to use at least 2 cm of wire, to make the
Trygon look impressive. Remember: the longer
is the Trygon, the longer is the wire! A er cov-
ering the wire with green stuff, glue it to the
Figure 204
Tyranid’s body, and glue the p of the tail at its
end. (Figure 201-202)

5) Now, as you can see in the picture, the


Tyranid has the right dimension (roughly 2.5 cm
in height). Be careful not to make it longer than
3 cm, or it’ll look really enormous! (Figure 203)

6) At this point we need to add some extra claws.


Cut away the arms from another Xenomorph
model, or make some new ones from green
stuff. Use much cau on when using the cu er; I
know from my own experience that it can be re-
ally painful when used improperly. (Figure 204-
Figure 205
205)

7) It’s me to glue the arms. Help yourself with


addi onal green stuff to fill the gaps. Remem-
ber! The Trygon has six arms, like all Tyranids!
(Figure 206)

8) Glue some small magnets under the base of


the model un l you’re sure that they will hold
the weight of the model properly before moving
on to the following step. (Figure 207)

9) Now it comes the hardest part: the poste-


rior carapace. For this you’ll need a layer of pre-
Figure 206 hardened green stuff. Cut some small triangu-
lar pieces out of it, the scales, and glue each of

72
TUTORIALS

Figure 207 Figure 210

Figure 208 Figure 211

Figure 209 Figure 212

73
TUTORIALS

Figure 213
Figure 214

them on the back of Trygon, star ng from the


lowest scale un l you reach the preexis ng line
of scales. Try to scale them for greater looks.
(Figure 208-209)

10) The last piece, the uppermost scale, should


have a ”V”-like shape instead of a triangular one,
to seamlessly melt with the last of the preexist-
ing scales. (Figure 210)

11) The Trygon has also an extra pair of fangs


on the sides of the mouth. To make them take
the pieces required from a Xenomorph model,
Figure 215
or simply use some more green stuff. To im-
prove the precision consider using some pliers.
(Figure 211-212)

12) Complete the Trygon with the addi on of


some side spikes, made out of green stuff, mod-
eled in the shape of very thin needles. Use
much care when gluing these spikes due to their
diminu ve size, and consider using pliers here as
well. (Figure 213-214)

13) The sculp ng of you 6 mm Trygon is now


complete, and you only need to paint it before
you can field it against some puny li le beings!.
Figure 216
(Figure 215-??)

74
F.A.Q.

F.A.Q. Q: Ok, no WHFB, but what about a larger scale


for Pocket? Something between 10 and
15mm?
Q: What is Pocket Warhammer 40K?
A: That, would be awesome. The right com-
A: A completely unofficial conversion of promise between size and detail! Sadly,
Warhammer 40K. Instead of 28 mm minia- there is no way to make WH40K easily in
tures, it uses cheaper and more abundant such scale. Some people have managed
6 mm miniatures in combina on with a to make one or two armies, but they were
smaller table. completely proxed and definitely not re-
producible given the low availability of the
Q: My 6 mm miniatures are glued on stands.
miniatures they used. To them all our ad-
Can I s ll use them?
mira on. Those who want an easier alter-
A: If you are using second-hand miniatures it na ve should s ck to 6 mm.
is likely that the person before you used
superglue. Many of our miniatures were Q: Hey! I know of some people who did this
bought in such condi ons. Get a pair of before of you!
scissors, cut away the stand from the sin-
A: We are not the first, that is true. But we have
gle miniatures, and you’ll be soon ready to
started an en re website based on the
go. If you also want to strip any previous
idea, so we’re 10.000 mes more badass
paint with brush and chemicals, make sure
than anyone else. Seriously now. If you,
you do it before cu ng away the stand.
or someone you know, did something sim-
Q: Can I skip on metallic board and magnets? ilar to this, you can contact us to share your
crea ons or basically anything else. We re-
A: No. If you don’t use them, the game will be ally like to include everyone’s works!
unplayable. We warned you.
Q: How do you dis nguish between models
Q: This Pocket 40K is AWESOME! Can you do with different equipment, especially Impe-
the same for Warhammer Fantasy (WHFB)? rial Guard infantry?

A: The most similar models to play a smaller A: The answer can be long enough to write an
scale of WHFB are the miniatures from en re ar cle, which is what we did at page
Warmaster, another Specialist Game. 17. Also remember that ”6 mm” is not as
Sadly, they are twice as big compared small as it may sound. Most details are well
to Epic miniatures (10mm scale), and visible since the game is played si ng at
the game surface is s ll very big. There the table, usually within 50 cm from your
are many other companies selling 6 mm eyes.
fantasy miniatures that you can adapt. We
don’t think it’s worth the effort, and we Q: Can you send me your computer 3D
like 40K more. But maybe in the future... blueprints?

76
F.A.Q.

A: No. Not at all. > Necron > Tau. Tyranids, Ba le Sisters and
Dark Eldar should be started only by people
Q: How do you move miniatures with preci-
who want to make their en re army with-
sion?
out buying a single miniature.
A: With a bit of prac ce, and magnets. Not
really much to say here. The introductory Q: The smallest box on sale has too many
video shows everything you need to know miniatures. Where can I find fewer minia-
(page 28). We had no issues with move- tures for sale?
ment.
A: There is no precise answer to this. We
Q: Would another conversion factor be O.K.? usually don’t have a problems buying 100
Space Marine, because we are a group of
A: Scaling to a different factor than the one
players which orders miniatures together,
we report, while maintaining 6 mm minia-
then shares. Either do as we do, look for
tures, will affect the gameplay in a quite
second-hand miniatures, or store the ex-
drama c way. A very detailed ar cle about
tra in case someone wants to join your
this is available at page . In short, with
group. Extra miniatures are also a fantas-
our conversion you can rest assured that no
c present to prompt people into the vi-
change in gameplay will occur as it would
cious circle of wargaming! Playing Epic Ar-
with any other scaling factor.
mageddon some mes can also be enter-
Q: I’d like to start, but there are no other play- taining (page ).
ers. Solu ons?
Q: I used magnets, but some of my miniatures
A: Brainwashing sounds like a good idea. If it keep falling and moving. What’s wrong?
doesn’t produce posi ve results, you can
try proposing Pocket to Warhammer veter- A: Fridge magnets and the like are not high
ans, which may like the idea of trying some- quality, uniform magnets, and some mes
thing different, or to newcomers, which they are not as strong as one would ex-
may like the idea of a cheaper start. Most pect. Try with another piece from the same
of the other gamers usually prefer 28 mm. sheet, cover as much miniature’s base-
Q: I want to play Pocket! Which army would surface as possible, or buy your magnets
you recommend to start with? from a different producer (sugges ons in
the Link sec on on page ). For no rea-
A: If you are familiar with 6 mm miniatures and son you should ever use rare earth mag-
modeling, anything that suits your game- nets! Also don’t wet your miniatures, don’t
play should be ok. If you’re not, then we feed them a er midnight, and never ex-
recommend to start with an army having pose them to sunlight.
the least amount of conversions required.
From the easiest to the hardest: Space ma- Q: What about all the fantas c details of 28 mm
rine > Orks > Imperial Guard> Eldar > Chaos miniatures?

77
F.A.Q.

A: Nothing forbids you to have 28 mm minia-


tures (too). We present 6 mm as an alter-
na ve to 28 mm, not as a subs tute, even
though everything ever produced for 40K
can be replaced by its 6 mm clone. We do
collect 28 mm miniatures because we like
some of them, but when it comes to play,
Pocket is our game of choice.

Q: Do you have the support of GW?

A: No. This is a completely unofficial project.


Some people look at us with a mix of admi-
ra on and pity, thinking that we are going
to be shut down somewhere in the future.
If you are among those people than you
be er store this PDF with care, along with
all the useful informa on on our website.
Anyway, we’re doing our best not to harm
GW, and live happily together. Actually, if
Warhammer was crack, Pocket would be its
gateway drug...

78
GALLERY

Gallery

Black Templars

The Emperor’s Champion finally joins his army, a er all the adequate landing protocols have been
strictly followed.

80
GALLERY

On a sunny day, the peaceful and cold wastes of a rock lost in space are disturbed by the sudden
landing of the Black Templars.

The backup for the infantry is quickly deployed, and soon the less impervious areas are seized under
Marine control.

81
GALLERY

The planet is declared safe and free from Xenos!

Quick Black Templar Bikes patrol the regions surrounding the landing sites.

82
GALLERY

The crew manning a Predator blasts some mountains, to keep the rust away from the cannon.

On a planet covered with ice wastes, every place is a good place to park a Rhino.

83
GALLERY

Blood Angels

A Blood Angel unit with Rhino on a patrol mission among ancient ruins.

A Razorback unit providing cover for the quick deployment of a small combat Squad.

84
GALLERY

The Sergeant takes posi on for a clear visual.

The unit has found traces of Eldar.

85
GALLERY

Ranks are taken, in case of an ambush.

The first predator tank to reach the ba lefield. An impressive sight!

86
GALLERY

Tac cal Squad marching without fear in open ground.

87
GALLERY

Battle Sisters

This sec on is s ll empty. Anyone can sub-


mit pictures of his miniatures. First comes, first
served.

88
GALLERY

Chaos Daemons

This sec on is s ll empty. Anyone can sub-


mit pictures of his miniatures. First comes, first
served.

89
GALLERY

Chaos Space Marine

A unit of Plague Marines is exploring the ruins of an old imperial city.

Khorne Berzerkers swarming in the ruins, following the orders of their leader.

90
GALLERY

Chaos Raptors in search of enemies from the atop a massive wall.

A Chaos Dreadnought, and his le arm.

91
GALLERY

Land Raiders, having some fun with the Emperor.

Noise Marines, walking in the quiet gardens of a desecrated cathedral.

92
GALLERY

Chaos Terminators, always arriving last.

Leaders. Smalltalk during lunch break.

93
GALLERY

Chaos Conven on 2012.

Chaos cul sts, throwing a wild party around a massive Daemon.

94
GALLERY

Pocket Berzerkers for the Pocket God!

Recent studies have shown that three Chaos Marine out of nine live on the edge.

95
GALLERY

Chaos Terminators. Don’t be misled by their mean looks: they have very tender and passionate heart.

Standard Bearer. Poser of the posers.

96
GALLERY

Noise Berzerkers dancing with The Tentacle.

Warpsmith and grazing Chaos Predator next to a quite sorry Emperor statue.

97
GALLERY

When it comes to tuning, Chaos is always unmatched! Rhino, Vindicator and Standard bearer.

Chaos Marine Sorcerer followed by a Defiler with a dis nct taste for dwarven ar facts.

98
GALLERY

Dark Eldar

A dreadful Archon, backed up by Incubi.

The quick Venom skimmer dashes though ruins with unnatural maneuverability.

99
GALLERY

Kabalite Warriors are assigned to patrol the more defensible loca ons.

The Raider provides a solid transport and support for the ground units. As well as an efficient weapon
pla orm during offense.

100
GALLERY

Tiresome march of a small patrol of Kabalite Warriors.

As darkness approaches, darker creatures appear...

101
GALLERY

A Razorwing casts its fearsome shadow on the ba lefield.

The Talos Pain Engine relessly watches the perimeter, during the approaching night.

102
GALLERY

Wyches jumping out of cover and into the ac on!

The bulky Grotesque stands alone in the vast plains of this Dark Eldar planet.

103
GALLERY

Eldar

Arlequine’s and Troupe Master’s drama c and acroba c poses.

The Avatar of Khaine is back, and he’s not happy with his friends.

104
GALLERY

Autarchs escort a brand new wave serpent to the front lines.

Dark Reapers have been fishing, and today it was a hell of a good day! Red herrings for everyone!

105
GALLERY

Dire Avengers prac ce their posing for the parade of tomorrow.

The Eldar Farseer spends some me reading an Imperial road sign.

106
GALLERY

Eldar Guardians are, not surprisingly, le home with a heavy weapon pla orm, defending some
apparently precious crystals.

Eldar jetbikes, looking cool in the parking lot.

107
GALLERY

Troupe Master, atop a roof in Gotham city.

For the last issue of Wings and Engines the Eldar really wanted to show off!

108
GALLERY

The Farseer’s personal bodyguard. Wraithguard. Just in case some humans decide to show up.

109
GALLERY

Grey Knights

Strike squad, joined by an acroba c Jus car for the occasion.

Behind the stage, the set used for the pictures.

110
GALLERY

Cotaez beside heavy support.

Purga on Squad, having a friendly chat and a barbecue on the shore of a lake.

111
GALLERY

A dreadnought makes his entrance, not missing the chance to destroy a tree...

Interceptor squad during a peaceful patrol. And Jus car, screaming all the me.

112
GALLERY

Refreshing sight of a Land Raider. Good old firepower.

Librarian with halberd, riding into ba le! Riding onto Rhinos!

113
GALLERY

Imperial Guard

(by Captain Mike)

Three Leman Russ (Russes? Russs? Russians?)

Guardsmen in desert camouflage.

114
GALLERY

Guardsmen, and a li le funny toy...

Marauder Bombers. Because ground forces like to be grinded.

115
GALLERY

Ogryns in a (quite rare) disciplined forma on.

The Imperial Guard is very strict about discipline. Only the Commanders can take drama c stances.

116
GALLERY

Oil and cigars. The way to go!

The army is on the move.

117
GALLERY

Swarming the plains, assimila ng the planets. Imperial Guard, The Pe y Devourer.

Toy story 4 - Heavy Machineguns.

118
GALLERY

Thunderbolt Fighters. Fight air with air.

Valkyrie. The most expedi ous transport to death since 39.876.

119
GALLERY

Rise and shine, Imperial Guard!

120
GALLERY

Necron

The Doomsday Ark is ready for ba le.

The Tomb World awakes, and presents to the world his Immortals!

121
GALLERY

A necron army arises from the sands...

A Night Schyte is deploying Immortals to prepare an ambush.

122
GALLERY

A C’tan shard joins the ranks, when summoned by the Phaheron.

Praetorians, slowly strolling around their town.

123
GALLERY

Necron Deathmarks in the night.

Remains of a Titan from Ancient mes are saved from me and brought back to the ba lefield.

124
GALLERY

Orks

Despite the mean propaganda in the Imperium, we know that Ork Nobs are very social, friendly and
peaceful creatures.

Some mes, ge ng your hands on a parking lot it’s just more difficult than you’d expect. In those
situa ons, crea vity can help!

125
GALLERY

When le without their lead, Ork Mobz are known to enjoy a walk in the wastelands.

Ork buggies and Ba le Wagons.

126
GALLERY

Some mes even Ork bikes get stuck in traffic jams...

Some people prefer the old school steeds, instead of the high-tech bikes. Even though they look like
Orcs on boars, they behave exactly as Orks on motorbikes!

127
GALLERY

A portrait of a Dok, Leader Kommando and Weirdboy (from the le ).

Dakkajet! The true Boss of the skies!

128
GALLERY

Blitza-Bommer, dripping coolness.

Burna-Bommer, fat and yellow as usual.

129
GALLERY

Ork Flyers roaming the skies!

Koptas are taken down by bad weather. Exactly as expected.

130
GALLERY

An old family picture of Big Mek and his son, Killa Kan.

In high school they all made fun of him because he was fat. Now he’s back, and he keeps them in line.

131
GALLERY

As cover picture for the next issue of ”Orks and Motors” we think this: Shock Gun, some sunbathing,
half-naked, Lootas Mek and a Looted Land Raider.

No Ork was harmed during the filming process. Here is a group picture of our cast.

132
GALLERY

A sunny Sunday is the perfect day to eat the asphalt with other centaurs.

Ork Nobs always hang out surrounded by a full pack of orks.

133
GALLERY

Ork Nobz, taking a break in a Trukk rest sta on.

Warboss is always one step ahead every other Ork when it comes to good taste in clothings. Oh, and
also on the ba lefield...

134
135
GALLERY

Da Waaagh! ’z here!
GALLERY

Space Wolves

Skyclaw Assault pack marching through millenia old ruins, not caring much for the archeological value
of such buildings.

Space Wolves’ HQ storms the Dry Ice Wastes.

136
GALLERY

Thunderwolves scou ng the more impervious lands.

For the less impervious regions, the Heavy support will provide the adequate power to smooth the
landscape.

137
GALLERY

A Wolf Guard pack, landing very close to what could have been its icy, sorry end.

A Scout Pack is overwatching the surroundings from an elevated posi on, and analyzing lifeforms.

138
GALLERY

Assault Bike and Land Speeder.

The Swi claws are a pack best employed in the inland regions of this harsh planet

139
GALLERY

Predator tank and a Long Fangs pack defend the high and impervious cliffs facing the nitrogen sea

Grey Hunters and Rhinos reach the end of the world, and take a break.

140
GALLERY

Tau

This sec on is s ll empty. Anyone can sub-


mit pictures of his miniatures. First comes, first
served.

141
GALLERY

Tyranids

The Hive Tyrant leads his Tyranid swarm to bring destruc on on this dry planet.

Li le Tyranids grow old.

142
GALLERY

More starving Tyranids.

Tyranid Gargoyles are only a small detachment, exploring the grounds before the main swarm.

143
GALLERY

Genestealers defending a breeding pool.

Hormagants patrolling ruins.

144
GALLERY

The Trygon wanders in the ruins. It needs no support.

The leading warriors of the swarm stand close to the living pool in this doomed night.

145
GALLERY

Morning Reveille!

At sunrise, the Gant patrols are switched, and Termagants appear on the field.

146
GALLERY

Pekel

The crude dividers show that the middle of the board - a normal 4’ x 6’ equivalent - is being used for
this game. The two armies are 1500 points each. The board is a picture frame backed with flexible
magne c sheet, sprayed over with textured spray paint and then painted.

All the buildings and scenery are magne zed. I could pick that ruin up and turn it upside down and not
a single model would move.

147
GALLERY

The gaming table is ready, and it looks terrific!

Eldar (including an immobilized Falcon) occupy a building made from a Cheerios box. For terrain
pieces, everything is coated in magne c paint.

148
GALLERY

Scouts appearing behind some Warp Spiders. Note that the Eldar models o en are incomplete.

Space Marine entrenched in a ruined sturdy building.

149
GALLERY

Terminators led by a Librarian prepare to annihilate a unit of Wraithguard.

Most of the Space Marine units, and an element of scenery. On the upper-right side a standard Space
Marine.

150
GALLERY

Here’s some Adeptus Mechanicus themed terrain made by my brother from Cityfight and Zoid parts.

Eldar miniatures from GW during the pain ng.

151
GALLERY

Drax

Eldar army.

Fire Dragons. Too many?

152
GALLERY

Death Jesters/Dark Reapers.

Farseer, Warlocks and other HQ.

153
GALLERY

Wraithguard

Autarchs and Swooping Hawks.

154
GALLERY

Jetbikes!

More Jetbikes, in case of need.

155
GALLERY

Guardians/Dire avengers.

Guardians/Dire avengers with heavy weapon pla orm.

156
GALLERY

Harlequin troupe.

Howling Banshees.

157
GALLERY

Striking Scorpions (never enough).

More Guardians/Dire avengers with pla orms!

158
GALLERY

Wraithlords. War Walkers when needed.

Vyper Jetbikes.

159
GALLERY

Wave Serpents! Made by Levian using old Grav Tank.

Grav Tanks from the past.

160
GALLERY

Eldar army.

Assault Marines.

161
GALLERY

Vanguard Veteran Squad.

Sternguard Veteran Squad.

162
GALLERY

Marine Tac cal Squad.

Marine Tac cal Squad.

163
GALLERY

Ultramarine and Space Wolves Tac cal Squads.

Marine Tac cal Squad.

164
GALLERY

Bike Squad with leader.

Ultramarine tac cal Squad, and two Wolves tac cal Squad.

165
GALLERY

Land Speeders! Two more unfinished/to fix..

Ultramarine and Space Wolves Captains, and many Rhino.

166
GALLERY

Ultramarine Land Raiders and Space Wolves Land Speeders. And Two more SW tac cal Squads.

Legion of the Damned, with personal Rhino.

167
GALLERY

The Marine Armies.

Unfinished Chaos Army. I have to remove the stand, magne ze, etc. etc...

168
169
GALLERY

They shall know no fear!


GALLERY

Stingray

Full Space Wolves Army.

Yes, guns are efficient and cool, but there’s something about an heterogenous horde of savage melee
fighters that will never be matched.

170
GALLERY

Long Fangs, front-view.

Long Fangs, side-view.

171
GALLERY

Disco Wolves on the catwalk. Njal Storm caller, Ulrik the slayer & Ragnar Blackmane

Full Blood Angels army.

172
GALLERY

Grey Hunters.

Terminators have a tendency to find a small nice in every Marine army.

173
GALLERY

That’s what I call a really cool concept for a band. Tech Marine & The Servitors.

174
THE TEAM

Contacts The team


If you any sugges ons, comments or requests Alessar
you can contact any member of our team via e-
mail at: pocketw40k@gmail.com Levian
or you can like us on Facebook, share on
Chronos
Google+, or subscribe to our weekly posts on
our homepage on The Pocket Warhammer Web- Dirinel
site.
Drax

Mike

S ngray

Pekel

Corax

Anthea

Luke

Plus all those people who contribute providing


sugges ons, comments, feedback or otherwise
just play Pocket WH40K. This game exists only
because so many of you play it!

176
DISCLAIMER

Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the
Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, ’Eavy Metal,
Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games
Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot,
Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Ba le, Slaanesh, Space Hulk,
Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designa-
ons, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White
Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,
vehicles, loca ons, units, illustra ons and images from the Warhammer 40,000 universe are ei-
ther ®, TM and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK
and other countries around the world. Used without permission. No challenge to their status
intended. All Rights Reserved to their respec ve owners. Miniatures © Games Workshop 2003.
All rights reserved. Used without permission.

177

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