Beruflich Dokumente
Kultur Dokumente
Hi there Specialist Gamers! format the tale. In this case, itll be a Tale of Specialist Gamers, and its our main Firebase feature in this issue. Each of our tale articles will not just involve collecting and painting an army, but also it will show you each persons approach to collecting a new force for a Specialist Games game system. If youve never tried a Specialist system, then perhaps thisll give you a window into how to approach starting a new Specialist Game. So, let me start again Hi there, prospective Specialist Gamers!
SPECIALIST GAMES
A TALE OF SPECIALIST GAMERS Collecting Epic IG. . . . . . . . . . . . . . . . . . . 87 Collecting Epic Feral Orks . . . . . . . . . . . . 91 Collecting an Imperial Fleet . . . . . . . . . . 93 Collecting a Gorkamorka mob . . . . . . . . 97 Collecting a Necromunda gang . . . . . . . 98 INQUISITOR The Silent Hunters - Tau operatives in Inquisitor. . . . . . . . . . . . . . . . . . . . 101 AERONAUTICA IMPERIALIS Keeping Things Square Meditations on the Aeronautica movement phase . 108 Tactica Imperialis A comprehensive tactica for Imperial Players . . . . . . . . 113 Battle Report Dark Angels vs. Orks . . 116 BATTLEFLEET GOTHIC: Da Mek Sez sculpting Ork ships.. . . . 125 GORKAMORKA: Propa Ork Klan Roolz! . . . . . . . . . . . . . . 130 New Gubbinz!. . . . . . . . . . . . . . . . . . . . . 134 EPIC: Space Marines versus Chaos Space Marines, both with Titan allies . . . . . 142
On second thoughts, perhaps thats not the best opener for this issue you see, after our last issue I carried out an informal poll of gamers on Warseer, asking questions here and there, to try and nd out what kind of articles you wanted to see in the Specialist Games section. Two comments tended to stand out prominently: 1) More hobby articles! 2) More introductory articles! With that in mind, we have decided to run a series of articles along the lines of a familiar
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With a Commissar my Supreme Commander becomes Fearless, which means he wont get wiped out with blast markers.
One out of two regular IG infantry stands carries an autocannon. You work this out each time the formation shoots (add up all the survivng stands and divide by two to give you the number of shots). You dont get heavy weapons troopers in the sprue, so I didnt represent these on the regular stands. I used the Commissar Yarrick model for the colonel himself. With the powerclaw and storm bolter he looks a bit like the general from Dawn of War, and the model is yelling in a suitably Commanding Ofcer fashion. He is joined by a radio operator and standard bearer. I also added a plastic Commissar from the infantry sprue to keep an eye on him. Once the rst two infantry companies had been assembled, I ocked them by adding watered-down PVA to the bases and dipping them in sand. After several minutes the bases are tipped upside down and icked to remove excess sand, and any glued to the models themselves scraped away. I repeated this for any bald areas.
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For the time being Im not including Ogryns or Snipers. Ogryns could be useful as counter-assault units for various companies (e.g. Baneblades) and as infantry with decent armour saves to the various infantry companies. In most cases they would need chimeras either to keep up or to avoid giving free infantry targets in tank formations. I have also bought a number of the old fashioned Cadian infantry stands. Im intending to use these as passengers for various war machines (Capitol Imperialis, Moles, Imperator Titans) in future projects. The Mechanised Infantry chimeras were cleaned up and had the turrets pinned. Im a rm believer in pinning metal models, i.e. Firebase Issue #6 April 2008
The latest versions of these models are the nicest, so I used these for now. I pinned the sponsons and the Baneblade turrets. The turret is left unglued to assist painting. For Shadowswords, the Volcano cannon and crew compartment is a separate piece from
I also bought two companies of Leman Russ tanks off eBay. Again they are archetypal IG vehicles. They have reinforced armour and a nasty array of heavy weapons, and with FF4+ will help support engagements. The models needed quite a bit of tidying up, with areas of the tracks needing green stuff. Each turret was also pinned but unglued, and the cannons drilled out.
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Leman Russ Companies On The Painting Tray That gives me enough for the following: Regimental HQ Company Mechanised Infantry Company 2 x Infantry Company Tank Company Super-heavy Tank Company Which comes to a total of 3,700 points, rather more than I could eld in a standard game of 3,000 points. In addition to these Firebase Issue #6 April 2008
completed (but unpainted) models, I have a number awaiting assembly: 3 x Baneblades 7 x Shadowswords 9 x Basilisks (Artillery Company) 2 x Deathstrike Missile Launchers 1 x Capitol Imperialis new tracks 3 x Moles 6 x Termites Numerous Cadian infantry Numerous miscellaneous vehicles (Leman Russ, Bombards, Gorgons, Demolishers)
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THE TARGET LIST 250 Uge Boarboyz Horde 175 Big Boarboyz Horde 300 Big Junka Brigade 100 + 2 Wyrdboyz 100 + 2 Nobz 350 Big Steam Gargant Mob 200 Normal Warband 75 + 3 Squig Katapults 50 + Wyrdboy 200 Normal Warband 75 + 3 Squig Katapults 50 + Wyrdboy 150 Normal Wilboyz 150 + 3 Squiggoths 25 + 2 Wildboyz 50 + 2 Boarboyz 50 + Wyrdboy 350 Big Warband (BTS) 250 + 2 Orkeosauruses 50 + Wyrdboy 0 + Warlord 3000 Total points The army has a bit modied costs with regards to Swordwind rulebook. For example Junka Brigade is 50 points more expensive and Squig Katapults are 0 - 3 selection instead of unlimited. These changes are aimed to balance the list and so Ill be using them as base for the army even if they arent ofcial [1]. List has 8 activations with most formations larger than 10 to allow easier rallying. Its a bit few activations perhaps and even if this list would allow quite nice popcorn armies, I like my Ork formations big
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STAGE TWO: ORGANISATION With the ships bought and assembled (or re-assembled where necessary), I set to organising the eet into squadrons. Weighing in at 2485 points, I felt condent that I now had a diverse enough group of ships to deal with most enemies. 93
Weapons batteries and warp drives were picked out in Mithril Silver and washed with watered down black ink. Finally, I picked out the tips of antennae and other similar areas of the ships with Sunburst Yellow, to create the effect of lights.
Dauntless Class Light Cruiser, Van Sq. [II] Loyal Servant Sword Class Frigate x 3 - Van Squadron
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Shirts and Sweatshirts available Variety of colors and styles White print on Dark shirts Black print on Light shirts
Actual Text: MATH HAMMER dont make a move without knowing the odds
www.mathhammer.net
Have a design request? Submit it at jmattison@mac.com
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ROSTER:
Kitty Dixie Rianne Sophs Missy Trish Lillith Kath Babs Nikki Sarah Leader Heavy Ganger Ganger Ganger Ganger Ganger Ganger Juve Juve Juve Sword, Autopistol, Frag Grenades Heavy Stubber, Autopistol 2 Swords, Laspistol Flail, Laspistol Sword, Autopistol Autogun, Autopistol Lasgun, Autopistol Shotgun, Manstoppers, Autopistol Stubgun, Club Stubgun, Dumdums Autopistol 175 creds 195 creds 85 creds 75 creds 75 creds 85 creds 90 creds 90 creds 45 creds 40 creds 40 creds
Total: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 995 creds. * note all models are automatically equipped with a knife in addition to any other equipment. trusted with anything else yet. Plus when they inevitably take the stubber rounds for the rest of the gang you dont lose much equipment. So 11 models recruited, ve creds left in the stash, its time to roll some territories and go looking for a ght. NEXT TIME: Hopefully this has given a brief insight into the recruitment process. Next time I will dredge up some more stories from the girls past, and introduce you to the concept of a juve plugging a lasgun into the mains power. Also, the girls will hopefully be 100 undergoing a slight face-lift as the paintwork is starting to show its age. Till then, keep rolling those sixes.
+++ A Report on the Tau Organisation known as KauyonEshh +++ +++ Report Reference: ISE-6544-JDO-1 +++ +++ Author: Inquisitor Hannibal Isenberg +++ +++ Date: 5.273.974.M41 +++ My lords and peers, No doubt you will all be aware of the interactions between the four main Tau castes and the mysterious fth caste, the Ethereals (see report ISE-8623-HSD-2). The Ethereals are commonly seen as the leaders and policy makers of the Tau Empire. However my information shows me that some members of this Caste act as free roaming agents of the Tau Empire; seeking out threats (both internal and external) to what they call The Greater Good in a similar manner to our own Holy Inquisition. Thus far I have been unable to gather much information on this cabal of Ethereals or even to determine whether they think of themselves as a coherent organisation. In this, as in most other matters, the Ethereals are a mystery. What I have discovered is that these cowardly beings usually act through agents who carry out their will while they remain rmly behind the scenes. Interrogation of one of one such agent captured by my team tells me that these operatives are known as the KauyonEshh, which roughly translates as the Silent Hunters. From what little I discovered before the agent was rescued it appears that the KauyonEshh is made up of members of all four castes, led by the Ethereals, and that they are highly trained in their specialist elds. As one would expect, the majority of their front-line agents come from the Fire Caste. They perform all manner of black ops such as reconnaissance, demolitions work and assassinations as directed by their Ethereal leaders in their mission to defend The Greater Good. My intelligence tells me that these agents were responsible for the destruction of the Imperial Cruiser Hawkwind while in dry-dock above Hasina Prime, the assassination of the late Governor of Hackstor III and most worryingly, the theft of the ++INSUFFICIENT SECURITY PERMISSIONS++ from the Inquisitorial stronghold on Klysforge. A preliminary medical carried out on the operative suggests that as well as undergoing intense training, the agents of the KauyonEshh also undergo some biological modication (see report ISE-6544-JDO-1 Appendix B). It is may estimation that although
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these xenos agents will never reach the peak of ability seen by members of the Ofcio Assassinorum due to the inferior physiology of their race, they are still formidable opponents and should be tackled with caution. The armour worn by these agents appears to be a modied version of that seen on Tau Fire Warriors and Pathnders. They also appear to be supplied with the best of the heretical technology produced by the Tau Earth Caste. Assuming that the subject acquired by my team is representative of these agents then it seems that like most Tau, they prefer to ght at range. The agent we captured was carrying a Pulse Carbine with a Pulse Pistol as backup and used the word Holyth when he referred to these. Unable to translate this word I assume it must be a name, so for now I have dubbed them as being Holyth Variant Pulse Weapons. They are different to both the variant commonly carried by the Fire Caste, and to the variant often supplied to the traitorous Guevesa. Scarring on the agents body found during the medical matched that often seen during autopsies of Pathnders who were equipped with the experimental Rail Rie. My assumption is therefore that the KauyonEshh use a modied Rail Rie for ranged assassinations. Analysis of the xenos agents armour shows that it incorporates miniature versions of systems often tted to larger Tau battle-suits such as advanced scanning and communications equipment and drone controllers. The few Pict and Vox records we have of the the KauyonEshh agents are all from systems close to the Tau Sept of Dalyth and suggest that their primary weapon is usually stealth. Although not present in the armour of the agent we captured, there is evidence that some of their suits are tted with a derivative of the stealth elds tted to the XV-15 and XV-25 battlesuits. Unlike these more common suits, the armour worn by the KauyonEshh is too light to carry a full stealth system, so instead it seems that small camo-eld generators are tted to some of the larger armour plates allowing the agent to blend into their surroundings to a certain extent. My ndings suggest that the KauyonEshh represent a very real threat to our operations in and around Tau space. At this time I do not know whether they are specic to the Sept of Dalyth or are active across the whole Tau Empire. Therefore, I advise that we dedicate more resources to discover the true scale of their operations and put in place plans to counter the threat they pose. +++ End Report +++
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RULES FOR KAUYONESHH Equipment: KauyonEshh operatives are commonly equipped with a Rail or Pulse Rie or Carbine with a Pulse Pistol as backup. For close combat they usually carry a Vibroblade or other easily concealable weapon. They usually wear XV-14 battle armour which may be tted with stealth eld generators. They are often accompanied by one or more Recon-Drones. OPERATIVE WS BS S T 50 65 50 55 I Wp Sg Nv Ld 55 70 65 75 75
Special Abilities: Like all Tau, agents of the KauyonEshh have the Blunt trait. Common abilities include shooting skills such as Deadeye Shot, Rock Steady Aim and Quickload.
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building him a set of Splinter Cell-inspired goggles. The lens over his right eye was carefully sliced off a Fire Warrior helmet, then for the left side I made a multi-function unit using three gun barrels glued to part of a Battlesuit weapon. With these glued in place, I then sculpted the back and sides of the goggles using brown-stuff. The nal touch was a Fire Warrior antenna glued above one ear to represent his comm-link.
+++ Shasvre Oran - KauyonEshh Operative +++ +++ Report Reference: ISE-6544-JDO-1 Appendix A +++ +++ Author: Inquisitor Hannibal Isenberg +++ +++ Date: 5.275.974.M41 +++ The following is all that is known of the personal life of the Tau agent known as Shasvre Oran. He was captured by my team during an attempt to inltrate and destroy the Ecclesiastical Synagogue on Wellingrex Six prior to the Ascension Day celebrations. The second member of his team, an Air Caste pilot, was killed in the attempt. Oran was born on the Tau Sept world known as Dalyth. He was raised in what we would call a Military Academy where from an early age he was trained to be a soldier. His abilities in the elds of stealth and concealment meant he was destined to join the Pathnders. It seems Oran served as a Pathnder for four Taucyr and achieved the rank of Shasui. He had hoped to be trained in the use of XV-25 armour and join a Stealth Team, but instead he was recruited by the KauyonEshh. Other than this we were unable to retrieve much coherent information about his early years. As a member of the KauyonEshh, Oran underwent an intense training regime, raising his speed, strength and skill far above the levels normally seen in a member of his race. He was trained in a variety of tactics, inltration methods, counter-interrogation techniques, and unusually for the Tau, he received a high degree of close-combat training. Although he denied it, I believe that not all of the improvement in his physical and mental abilities was purely down to training. It is my belief that during his training Oran was surgically and chemically modied. Details of the missions that Oran was involved in are still being veried and will be published in a follow-up report.
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ABOUT THE AUTHOR Dave has been involved with the GW hobby on and off more years than hed care to remember. He started painting and converting Inquisitor models just over two years ago and won both the Conclave Hobby Competition 2005 with his Inquisitor Kaled model, and the Specialist Games - Inquisitor Character Competition with his Haemovore Cultist. He also came third in the Inquisitor Grand Tournament 2007. He is an active member of the Conclave forum where he can usually be found in the Painting and Modeling forum.
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ORK MINELAYER Hits = 4 Thrust = 1 Maneuver = Very High Weapons = Aerial Mines
DEPLOYING AERIAL MINES The Minelayer carries a payload of 8 aerial mines. It can deploy 1 mine per turn during the Firing Phase, just as if it had chosen to re its weapons. A mine is deployed by placing it in contact with the rear arc of the Minelayers ight base. The deployed mine is at the same altitude as the Minelayer and remains stationary until triggered (the mine cannot move or adjust its altitude). Note that it is important to have some way to
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FORCES
For the Imperials, the lack of Marauder Bombers In the area has necessitated that the Dark Angels Thunderhawk, Angels Wrath lead the assault (plus, I just love my Thunderhawk). Captain Walker Smith has volunteered to lead a ight of escorts in the form of 5 Lightning variants drawn from the Cadian 23rd Lightning Fighter wing. The models in my list are all scratch-builds. I hope this fact will convince more people to try out Aeronautica Imperialis, since the price of Forgeworlds resin models may put off a lot of potential gamers. Designation Angels Wrath Blue 1 Blue 2 Blue 3 Green 1 Green 2 Pilots Name Brother Jaden Capt. Walker Smith Author Milton Jack Wilkins Lt. Max Kingston Tom VanDyke Aircraft Thunderhawk Lightning Lighting Strike Lighting Strike Lighting Strike Lighting Strike Add. Weapons Load Hellstrike Missiles Skystrike Missiles Hellstrike Missiles Hellstrike Missiles Bombs Bombs
The Ork forces will include an Ork Minelayer, the Ork factory (which sports a whopping 10 hit points) and another 100 points worth of aircraft and eld anti-aircraft guns. The Orks will also have another six aerial-mines to place before the battle begins. Designation Fighta #1 Fighta #2 Fighta #3 Fighta-Bommer Flakk Trukk Flakk Trukk Eavy Flakk Kannon Pilots Name Chompa Squigface Da Barun Bomma Bastat X X X Aircraft Fighta Fighta Fighta Fighta-Bomba Trukk Trukk Platform Add. Weapons Load Rokkits Rokkits Rokkits 2 Grot Bombs Flakk Flakk Eavy Flakk
THE MISSION: BOMBING RUN This mission will include 130 points worth of Imperial aircraft. It will be a standard Bombing Raid mission. As such, the Orks will have 75% of the Imperials points (100 points after some rounding). Firebase Issue #6 April 2008
For this mission we will not be using victory points. Instead the Imperial player will have an objective to meet. The Imperial objective is to destroy the Ork factory and the cause signicant damage (half or better) to the Mine Pig. If the Imperial player does this, then they
win, if they complete only half the objective (pig or factory) then it is a draw, otherwise the Ork player wins. The Ork players objective is to go really fast and shoot down all the enemy planes with lots of dakka.
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IMPERIAL DEPLOYMENT I deployed my forces rst, throwing the Thunderhawk down on the south side of the board with blue 2 & 3. I hoped these aircraft would draw most of the attention of the Ork ghters. As such I deployed Green 1 & 2 to the far north of the board in hopes that they might be able to slip by at high altitude with minimal damage, then dive in and bomb the factory. Blue 1 had the best chance to put some damage on the Mine
Pig, so he deployed in the center of the board at medium speed and altitude so I could adjust to wherever the mine layer showed up. ORK DEPLOYMENT All Ork planes are deployed at their board edge at various altitudes in hopes of intercepting the inbound Imperial aircraft and showing off. The Minelayer, affectionately referred to as Da Mine Pig deploys behind the faktory.
Excerpt from an electronic transmission intercepted moments before engagement Oiy! Dem Umies nk dey can go fasta than us Orks! Dey is yin over dis way to try an bomm our faktory! Well dey is in for a suprise cause we got rokkits, shootas, da Mine Pig, and we is fasta! Waaagh!!!
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Both sides raced towards each other. The Ork Fighta-Bommer red off the rst of its Grot Bombs. Blue 1 cut to the south and dropped in altitude to get a better bead on the Minelayer. Turn 1 was rather uneventful and there was no shooting.
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As the Thunderhawk streaked of the board edge; Green 1 & 2 dropped down to elevation 4 and let loose with a urry of bombs, scoring 5 more hits and destroying the factory entirely. The Orks saw many of their aircraft moving too fast to do any good, overshooting Green 1 & 2. Content in the destruction they had rained on the factory and minelayer, Turn 6 saw all remaining Imperial aircraft hit the board edge and return to base.
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the approaches to the factory, but none were triggered due to some fancy ying on Lack0fs part. Even though I lost the game, it was a lot of fun--- chock full of the whistling of Grot Bombs and the whooping shrieks of their pilots.
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It will look something like this. Next, take a pizza cutter (or anything you feel will give you a clean edge. I like the pizza cutter. Just dont use it on pizza afterwards.) and trim the sides into the shape you want for the prow. I tried to slant the edges to look a bit more like the BFG models prow. The basic shape of the prow is now complete. Set it aside for a bit.
The next step is to create the basic hull of the ship. This will act as the spine for the model and be the anchor for the rest of the ship to build off of. As a result, it will have the tallest and lowest points of your model. 125
Then I trimmed the vertical pins down to size, but left the front pins. This was where I was going to attach the prow of the ship that I had made earlier. That way the prow would also be supported by the ships wire super structure. Dont worry about ngerprints or small marks in the clay. Most of the hull will be covered during the construction process. After placing the prow onto the front of the hull, I created a collar of Sculpey to help join the two pieces together snuggly. Once baked this collar would reinforce the model for increased endurance.
Once you have the basic hull shape you will want to reinforce it so the model will be durable for transport and game play. I used a combination of oral wire and push pins for this process. However any wire will work, even chopped up paper clips. Take the wires and run them through the clay lengthwise and also vertically. I ran a pin through each ridge in my hull design to help keep them rigid and upright. Firebase Issue #6 April 2008
Now comes the most time consuming part of the entire process. Take a pointy tool such as a scalpel, toothpick, Exacto knife, etc. and scratch detail marks into the surface of your ship. Since ork ships are ramshackle affairs built from whatever scrap the meks could get their hands on, dont worry too much about making it look perfect. I happened to use a scalpel for lines and a tool called a stylus to make small indents in the crafts hull. I would not be concerned about ngerprints or small imperfections in the putty when building ork kroozas. 126
If your krooza is going to have bow torpedo tubes, you will want to add these now. Simply nd a small stir stick or similar object and press it into the bow of your ship like in the picture below. It will leave small round tubes when it is removed.
Once the ends are cut off, carefully hollow out both ends of the engine. Preferably, the front hole should be bigger than the hole on the rear of the engine. Again, I used a stylus for this but any tool will sufce.
By this time, your main krooza hull should be ready to go. At this point, you want to bulk up the hull of the ship to give it some substance. This is very simple. Use the same method you used to create the main hull. The only difference is to make the piece small enough to t on the main hull the way you want.
The basic hull is now ready to set. If you are using Greenstuff, let it sit for a day or two to harden. If you are using Sculpey, bake it at this stage. If you are using something else, please be sure to read the instructions carefully so you can prepare the model Firebase Issue #6 April 2008 127
The next step is to add the gunz batteries. This is also relatively simple. Roll very small balls of clay, and then press them at onto the hull of your krooza. This will leave a small disk. Trim a very small piece of wire and insert it into the disc. Then, use your pointy tool and again add some details. Along the sides of the ship, I simply inserted some trimmed wire directly into the sides of the hull at certain points. These will work as the port and starboard batteries. Launch bays can be made with small squares of clay detailed to look like garage doors or small holes in the side of the craft. Terrorships Firebase Issue #6 April 2008
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about getting in close with the enemy and delivering him a solid eadbutt. An orks purpose in life is to ght up close and personal with his rivals and enemies. They dislike buggies and bikes, but tolerate them in order to close with their enemies. To reect their no nonsense approach, the Goffs prefer to wear black clothing with white or red checker patterns and dag marks. Huge horned helms are also a favored item. A Goff can also be identied by their preference for bull or horns symbols. BLOOD AXE - The Blood Axe clan was the rst to be encountered by humans, and as such other orks often think of them as tainted. The Blood Axes are duplicitous and sneaky by nature and value low cunning more than any other clan. This hasnt helped with their reputation, as other orks think that a Blood Axe will run off at a moments notice instead of ght. Blood Axes have adopted rudimentary camouage patterns as their outt of choice. They also seem disposed to insignias of rank and prestige. Where Goffs use horns the Blood Axes have adopted the more human approach of using metals, peaked caps, and stripes. Field caps are also popular with Blood Axe Orks. Like their name implies, the Blood Axe klan likes to use two crossed axes as their identier. 130
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BLOOD AXE Muscle Nobz Yes Boyz Spannerz Slaverz Yes Yoofs Grotz
Ferocity
Ferocity Yes
Yes
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SNAKEBITE Muscle Nobz Yes Boyz Yes Spannerz Yes Slaverz Yes Yoofs Yes Grotz
Driving
Ferocity Yes
Yes Yes
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Eavy - Battlewagons are very, very heavy. This means they only get to move 4 inches for every thrust it makes (not 6 inches like a trukk or 5 inches like a trak). In addition, if it has any sort of random movement, it will move D3 inches instead of D6. Since Battlewagons are immensely heavy, this increases their traction signicantly as they rumble over the ground and allows them to move through difcult terrain without penalty. BATTLE FORTRESS- 48 TEEF (LIMIT 0-1) The Battle Fortress uses the normal trukk/ trak/buggy hit location tables, except for the fact that every location gets +2 Armour. Battle Fortresses mount *lots* of big guns. Each Battle Fortress may take a combination of up to 5 vehicle mounted weapons, mounted with a 90 degree re arc in any of the 4 directions. A Battle Fortress may purchase 0-3 Big Guns, 0-5 Twin Linked Guns, 0-1 Very Big Gun. One weapon may be given a Turret mount for +4 teef, which allows it to re in a 360 degree arc. Due to their staggering size, Battle Fortresses inevitably require extra
maintenance compared to ordinary trukks or buggies, and as such call for the attentions of two assigned Spanner Boyz instead of just one. SPECIAL ROOLZ: Uge - If a Battle Fortress is involved in a Ram, Sideswipe, Rake, Crash, Collision, etc etc etc, it will inict quite a lot of damage on the unfortunate vehicle also involved. This means it always inicts one more point of damage than normal on the other vehicle. Eavy - Battle Fortresses are very, very heavy. This means they only get to move 3 inches for every thrust it makes (not 6 inches like a trukk or 5 inches like a trak). In addition, if it has any sort of random movement, it will move D3 inches instead of D6. Since Battle Fortresses are immensely heavy, this increases their traction signicantly as they rumble over the ground and allows them to move through difcult terrain without penalty. GUBBINS FOR BATTLEWAGON OR BATTLE FORTRESS DEFF ROLLA- 10 teef A Deff Rolla is a great spiked roller that brings the colossal weight of a battlewagon to bear on anything in its way. 134
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Large Target, Causes Fear Weapons - Tusks (counts as a uge choppa in close combat) Squiggoths do not have an experience rating or gain experience points. Each Squiggoth in your mob is added to the vehicle roster like a buggy, and requires one Slaver to tend to it (the Slaver is effectively its driver and spanna). If a Squiggoth is left driverless during a game, roll a D6: on a roll of 1-3 it will suffer from Stupidity or on a roll of 4-6 it will be affected by Frenzy until it can be controlled again by another member of the mob (see out of control vehicles). If a Squiggoth has come under control by a model who is not a Slaver, any LD tests the new temporary driver is called upon to turn the Squiggoth are made at an additional -2 LD. If the Squiggoths Slaver dies, it may not take part in any battles until a replacement is recruited. A Squiggoth may transport models on foot in its armoured Howdah. It may mount one Big Gun or Linked Gun as a xed weapon.
5 DRIVER (AV8) 6 SQUIGGOTH (T) The beast itself has been hit. Resolve the hit against the Squiggoths Toughness value using the weapon as normal, or take a S5 hit from a ram, rake, sideswipe, crash or collision.
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Bomb squigs must begin the game on the same vehicle as the slaver, and if the slaver disembarks a vehicle the bomb squig must remain within 2 of a slaver until such time as the slaver chooses to release the bomb squig. Whilst a bomb squig is being restrained by a slaver, it will always move with its slaver and use its slavers successful or unsuccessful initiative tests for special movement (see the Volatile rule!). Whilst the slaver is restraining a bomb squig, the bomb squig may never be individually targeted for shooting (but may be hit by 140
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of part of the Iron Hands gene-seed. The loss of such a stronghold would have been a devastating blow to the Iron Hands one from which they could never have recovered. Tasked with defending the Fortress was the clan of Iron Father Karastov, and an entire company of Space Marine armour. Supported by a Warlord Titan of the Legio Dominatus, the Dominators Titan Legion, a mere 100 Space Marines stood ready to give their lives to protect their Chapters legacy. The scenario lent itself to two things rstly, that the Space Marines would be
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outnumbered by the Chaos forces, and secondly that the Space Marine Tactical and Devestator formations would have to start the game deployed in the Fortress. The objective would be simple the forces of Chaos would have to destroy or force the Space Marines to ee from the Fortress. DEPLOYMENT This battle was fought across 3 tables admittedly this is unusual, but I really wanted to show off what our guests will be able to do with the tables & terrain at our facilities, like combining them to hold enormous battles. The forces of Chaos were able to deploy along the entire long board edge of the combined tables, whilst the Iron Hands had to deploy the four Garrison formations in the Fortress (which was in the centre of the middle table) ; the remaining forces were deployed at each corner edge of the opposing table edge of the Chaos forces. The forces of Chaos were controlled by two of our guests Adam Spikedog Humphrey and Sam McMullet Roberts, and quite shrewdly they deployed the bulk of their forces on the edge of the middle board, with the Iron Warriors armour on either ank to counter the threat posed by the Iron Hands support. When I deployed the Warlord Titan Imperius Veritas on the left of the Marines deployment, Adam & Sam had no choice but to deploy the Banelord Ferrus Eternum on their table edge, directly opposite; right then the stage was set for a potential Titan-on-Titan mle, always a high point in any game of Epic!
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USING THE BASTION OF FERRUS Although outnumbered, the Space Marines garrisoning the Fortress would gain abilities to help them survive the onslaught of Chaos. I decided to apply the following rules to units within the Fortress: It can hold up to 16 infantry units (Terminators and Ogryns count as two units), and 20 Tank units - but not War-engines. This is divided between the two sides of the Fortress; in effect, it can have two formations on each side (for this battle, the Tactical Formation containing the Supreme Commander and the Whirlwind Formation were in the side facing the Marines table edge; the other Tactical and Devestator formations in the side facing the Chaos army). Units in the Bastion gain the following abilities - Reinforced Armour, Thick Rear Armour, and Fearless. So although they can still be red at and assaulted normally, this represents the protection offered by the Bastions thick armoured structure. When formations in the Bastion become broken they do not make a withdrawal move; rather they remain in the structure but cannot re or assault until they have rallied. Finally, the Bastion is studded with weapons and gun ports which are operated by those defending it. Any formations inside the structure are allowed to re their weapons normally, with the normal penalties; but they are not allowed to assault enemy formations unless they move out of the structure. 144
With deployment completed it was left to the Chaos players to take the rst turn a departure for Epic, but the scenario lent itself to letting the attacking side take the rst go. TURN ONE Adam and Sam began advancing the bulk of their forces towards the Fortress, but their rst activation saw them re at the Tactical Formation in the Bastion with a Sustained Fire action, killing one unit of Marines. On their right ank they began moving the Banelord, in response to the advancing Warlord Titan, supported by the Predators, which advanced in between the ruins on its ank. The Iron Hands Land Raiders Doubled from their deployment zone to the cover of a hill at the edge of the middle table. It seemed that both the Chaos and Marine forces had the same idea to support the Titans with some Anti-Tank (AT) repower.
Meanwhile, on the other side of the table, the Iron Hands Predators were cautiously Advanced forward to the cover of the ruins in the middle of the third table, which prompted the Chaos players to Double their Land Raiders round a hill to head them off.
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In an attempt to neutralise the support that the Predators would likely offer the Banelord, the Iron Hands Terminators were teleported in and Engaged them in assault, destroying all 6 tanks. This proved to be an ill-considered move when the Chaos players teleported in the Warsmith and his Chosen, and engaging the Terminators! They wiped the Iron Hands out, losing only two units from their formation, but ironically breaking and having to withdraw In the End Phase the Obliterators with the Chaos Marines shot down the Thunderbolts (ouch!), while the Chaos Chosen successfully rallied. TURN TWO The bulk of the Chaos forces continued to advance, and Basilisk re continued to whittle down the Tactical formation. This Firebase Issue #6 April 2008
turn the Leman Russ Battle Tanks from the Traitor Armoured Company had Advanced near enough to re their Battle Cannons at the Marines in the Fortress. A few more Tactical Units and two tanks from the Tactical Formation were destroyed, breaking the formation! Awaiting the rest of the Traitors to come within range of their guns, the Devestators were put on Overwatch. Realising something had to be done to answer the problem of continual Basilisk artillery re, the Iron Hands launched their Thunderhawk Gunship, transporting Assault Marines, to undertake a Ground Assault action against the Basilisks. Assaulting the rst formation in combat, the Assault Marines succeeded in destroying them, only to lose 3 of their Units in the Fire-ght with the other
Basilisk formation! The remaining Assault Marine unit lost the roll for combat resolution, became broken and so had to withdrawal. With no assault support and most of the aerial support gone too, it looked like the Iron Hands would not be able to counter the horde of Traitors bearing down upon the fortress. So the Supreme Commanders Tactical formation and the Whirlwinds exited the Bastion, each heading in opposite directions to alternately link up with the Predators and try to assault the ank of the Traitors, supported by the Land Raiders. But before this could happen, the Predators needed to do something about the Chaos Land Raiders which posed a signicant threat. Making a sacricial run, one Predator formation Advanced forward, drawing 146
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Decimators nally succeeded in passing their initiative test, allowing them to bring their full repower to bear in the Whirlwinds. Then again, maybe not : in one of the games most memorable moments, the Decimators unleashed 9 Barrage Points (BP) of artillery and 16 Reaper Autocannon shots at the Whirlwinds and succeeded in destroying none of them( !) Just at it looked like the Marines luck might have returned, the Chaos players Advanced their Traitor Armoured Company ; and in a volley of Battle Cannon and Lascannon re, the entire Whirlwind formation was annihilated. The Supreme Commanders formation steadfastly continued its advance on the
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if one remembers the difference between AT & AP (Anti-personnel) re If this was a report in White Dwarf, no doubt Id have included some piece of narrative with the Iron Hands Iron Father keying in the code for a remotely-triggered destruct sequence to prevent the Fortress falling in to the hands of Chaos. But this is a battle Ill denitely run again for our guests and next time Ill include
not only the alterations to the scenario, but Ill have more Chaos and Imperial forces painted ; so itll also be much bigger Anyway, at the end of the day the result of this battle seemed irrelevant, it was a fantastically fun game with loads of carnage on either side, it had some great moments, and I was able to introduce two new players to Epic - which is always a great thing!
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C O M I N G T H I S J U LY !
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