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ANOTHER ACTION PACKED ISSUE!
2
TITANIC
BATTLE REPORTS!
BACK FOR MORE AND
BETTER THAN EVER
PLUS
TACTICS
CONVERSIONS
PAINTING TUTORIALS
GAMING RESOURCES
ZOMBIE SURVIVAL
Firebase Editorial
Merry Christmas you little ho ho ho!
Tis the season to be jolly and flled with
righteous cleansing zeal! What a line up
FIREBASE has for you this Yule tide. However,
just because were focusing on the Emperors
favourite lap dogs, the Imperial Space
Marines, doesnt mean there isnt plenty of
festive cheer for everyone.
Santas Christmas zombies are rife in
the Necromunda underhive, munching
merrily on the fesh of the living through
Boxing Day and into the New Year.
Jon Boyces zoat army emerges from the
warp like a long lost relative. The genestealer
swarm delivers a festive, yet deadly, lick
to the Deathwing space marines under
the mistletoe and weve got more action
packed orkiness from Ugluk in
Chronicles of an ork.
Whats that big number you ask?
That is the amount of people that downloaded
FIREBASE issue #1 within the frst month of its
release. The response has been overwhelming
and we thank you for all your continued support
in our very ambitious project.
Until next time, enjoy and I hope Santa brings
you lots of little plastic men!
- ADAM SMITH
December 2006 ISSUE 02
www.warseer.com/frebasemag
Staff listing:
The Head Monkey: Adam Smith
PR Monkey: Brandon Valee
Assistant Monkey: Ashley Curtis
Subbing Gibbon: Brandon Murray
Specialist Monkey: Simon Fisher
Design Monkey: Steve Gagne
Art Monkeys: Leigh Kade, Donald Carr,
Johnathan Ho, Johnathan Ostavia,
Logan Lee, Charles Walton
Writing Chimps: Leigh Kade, Michael
Rudder, Johan Westlund, Adam Smith,
Troy Stuart, Luke Bardwell, Luke Houston,
Johan Hansson, Jonathan Ho, Ashley Curtis,
Jon Boyce, James Le Grys, Leigh Kade
FIREBASE is published every three months in association
with Warseer.com. All text and layout remains the copyright
of FIREBASE. FIREBASE is a fully independent publication
and its views are not the views of any company mentioned
herein. All characters and artwork shown in this magazine
remain the and trademark of their respective owners.
No part of this magazine may be reproduced without
the express permission of the Editor or Deputy Editor.
FIREBASE can accept no responsibility for inaccuracies
or complaints arising from editorial or advertising within
this magazine. All letters and emails received will be
considered for publication, but we cannot always provide
personal replies.
This fanzine is completely unofcial and in no way
endorsed by Games Workshop Limited. FIREBASE is a non-
prot making fanzine with the aim of promoting Games
Workshop games, products and hobby.
87,416
Contents
Editorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
How Do You Carry Yours? . . . . . . . . . . . . . . . . . . . . . . . . 4
Tricks and Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Getting into the Deathwing . . . . . . . . . . . . . . . . . . . . . . 11
One Army, One Day . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Always Outnumbered, Never Outgunned . . . . . . . . . . . . 17
Cleanse The Xenos Filth! . . . . . . . . . . . . . . . . . . . . . . . 21
How to Paint Your Deathwing . . . . . . . . . . . . . . . . . . . . 27
A Stinkin Grot of a Squigherder . . . . . . . . . . . . . . . . . . 33
Get Your Motor Running . . . . . . . . . . . . . . . . . . . . . . . . 39
Painting For a Living . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Flame On! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
The Return of Hive Fleet Colossus . . . . . . . . . . . . . . . . . 55
Hive of the Living Dead . . . . . . . . . . . . . . . . . . . . . . . . 61
Lets Get the Truck Outta Here! . . . . . . . . . . . . . . . . . . 66
For A Few Zombies More . . . . . . . . . . . . . . . . . . . . . . . 80
4 Firebase issue 2 December 2006
testimonial
HOW DO YOU
CARRY YOURS?
I
t could be argued that the three biggest steps in starting
40k or any game system for that matter is choosing your
army and army list, then the colour scheme, the fourth
step you ask? How to transport your army from game to
game without it being mashed to a pulp of course!
From customised shoeboxes to the case thats built like an elephant and
all those in between, theres a carry case to suit every gamer. Cases vary
from a fairly cheap, homemade solution to the expensive, luxury case whose
only limitation is not being able to play the game for you.
To present a small cross section of how gamers transport their lovingly
painted minis I asked the FIREBASE staff how you do carry yours?
MIKE GLAESAR
I used to carry my fgures in a
standard GW case. I never really
had any problems with it as it
could comfortably carry all my
marines and rhinos without the
threat of damage. As time went
on, I started playing other armies
that had different packing needs.
The GW case that served me so
well before couldnt handle all
the extra models and vehicles.
So now I own 2 Sabol transport
fgure cases. These things are
kinda on the expensive side,
but in my opinion, well worth it.
The foam trays on the
inside give you TOTAL
customizability. Large
models? Put them in the
tank trays. Tall models?
Flip a tray over to add an
extra inch of height. The
Sabol transports also
have extra pockets for
rulebooks, dice, rulers,
drinks etc...and it has a
shoulder strap meaning
two free hands to carry...the rest of the army in shoeboxes...sigh.
After attending several GTs, Ive realized that constantly packing
and unpacking models between games gets very annoying.
Therefore, inspired by a Black Gobbo article, I built my own
magnetic army carrying tray. This tray fts my entire 1850 point
daemonhunters army. Thats 6 rhinos, a landraider, HQ and 60
troops! Since its magnetic, I can hold the tray sideways and use
my free hand to carry something else.
ASHLEY CURTIS
Having recently sold off my old
GW cases I found myself trying to
move miniatures and my modelling
equipment back to uni with great
diffculty!, I found these reinforced
metal cases in Lidl for 8.99 and
5 Firebase issue 2 December 2006
they are an absolute bargain with plenty of space for foam trays,
brushes & models of course, I just need to go out and buy more!
ADAM SMITH
The Limited
Edition Games
Workshop Case
Ive had a lot
of joy from this
case. No broken
or chipped
models and best
of all, its very
comfortable for
long distances.
The most
i m p o r t a n t
feature of this
case is not the
stunning aquila on the
front or the little clear
plastic slot on top
where you can put your
name and address or in
my case favourite army
badge. It is in fact,
that this is not entirely
a Games Workshop
case.
The frst give away?
Well, its not a large
plastic brick. The
second is the quality of foam. These limited edition cases were
produced for Games Workshop by Figures in Comfort.
Now, while Figures in Comfort tend to charge a little more for
their cases, every penny spent goes towards quality. You get denser
and softer grey foam and you can choose from a variety of trays.
As these were produced on
a limited run, youre probably
wondering how I got my grubby
mitts on one. I waltzed into my
local hobby store and they had
one that had been gathering
dust for the past few years.
I soon found out why when it
had a 60 price tag attached.
After some haggling, I got the
guy down to 40.
It was only when I got it
home, I realised that the right
hand side had 4 standard 4
X 9 infantry trays, while the
other side had been flled with
unusable odd chunks of foam.
After an order with Figures
in Comfort (bless their cotton
socks!) I have an awesome
case that can hold up to 8 tiers of 36 men. Thats 288 men!
Best of all, there is a sturdy dividing wall through the centre of
the case, making it ideal to take to tournaments. Army goes in one
side, while clothes and wash bag go in the other. Perfect!
NATSUMI KOJIMOTO
I use a general plastic GW
carry case to transport my
army around from game to
game, If I need to transport
bulkier models such as
tanks I make my own cases
for them using cardboard &
foam from blister packs to
save cutting the slots in my
carry case up as cases can
be quite expensive
6 Firebase issue 2 December 2006
The case itself can carry a fair amount or infantry models as it
has 4 foam tray inserts meaning I can carry around enough models
within it to play games of most point values
SUMMARY
Its worth forking out that bit of extra cash to transport your army
comfortably for the convenience of not having to touch up chipped
paint, or reattach broken limbs. Manufacturers are constantly
producing bigger and better cases with all manner of easy comfort
features like shoulder straps, leather handles and thicker spongy
foam. Take care of your army and Im sure theyll take care of your
opponents for you with some improved dice rolling luck.
- Rob Holland
7 Firebase issue 2 December 2006
tactica
TRICKS
AND
TRAITS
T
he full benets and drawbacks of the space marine
trait system. Is it wise to follow the teachings of the
codex, or tread the path of a fetid deviant?
Well, the new Space Marine Codex has been out for some
time now, with plenty of time spent playing with the new rules.
Loopholes have been found and fxed, new tactics created and old
ones reviewed.
One of the most discussed aspects of the new Codex, however, is
the Trait system. After some discussion with fellow marine players
on the Bolter & Chainsword forum (Nice plug, I hardly noticed -Ed),
we have put together a small list of the pros and cons of some of
the more popular traits.
CLEANSE AND PURIFY
If I had to pick the most popular of the new traits, this would
be it. Allowing tactical squads to replace their heavy weapon for a
second special weapon is an ability that many marine players have
been quick to take advantage of, myself included! The extra plasma
gun, melta gun or famer in a squad allows it to keep moving and
still put out a respectable amount of frepower. The downside of this
is the lack of long-range infantry frepower, which means armies
with this trait often must take several tanks, dreadnoughts and
land speeders to deal with enemy armour. In addition, it is almost
a prerequisite that these squads have some form of transport, to
get them nice and close to the enemy.
A good combination with Trust Your Battle Brothers, Cleanse
And Purify is an exceptionally useful trait.
TRUST YOUR BATTLE BROTHERS
Often taken in tandem with Cleanse and Purify, this trait
makes your marine squads far nastier in close combat without
impacting on their shooting ability. Giving each marine two
attacks instead of one makes assaulting a full-size squad a
daunting prospect for anything but dedicated assault units, and
removes the reliance on getting the charge to win combats. As
no extra attacks are received from assaulting, marine squads
with this trait are often better off rapid-fring their bolters
which is more likely to cause damage to enemy units anyway.
Apart from the True Grit ability, this trait also confers the Counter-
Attack ability, which simply makes large tactical squads a very
dangerous thing to assault.
NO MERCY, NO RESPITE
Tired of your specialist assault troops getting their butts kicked?
Dont want to be caught up in protracted close combats? This may
be the trait for you.
For +3 points per model, this trait gives your assault of tactical
marines a +1 bonus to initiative and strength on the turn that they
charge. I will discuss the two units separately.
Assault troops beneft most from this trait as they are most
likely able to get the charge on the enemy, enabling them to get
the bonus. Marine assault troops generally struggle to eliminate
tougher units, like other space marines, in a reasonable timeframe,
so having the extra strength combined with the initiative bonus
enables you to deliver a crippling blow in the frst round of close
combat. Of course if you charge into cover the initiative bonus is
useless, but wounding a marine or equivalent on a 3+ can be worth
its weight in adamantine. Combine this squad with a chaplain, and
we are talking about some serious hurt being dished out here.
Tactical squads can also be given this butt kicking trait.
Unfortunately tactical marines are less likely to get the charge in,
thus making good use of the trait diffcult. The best combination
with this trait would see an army using Take the Fight to Them
(pistol and CCW for each tactical marine) and a land raider crusader
for delivery. Alternately you could equip a squad for counter-charge
8 Firebase issue 2 December 2006
duties. Probably not worth the points, but if you can make it work
for you go for it!
SEE BUT DONT BE SEEN
See But Dont Be Seen gives you the ability to give Infltrate to
your tactical and devastator squads at the cost of +3 points per
model. The obvious utility of this is getting your units closer to your
opponents lines. In most standard missions, this will let your units
start 18 away from your opponents units, perhaps as close as 12
depending upon terrain, and how your opponent deploys.
Another utility to See But Dont Be Seen is that you get to set
up your units after your opponent is mostly (or entirely) set up.
It lets you hold back your devastator squads until the infltration
part of deployment, so when you do position them they have the
most opportune felds of fre. Its very easy to design an entire
army where absolutely nothing goes on the table during standard
deployment. Not only does this force your opponent to deploy blind
and give you a huge advantage, but it often rattles opponents as
well. It should be noted that if an opponent has a few infltrating
units, he can seriously constrain your army deployment if he gets
to set up infltrators before you do.
If you do the all-infltrating, all-the-time schtick, every once in a
while youll play a game where your opponent doesnt set anything
up either. He might be playing a drop pod army, or he might have
a heavily mechanised force in an omega-level mission. If thats the
case, you pretty much have the run of the board and can deploy
units anywhere on the table that you like. This is amusing when it
happens.
9 Firebase issue 2 December 2006
A secondary ability granted by See But Dont Be Seen is that
you can give Acute Senses to your units with infltrate for +1 point
per model, but this is almost always wasted points. Its only worth
taking if youre making an army list for a special scenario where
the whole game will be played according to night fghting rules, not
for the odd chance that you might have one turn of night fghting
every once in a while.
The upside to See But Dont Be Seen is that its considerably
cheaper than rhinos: 30 points to give it to a 10-man squad as
opposed to 50+ points for a rhino. The obvious downside is that
you dont get infltrate in alpha-level missions.
Complimentary Advantages: Cleanse and Purify, Trust Your
Battle Brothers
HEED THE WISDOM OF THE ANCIENTS
Well, the one good thing about the recent errata that Games
Workshop have put out is that it confrmed the 6 dreadnought
army as a legal army list. Personally, I dont see why this was a big
cause for debate. Dreadnoughts
are fun, but in order to have 6
of them in a single army you
either have to skimp on virtually
everything else, or be play a
pretty big game. I suppose
one of the rationales for taking
dreadnoughts as heavy support
choices instead of tanks is
that dreads can fght in close
combat. However, I think this
is as much a disadvantage
as it is an advantage. Dreads
have a WS rating, so they can
be locked in close combat.
Tanks do not, so while they
can be assaulted, they can just
drive away (assuming theyre
mobile).
In my opinion, the real utility
of Heed the Wisdom of the
Ancients is to a drop pod army. If you want everything in your
army to be delivered via drop pod, then the only way you can get a
heavy support choice that can fre heavy weapons the turn it lands
is by taking this advantage and using dreads for heavy support.
Mind you, this is no small utility. Delivering dreadnoughts into the
heart of enemy formations via drop pod is huge fun. Having dreads
suddenly appear and hose their units with assault cannons and
heavy famers (an upgrade I favour) is hugely distracting to most
opponents, both due to the initial damage they do and the menace
of having those dreads rampage around the following turn. When
I use dreads in this fashion, they dont often make their points
back, but the amount of disruption they cause to my opponents
game plans usually more than makes up for it.
Complimentary Advantages: If you just want a lot of dreads
in a standard army: none, really. If you want to play a drop pod
army, then anything that would be advantageous to such an army,
most notably Cleanse and Purify or Trust Your Battle Brothers.
BLESSED BE THE WARRIORS
This trait allows assault squads to take up elite slots, provided
they take the furious charge veteran skill. These squads
automatically become hard-hitting assault units and rightly
feared, especially when joined by a character like a reclusiarch
chaplain.
On the charge, they put out a solid number of attacks at a
great strength and initiative, boosted by furious charge. This
will easily see off most normal infantry and even some heavy
hitters. Their increased cost can be a liability, but it is often
worth it. They dont deploy last either, being elites, but hiding
them behind cover works fne.
Its also a very characterful trait, depending on your chapters
background.
HONOUR YOUR WARGEAR
Honour your Wargear allows you to take devastator squads as
elites, provided you spend 3 points per model on the tank hunter
or infltrate, a fexibility that the other traits lack. Both of these
10 Firebase issue 2 December 2006
skills can be useful if played correctly, tank
hunter giving a +1 to armour penetration
rolls means that heavy bolters can now
harm armour 12 and missile launchers have
a chance to penetrate a land raider.
Infltrate will let you set up your unit
last and in some cases outside of your
deployment zone, allowing you to look for
better positions that have better lines of fre
for your weapons.
While setting up last may sound benefcial
to most, the tank hunter trait is usually
better as when the squad is set-up with
elites, it has already seen where most of its
targets will be, and infltration isnt always
used or benefcial to the unit unless theyre
all carrying multi-meltas and plan to get in
close.
The drawbacks for this trait would be the
extra cost obviously, along with the fact
that you now have fewer slots open for your
normal elites choices.
PURITY ABOVE ALL & UPHOLD THE
HONOUR OF THE EMPEROR
Purity above all allows you to upgrade a
veteran sergeant to an apothecary. Uphold
the honour of the Emperor gives all tactical
and veteran squads a 6+ invulnerable
against shooting. The combo here is to
always be able to shrug of a wound caused
by an armour negating weapon.
Say that your opponent has a squad of Eldar
dark reapers (with ap3 reaper launchers)
that are constantly pounding your infantry
squads and wiping out 2 to 3 marines a turn.
Normally you would receive no saving throw,
but as Uphold the honour of the Emperor
gives you a 6+ save, you can ignore one
wound using the apothecarys ability each
turn.
With clever positioning you can keep
several squad fairly close together allowing
them to share the auto negate failed save
rule.
Well, thats just a taste of the trait
system, and what it can do for you! May
your bolt shells cleanse the impure, and
your chainsword rend the fesh from Xenos
flth!
- Michael Rudder
11 Firebase issue 2 December 2006
army feature
GETTING INTO
THE
DEATHWING
A
person can be attracted to an army for many dierent
reasons. Teir background, their models or their
rules are quite common.
The reason for me to start a Deathwing army is, I would think,
a bit more unusual. Banners. I started playing Deathwing in order
to paint banners. Or at least, that was one of the main reasons. I
was just fnishing a Chaos marine army that I had been painting
for the past two years and as always when the end of a project is
within sight you start to look ahead for new ideas. The Chaos army
featured quite a lot of freehand and I came to two conclusions:
1. I liked to paint freehand.
2. I was quite good at it.
With this in mind I decided that the
next army needed to give me lots of
opportunities to do freehand work. And
of all the armies in 40K, one had by far
the coolest imagery the Dark Angels.
Ever since I saw the cover of the Rogue
Trader era Vehicle Manual, which featured
an extremely cool Dark Angels banner, I
have been in love with their dark, gothic
banners depicting
hooded angels. A normal
Dark Angels army could
include some banners
and paintings on
rhino doors, but most
sergeants banners
would be too small to
do anything more
advanced. With
the Deathwing,
every sergeant
could carry a huge
banner. I started
painting concept
sketches of
possible banners
and came up with
a few ideas, but
not enough for an
entire army. Since I wanted each banner to be unique I put the
project on hold for a while thinking of more ideas. After a few
weeks I had around fve good ideas and a few okay ones. The
project could become a reality and I started thinking more about
some practical concerns, such as what to include in the army and
how to make the terminators stand out from each other.
GamesWorkshop solved the second problem for me by releasing
the long rumour plastic terminators. A Deathwing army was suddenly
a realistic possibility! I started thinking about lists and borrowed
terminators from my friends in order to test the list. Although I
consider myself more of a painter then a gamer, I would soon grow
tired of playing an army that could not win. I didnt need an army
that could win tournaments, but I needed an army that was playable.
The frst trial
games went
alright and I
started the
army. The
frst problem
I came
across was
the design
c h a n g e s
with the new
12 Firebase issue 2 December 2006
terminators. I
loved that they
were in plastic
and larger then
the old ones but
I really liked the
look of the 2
nd

edition ones a lot
more. But it was
nothing that a
few conversions
couldnt solve!
The biggest
change was
to raise the
s h o u l d e r s .
GamesWorkshop
had listened to
the people that
complained that
no human could
ever ft inside a suit of terminator armour since the shoulders were
more or less parallel to the head. I realise that this is true and
that the new design is much more realistic but the old one is so
much cooler and make the terminators look much more menacing.
Another change was to remove the new, huge targeter and replace
it with a smaller one. I also did some minor changes to most
weapons to make them look more like the old versions. And when
the new assault terminators released I realised that it would take
a lot more then minor changes to get them the way I wanted.
While the thunder hammers and storm shields looked awesome,
the lightning claws were a big disappointment. They are supposed
to have huge power blades mounted on top of the knuckles, not
look like power fsts with spiky knuckle dusters. The lightning
claw conversions required a lot of work, but in the end I was very
pleased with them. One of the major advantages with a Deathwing
army is that you can put a lot of work into even your basic troops
and still fnish the army quite quickly.
After playing with the army for a while I was quite surprised about
how well it worked. In the beginning I didnt fare so well but the
more I played, the more I learned how to play them. And they are
now my most successful army ever in tournaments. One thing that
needs to be remembered is that the tournament climate in Sweden
where I live is a lot different from USA or the UK. Army composition
plays a large part and people tend to use a lot less competitive
lists than in many other
parts of the world. I was
still surprised about how
well they played and they
were fun too. Combined
with the fact that the army
is easy to transport, most
games tend to go quite fast
(which is a good thing if
you are a slow player like
me) and the Deathwing are
quite uncommon, which
13 Firebase issue 2 December 2006
has made all the tournaments Ive played with
the army very enjoyable. Since you can really
spend time painting each model, the army
receives a lot of positive comments, which is
always nice
- Johan Westlund
14 Firebase issue 2 December 2006
hobby
ONE ARMY,
ONE DAY
W
hen umpteen Genestealers arrived in the post,
my rst thought was how dull it would be to
paint 60 near identical models, all in the same pose and
colourscheme.
I had the idea of making an all-Genestealer army as a great
compliment to my Deathwing army. Itd certainly make for some
fun and interesting games. The only problem is painting it while
all my time is occupied at work, or in the running of this lovely
magazine you are reading.
I gave Blue Table Painting a call. They were incredibly helpful and
friendly, but I had never imagined the cost of shipping the army
from England to America, getting it painted and then shipping it
back, insured all the way. So that was out and there was no big
painting service in the UK.
If only I could clone myself a few times, the whole army could be
fnished and ready to play in a day, leaving me time to paint more
important things. That was when I had a great idea -I could get
my friends to do it! The only downside is that theyre cold, hard,
mercenaries and it would have to be a big CA$H bribe.
My job in
corporate events
taught me the value
of bespoke incentive
rewards. To put it
simply, this involves
doing something
nice for someone.
Instead of giving
my friends a wad of
15 Firebase issue 2 December 2006
cash and sending them on their way, I promised to take them out
to the fnest curry house in all the land, The Royal Bengal.
HOW IT WORKS
No one was going to sit and fock models, then undercoat
them, wait for them to dry and start painting. Beside its too time
consuming. Everything had to be ready for my friends to sit down
and get on with painting. I spent the previous weekend assembling,
focking and undercoating the entire army so that theyd be black
and dry for the big painting day. I set up
the painting area and supplied everyone
with a water pot, a good quality paint brush
and paints.
So that everyone didnt end up painting
whole models each, resulting in a very
varied looking army, I came up with a
factory line process. Certain jobs were allocated according to each
persons painting ability and skills. Simon is good at drybrushing,
while Luke is good at base coating and James enjoys highlighting.
So that it wasnt all work and no play, I supplied a crate of beer
(renowned for improving painting ability!) and lunch.
The army was complete and ready to tear apart some space
marine terminators. Six broods of ten Genestealers, including a
Brood Lord with a ten-man retinue and two old baby Genestealers
as wound markers. Ah, the great old miniatures you can fnd on
eBay!
I then took everyone to The Royal
Bengal for a damn tasty curry.
Overall the painting day worked
really well. It goes to show that
with a little planning and tailoring
to your audience you can get a
brilliant result and save hundreds
of pounds in the process.
Now to take the Genestealers out
and infect some of the Emperors
fnest!
- Adam Smith
16 Firebase issue 2 December 2006
17 Firebase issue 2 December 2006
tactica
ALWAYS
OUTNUMBERED,
NEVER
OUTGUNNED
S
o you want to play Deathwing? Welcome to the
hallowed halls of the inner circle my brothers! Tis
army is not for the faint of heart.
Most of the time you will be heavily outnumbered. The Deathwing
are a scalpel army, by that I mean they have to be used with
precision, you cant afford to make mistakes. If this still sounds like
the army for you then please read on and learn the secrets of using
the all Infantry Deathwing army effectively.
PLAYING AN ALL -INFANTRY DEATHWING ARMY
First of all Id just like to clarify that I always use infantry so none
of this will have anything to do with vehicles. Now
youre probably wondering why I love the Deathwing
infantry army. I fnd the all infantry DW army is a
very scary prospect for any opponent, in the hands
of a good player the DW can be indestructible. There
is nothing funnier then the look on my opponents
face when I deploy 26 terminators at 1500pts split
into 4 squads of 5 and one of 6 due to my HQ joining
them. Since the new assault cannon rules came out
I now run 6 assault cannons and 4 cyclones in my
list. Having so many terminators on the board is a
psychological advantage, because any opponent who
has never faced Deathwing wont have a clue how to
beat them.
THE BASICS
There are two areas you need to concentrate on. The frst is your
all-important HQ. Now these days a lot of players are going for the
high-powered librarians. Personally I think the point expenditure
is ridiculous in an already expensive army. I always take an
interrogator chaplain. I like him because he is slightly cheaper and
he comes equipped with a power weapon, a 4+ invulnerable save.
The simple reason I would choose him over a Grand Master or
Librarian is because of the invulnerable save and the fact that the
model rocks. All you have to do is equip him with a stormbolter and
hes good to go. Which brings me onto the backbone of the Infantry
Deathwing army.
TERMI NATORS
Ah, the humble terminator! The most elevated and decorated
marines in the DA army and indeed any army. Terminators rock!
Deathwing terminators are even cooler, but then I am biased. Ok
there are two types of terminators. First of all Ill cover the only
type terminators Ive ever used.
Tactical Terminators are the ones with the guns. Their standard
kit is a stormbolter and powerfst. The stormbolter has a 24 range
with the stats of a bolter but is an assault 2 weapon. By moving and
fring, termiantors
can have a greater
basic weapon
range then most
units in the game.
Powerfrsts are
both a blessing and
a curse. Striking at
S8 and ignoring
saves is awesome
without question.
However, they
also strike last,
which can be really
18 Firebase issue 2 December 2006
frustrating. I prefer to shoot the enemy rather than engage them
in combat, but well come back to that later.
Tactical terminators have access to two very nice heavy weapons.
The assault cannon and the cyclone missile launcher. At the start
of this little tactica I outlined my list and I told you I take 6 assault
cannons and 4 cyclones. The reason for this is the assault cannon
is extremely good at mowing down just about anything at S6 and
fring as far as a stormbolter. With the new rending rules you have
one deadly weapon! best of all Tactical Terminators have access
to two of these puppies. I take 6 of these so that I have a lot of
powerful medium range frepower to augment my stormbolters, so
I can mow down lots of infantry and take on enemy armour.
Now on to the cyclone. Youre probably wondering why would
anyone take cyclones if the assault cannon is so cool,? The cyclone
is basically your standard missile launcher but looks cooler. The
reason I take 4 is because with all that short range frepower
we need some ranged frepower to kill tanks at long range. Im
thinking of going with an even mix of cyclones to assault cannons.
The cyclone is good because it not only kraks armour, but it can
frag infantry too. With the benefts of the new skills the cyclone can
become even more deadly with the tank hunter ability.
ASSAULT TERMI NATORS
Ive never bothered with these guys. The reason I havent is
because they really dont work well in a force that is designed to
blow the enemy apart with mid-ranged frepower.
While its nice to think about a land raider crusader delivering
a huge lightning claw armed assault squad into combat, led by a
chaplain (with lightning claws) who augments the squad with his
Litanies of Hate ability so that they can re-roll to hit and re-roll to
wound due to their lightning claws, this comes to over 650 points!
Besides, the land raider is bound to get blown to hell on the way in,
making over a third of your army uneffective.
My advice is not to bother with them. Theyre
too much of a liability.
DEPLOYMENT
The most important part of the game really,
sometimes I have been able to tell who was going
to win by their deployment alone. Deployment
will always vary, but my general way of deploying
is to either spread my terminators out as much
as possible across my deployment zone with
a cyclone squad on each fank. Then I spread
the other units out between the two fanking
units, creating an effective net of support as
I advance. The other way I deploy is what I
call the weighted fank. I deploy 3 squads on
one fank and 2 on the other to effectively
split my opponents army to come after me.
By splitting the opponents army and making
them go after two fanks instead of one line, I
dont face anywhere near as much frepower.
19 Firebase issue 2 December 2006
It also wrong foots the opponents you face, because most people
deploy in a standard line formation and sit and wait. It comes as
a shock when agressively played terminators are advancing, fring
and making tactical withdrawals just to do the same thing next
turn. Truth be told, most people have no idea how to handle a well
played DW force the frst time around.
I see each of my units as an independent. What I mean by
that is they can work very effectively on their own. They have
a phenomenal capacity for frepower what with assault cannons,
cyclones and stormbolters. They have the best basic weapon in
the game with the stormbolter, the assault cannon is plain nasty
and devastating if you pick your targets properly. The cyclone is
great, better with tankhunter, so you dont require a 6 to crack
land raiders though. All of this means squat however if you dont
deploy well.
ITS NOT COWARDICE! ITS A TACTICAL
WI THDRAWAL
My opponents have started calling me a coward because i refuse
to engage. I will move my terminators forward to get juicy shots
but when the enemy is getting close enough to assault me in the
next turn, I fall back and shoot the hell out of him. Its extremely
affective against hordes (which when playing DW is every army).
Lets face it, tactical terminators were not designed for combat.
SOFTEN THEM UP
The best piece of tactical advice I can give is to always soften up
the enemy before charging. I dont care if they are Eldar guardians
or Genestealers (although if you charge stealers youre dead
meat!).
While shooting and disengaging is effective, you still need to
enter combat every now and then. Whether its to hold a unit in
place, block line of sight, or just stop them from being targeted
by shooting, you will need to engage. Against something like a
dreadnought or a carnifex, powerfsts will make short work of
them.
20 Firebase issue 2 December 2006
REMEMBER TERMI NATORS ARE NOT
I NDESTRUCTI BLE
You have no room for error due to the fact that the army is so
small. Losing just one terminator weakens your whole army not
just the unit. That 2+ save is all well and good until someone points
an AP2 weapon like a plasma gun at you. Then you can kiss your
terminator goodbye. That 5+ invulnerable save isnt particularly
effective and I wouldnt rely on it unless youve got some serious
luck on your side.
USE COVER
Terminators need to use cover even more so then other armies.
In the open youll get shot to pieces, mostly by small arms fre
in large quantities. Use cover to block line of sight as much as
possible, wherever possible.
TARGETTI NG PRIORI TY
Before the game starts decide your
targeting priority and stick to it. Leman
Russ Demolishers and anything else
with a large AP2 blast is frst on your
list to kill at all costs. A single hit could
annihilate an entire squad and with just
5 squads to play with, it could be all over
by turn 1. Next up, its the usual array
of lascannons and plasma guns to watch
out for.
Against horde armies like Orks and
Nids that dont sport any AP2 weaponry,
its up to you to keep fring every turn to
maximise your potential kills. Kill the fast
stuff frst to stay out of combat, because
once one unit has held your terminator
up, the rest of the horde will pile in very quickly and swarm you
with bodies. Often taking out transports is highest on the anti-
Ork agenda. Force those greenskins to walk towards you while you
back up and fre.
DEEPSTRI KI NG THE QUICK DEATH
Deepstrike is always an interesting topic. When youre facing
tau, deep striking in their faces is the way to go. I have to sat that,
after losing 4 units in one turn from deepstriking and getting shot
to bits, its just not worth it. Deepstriking against Tyranids whether
in front of the army or behind it is suicide. Id really strongly advise
against drop pods or deepstrike but thats just me. The problem
is that the Deathwing army needs to focus its frepower to be
effective. However, with your army dropping in piecemeal, you will
produce very minimal damage, which means greater return fre
and more casualties. The best deepstriking I have ever seen was
a librarian with command squad who drop podded into the middle
of a Tau army and cast Fear of the Darkness sending half the
Tau army feeing off the board, but I can see this tactica getting
repetitive and certainly proving useless against space marines,
Tyranids, Orks and anything else with good leadership.
Well I hope my long rambling diatribe
has given you some idea of what its
like to use an all infantry Deathwing
force
A Deathwing army is a great way to
become a better player. While the army
oozes character, it is very punishing.
Just one mistake and its all over, but
when you do play that perfect game
and win, the rewards are fantastic.
Best of all, Deathwing are the cheapest
army to buy in 40K. So if you need a
break from your main army and fancy
a breath of freshair, the Deathwing are
ideal.
- Troy Stuart
21 Firebase issue 2 December 2006
battle report
CLEANSE
THE

XENOS FILTH!
A
fter painting more genestealers than anyone should
in a single day, we felt it was time to take them out
for a spin and who better to face them than their old foes
the Dark Angels Deathwing space marines!
+++ Transmission from Colonel John Derringer, 125th ScumDogs
Regiment to nearby Imperial Guard Garrisons +++
Sector 7 vicinity has been sanitised of Tyranid bio constructs by
aerial bombardments. However, recon reports a high genestealer
infection in the surviving populace. Lacking the resources to
neutralise the thread, recon has placed a sentry gun to prevent
infected citizens from approaching our fank. Resource assistance
or further bombardment required.
+++ Responding transmission from The Rock, Dark Angels
Fortress Monastery +++
Cleansing forces have been dispatched.
Remain vigilant.
For the Lion and the Emperor.
GENESTEALER ARMY SELECTION
Luke: With an army consisting of nothing but genestealers I
knew Id have to make the most of what strengths Ive got over the
Deathwing. That boys and girls is numbers. Keep it cheap and run
forward screaming is the plan.
None of this fancy scuttling or
carapace armour extensions malarkey. My points are going into
as many genestealers as my grubby mitts can muster. Its a good
thing that were only playing 1,000pts or wed have run out of
genestealers from the studio collection. My army looked great until
I was reminded that I had to take an HQ choice to lead the army,
namely that fat bloated waste of space Brood Lord. Hed be pretty
good if he could feet of claw with the rest of his mates, but he
cant. Hes old and hes had one too many hip operations, but worst
of all, he holds up a compulsory genestealer retinue with his slow
fat arse. Enough rambling, the biggest issue is that hes pushed me
over the limit by 70pts. Adam said that this wasnt a problem so
long as he could have a sentry gun with an assault cannon as the
main objective. I agreed and away we went. Now to rush forward
and hope his guns dont thin out my army too much.
1,000pts Genestealer Swarm
Genestealer Patriarch Big Daddy
(Brood Lord)
with 10 Genestealer retinue
10 Genestealers
10 Genestealers
10 Genestealers
10 Genestealers
22 Firebase issue 2 December 2006
DEATHWI NG ARMY SELECTION
Adam: Normally when I feld my Deathwing force its at
1,500pts, complete with tank and dreadnought support, but this
time I couldnt have any of those nice things. It was time to skimp
on the points and try to feld as many men as possible, which
still isnt much. Basically, I dropped 2 dreadnoughts and a land
raider from my usual list and took the remaining 1,000pts. I was
a point or two over, but considering that Luke wanted a few more
points for a Patriarch and I wanted a sentry gun to generate a few
more kills, this was quickly agreed and wasnt a problem. With just
3 squads in my army I felt horribly vulnerable. Granted, I could
have taken a land raider and I could have taken a close combat
dreadnought, but these would have totally unbalanced the game
due to genestealers being weak against vehicles. Looking at my
army list, youre probably wondering why I havent gone crazy with
assault cannons? The simple answer is that I normally feld a well
rounded army to face all comers and for once this has left me quite
vulnerable. But lets see what those cyclones can do. Im sure a few
well placed frag blast templates will prove their worth.
TAKE AND HOLD
We chose to play a basic take and hold mission centred on
the sentry gun in the middle of the village. The sentry gun has a
computer targeting system with BS2 and an assault cannon. The
sentry gun has an armour value of 10 all round and is destroyed if
it suffers a single glancing or penetrating hit.
ALPHA LEVEL
The only thing that matters in this game is having the most
scoring units within 12 of the objective when the game ends.
SET UP
Luke spread his genestealer swarm out across his table edge,
hiding behind buildings, rocks and the refnery. Meanwhile, Adam
set up the Deathwing clumped together in the centre of his
deployment zone, ready to lay down some withering frepower. Its
going to be a messy one!
1,000pts Deathwing Cleansing Team
Codicier Librarian Corvin
with Fury of the Ancient psychic powers, terminator
armour, and stubborn
4 man Terminator Command Squad
with 2 cyclone missile launchers
6 Terminators
with 1 assault cannon and 1 cyclone missile launcher
6 Terminators
with 1 assault cannon and 1 cyclone missile launcher
23 Firebase issue 2 December 2006
TURN 1
Adam won the roll to go frst, but after looking at the board,
decides that its better to wait and let the genestealers come to
him with more targets in range for his frst turn. Also, if he gets the
last turn of the game, he can rush the objective and clear away any
opposing units without fear of being charged.
Run you gribblies, run! Luke yells as his genestealer swarm
sprints forward. One brood take cover behind a large rock to the
left of the sentry gun while the rest of the swarm runs out from
their hiding places onto
the open battlefeld,
followed by the waddling
Patriarch.
The Deathwing hold
their ground. Kill them.
Kill them all.
Librarian, Codicier
Corvin casts fury
of the ancients
across to the right,
cutting through three
genestealer broods. Two genestealers burst into blue fames and
died.
The combined fre from all three Deathwing squads tear apart
the genestealer brood to the far right in multiple sprays of green
liquid while the sentry gun cuts down a single genestealer from the
nearest brood.
TURN 2
The genestealers
dash forward screeching
loudly. The brood in
the centre leaps on the
sentry gun, tearing it
apart with their teeth
and claws. Meanwhile
the brood by the
refnery move forward
to take the place of
their brothers that were
hideously gunned down
last turn.
The Deathwing fall
back to form a defensive
block, much to Lukes
disgust.
Cheese! Beardy cheese!
The librarian casts fury of the ancients into the brood huddled
around the mangled wreckage of what was once a proud imperial
sentry gun. The psychic force kills a single genestealer in a fery
display of gore while the rest of the command squad and one of
the terminator squads annihilate the rest of the brood with frag
missiles and bolter shells. Meanwhile, the second terminator squad
wipes out the brood on the far right with a volley of highly accurate
bolter and assault cannon fre.
24 Firebase issue 2 December 2006
It looks as though
its all over for the
genestealers and the
Deathwing gun them
down one brood at a
time. Lukes looking
very worried and
Adams looking rather
bored at this point.
TURN 3
Luke carelessly
runs his swarm
forward, having lost all hope of standing a chance in this game.
Then he realises that one of his broods is in charge range.
The genestealers on the right run towards the fank of the
terminators while the brood to the left sprints forwards at full speed
and leaps up the hill into close combat with the second terminator
command squad.
As the genestealers have a massive initiative of 6, they get to
go frst with a total of 14 attacks. To Adams horror, Luke rolls
six rending hits, cutting
down the elite Deathwing
terminators in a sea of
shrieking alien faces and
sharp serrated claws.
The crazed genestealers
then sweep round,
slamming into the
side of the Deathwing
command squad led by
the librarian.
The Patriarch and his
retinue are so far away
and so slow that they
pose no threat.
The Deathwing
terminator squad to the
right moves away from the
command squad to open
fre on the approaching
genestealer brood to
the right, wiping several
of the foul xenos from
existence, leaving three
that hold fast, ready to
charge the terminators
next turn.
In close combat the
genestealers tear apart
the terminator command
squad with their rending
attacks. The librarian
swings his force axe,
but the swift creatures
step aside and dodge
his attacks. Heavily
outnumbered and
stubborn, the librarian is
forced to make 10 armour
saves. One save for each
time he is outnumbered.
He disappears beneath a mound of chitinous bodies, never to be
seen again.
TURN 4
Having dealt with the librarian, the two genestealer squads jump
on the remaining terminator squad and tear them to shreds without
any resistance. It has been a dark day for the Deathwing.
Time for sticuffs!
25 Firebase issue 2 December 2006
GAME OVER
LUKE INFECT THEM ALL!
It paid off in the end, but if I hadnt rolled a 6 for my feet of
foot on the third turn, it would have all been over before you could
say lead poisoning. The terminators just gunned me down brood
by brood and there wasnt anything I could do but run forward
screaming. By the second turn I had lost all hope, but when I
managed to charge in, oh how the tables did turn! I was lucky,
very lucky to roll so many rending hits and to my amazement I
totally shredded the squad. That was it for the Deathwing as the
genestealer brood leapt from squad to squad and there was nothing
Adam could do about it (apart from cry like a little sissy girl!). You
dont look so big and fancy in your pretty armour now, do you?
ADAM FALL BACK! FALL BACK!
Well, that was a bizarre game alright. It was inevitable that the
sentry gun would be ripped apart. Like Luke, I felt that this was
going to be a massacre. The Deathwing would huddle together
just out of charge range and hose down everything with heavy
frepower. I was tempted to call the game and start again with a
different scenariothen the genestealers charged and oh sweet
Emperor, it was horrible! I remember saying Thats disgusting!
when Luke rolled all those rending hits, my terminators failed their
invulnerable saves (what a shock) and were reduced to a nasty
smear. That spelled the death of my army because they were so
tightly packed together. What I should have done was spread the
army out so that if Luke did come for me (and he had to), hed have
to split his forces or go for one unit at a time, which would have
resulted in an easy win for the Deathwing. Regardless, Im happy
about how the game went. What could have been a boring day at
the fring range turned into a horror movie with plenty of laughs
for everyone.
Next time Luke! *shakes fst* Next time!
- Adam Smith & Luke Bardwell
26 Firebase issue 2 December 2006
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27 Firebase issue 2 December 2006
tutorial
HOW
TO

PAINT YOUR
DEATHWING
I
ve had several requests asking how I painted my
Deathwing. I can empathise with this, since bone can
be a very dicult colour to do properly.
It was frustrating for me when I was looking for painting guides
and tutorials online and couldnt really fnd any, back when I had
just started on my Wing. Finally, I used a combination of several
techniques to come up with my current style. While it can be
time consuming, I feel that with a Deathwing army it is worth the
investment to make a good looking force - especially since there
are so few models to paint.
If you are after the basic
methodology without having to read
the extensive tutorial, my technique for
bone can be summarised as:
Skull White undercoat, then
Bronzed Flesh, then
Watered Flesh Wash, then
Bubonic Brown, then
Bleached Bone, then
Bleached Bone/Skull White
highlights, then
Skull White highlights.
The following pages describe this
technique, as well as several hints and tips in more detail. It also
describes the methods used for other details on the model.
TUTORI AL: PAI NTI NG DEATHWI NG
The frst thing to do, obviously, is assemble your model. Ive done
my Terminators slightly larger than normal, with 1mm spacers under
the feet, at the connection between legs and torso, and also at the
shoulders. In addition, the arms are not glued to the body until the
entire model is fnished. Instead they are dry pinned, with only
the arm side glued in. This allows for much easier painting of those
hard-to-reach places. After construction, undercoat the model. I
assumed you wouldnt need a picture of this. For Deathwing, use a
white undercoat.
STEP 1
BRONZED FLESH
The frst step is to simply paint on
a layer of Bronzed Flesh over all the
armoured areas. This should be watered
down slightly, as we dont want details
obscured. In addition,
try and leave the areas
that will be a different
colour (green, metal,
etc) white, although
you need not be too
concerned about going
over the edges.
STEP 2
FLESH WASH
After completing a layer of Bronzed
Flesh (and giving it plenty of time to
dry!), crack open your brown ink. I use
Flesh Wash, as its my favourite all-
round ink. Chestnut Ink would probably
Got wood? http://www.miniaturescenery.com/
28 Firebase issue 2 December 2006
work fne here. The most important thing to do is water it down
a lot. We want the recesses to be a very light brown rather than
a dark brown. Too dark and there will be too much of a contrast
between the top layers of bone and the recesses.
STEP 3
CHAOS BLACK
Now that the ink is dry, its time to start
putting on the black. Basically, this will go
wherever there will be metallics (gold or
silver) and also around the eyes, lights,
joints, and any other colour you really want
to stand out. If you are using Forgeworld
shoulder pads, I fnd it helps to do a thin line
of black where the sword meets the feathery-
wings. This will help
with separating the
green and red later
on. This also goes for
the breastplate
Again, keep the paint thin-ish and avoid
blacking areas that will be a lighter colour
later on (such as green or red).
Try not to make mistakes, but if you do
dont worry too much. I often go over the
lines and as such I have contingency steps
later on for virtually all the errors you could
potentially make.
STEP 4
BUBONIC BROWN
This is the part where we really start working on the armour.
Get out the Bubonic Brown and thin it a bit, then start going over
all the raised sections of armour. Leave the inked recesses visible
at the very bottom, but you can go down the edges a bit. Examine
the photos to see how far to go. Now is a good time to clean up
the black you may have got on the armour-proper.
I dont paint the vent type detail on the back of
the feet as there is a high potential for error and I
think they look fne as is.
STEP 5
METALS PART 1
Now start working on the metals. I
use Mithril Silver for all my silver, with
black mixed in if darkening is required,
as here. Paint all the areas that will be
silver or gold. It doesnt have to be
particularly neat since more paint will
be going on over the top. Leave some
black in the recesses for depth.
STEP 6:
METALS PART 2
Once the metals are dry,
water down some black
paint a lot. This needs to
be more watery than ink.
Coat all the metal parts
that will remain silver with
this mixture. It might take
a bit of practice to get the
right amount to go on, but I believe it makes the metal look very
nice when done properly. Rub lightly over the upper areas with
29 Firebase issue 2 December 2006
your fngers; this will remove some of the black paint on edges and
the top of curves, adding simple highlights.
STEP 7
BLEACHED BONE AND GOLD
This step compromises two
colours. First, Shining Gold
is applied to the previously
silver areas. The silver on
the previous layer gives it a
better shine and makes the
gold come up brighter than if it
was applied to black by itself.
When the Shining Gold is dry,
apply some Flesh Wash (or
equivalent) to the gold to add
shading to the recesses. Later
the fat/high areas will be given
another coat of gold.
Secondly, Bleached Bone
is added to the armour. Now
it will start to look like a
Deathwing model. Water down
the bone so that it applies
smoothly to the armour
plates, but not so much that
it will dribble into the cracks.
Again, this will take practice.
Apply the bone to all the areas of armour, leaving some Bubonic
Brown showing in the recesses. You have now worked up from
shading to main colour. If some paint does run into the cracks, dab
as much as you can up with a tissue, but dont be too concerned,
later you can run some ink in the cracks (almost blacklining) to tidy
up. This step allows you to cover up any metallics you may have got
on the armour in previous steps.
STEP 8
DARK ANGELS GREEN
AND SOME DETAIL
Quite a simple step here. Water
down some Dark Angels Green and
apply to chest
and shoulder
eagles, and
storm bolter casing. If you arent into lots
of highlight or want to fnish the models
quickly, you can leave the green here as
it is, the watered green over white sort of
acts in a similar way to ink, leaving some
pre-made highlights and shading.
Additionally, paint the eyes and lights
white in preparation for red.
STEP 9
MORE GREEN, RED AND ANOTHER ROUND
OF BUBONIC BROWN
Another simple step here. Give all the green
areas another watered down coat to make the
Dark Angels Green stronger. Paint the detail on
the side of the storm bolter in white. Use Red
Gore on the eyes and lights/lenses/details, as
well as on the seal part of the purity seals and
the sword on the shoulder pad. Apply Bubonic
Brown to the
par c hment
part of the
seals, as well
as the skull
on the left
shoulderpad.
30 Firebase issue 2 December 2006
DETAI L
PURITY SEALS
Purity seals start with Bubonic Brown base layer. Following this,
apply an unwatered wash to the surface. I dont water this because
I can direct the ink into lines in the deeper areas more easily with
the thicker substance. Once the ink is dry, start with another layer
of Bubonic Brown on the more upper areas, leaving the thickest
ink as is. Gradually highlight this further from the ink using a mix
of Bubonic Brown and Bleached Bone in as many layers as you feel
reasonable before fnally using a touch of pure bleached bone on
the edges. You dont want to use too much Bone, as the Seals will
then look too much like the armour.
The seals are a base of Red Gore, followed by Blood Red
(sometimes a couple of layers are required to get a good effect) on
the edges and part of the interior, and fnally a mix of Blood Red
and Skull White for the top and bottom edges, as well as a little in
the centre. I have tried Bleached Bone in place of the Skull White to
reduce the pinkness, but I feel both methods work well enough.
At this stage you should also be completing the red on the eyes,
lights and shoulderpad in the same method.
DETAI L
CRUX TERMINATUS
The terminatus symbol is relatively
simple. The gold follows steps previously
outlined (silver, gold, wash, gold), and the
skull is a very similar procedure to that of
the purity seal parchment. So similar in
fact, that I do them both simultaneously
with the same mixes. The difference is
that with the Forge World pads at least,
the skull needs to be almost drybrushed
in some areas to show the detail suffciently. Also, on the skull the
highlighting can go much lighter because the gold prevents the
skull from not being discernable fully from the bone armour.
DETAI L
CHEST EAGLE
The chest eagle detail is completed in several steps. After
completing the multiple coats of Dark Angels Green in previous
steps, start by mixing a 50/50 combination of Dark Angels Green
and Snot Green. Use this to fll in most of the raised areas, leaving
the darkest colour in the gaps.
31 Firebase issue 2 December 2006
Then use Snot Green to colour in about 50% of the raised areas,
and fnally a bit of Goblin Green at the tips of the raised areas as
highlights. I fnd that if the Goblin doesnt go all the way to the
center end of the raised areas, and curves upwards a little at the
outside ends, it gives a very nice effect.
DETAI L
SHOULDER PAD AND STORM BOLTER
For the feathery wings of the
shoulderpad, use much the same
technique as that of the chest
eagle, with a couple of small
technique adjustments. First; on
the Snot Green layer have two lines
painted on each raised area along
the edges, to help accentuate the
feather effect. Second; on the
Goblin Green layer, use only very
light brush strokes from the centre
of the raised areas out, becoming
more solid at the strokes progress
to the rims. As in the chest eagle,
this gives a nice expanding
effect.
Use the same green colours on
the storm bolter casing, except
only complete the Goblin Green
layer on the edges of the casing,
not the middle raised areas. I fnd
this highlights the shape better
without drawing attention to the edges on the inside of the casing
if you get my drift. The metal on the bolter could use an additional
highlight of mithril/black 50/50 mix, which Ive been doing on
recent models but didnt on this one.
Complete purity seals as outlined above, and paint the red of the
sword in the same colours as the red seals.
DETAI L
SWORD
I used a different technique
to my usual sword-painting
technique here, but I think it
worked reasonably well. This
was basically just as case of
mixing gradually lighter shades of silver and using them to highlight,
with the raised edge receiving more light than the shadowed edge.
Light blue is also a favourite with Deathwing players for power
swords. I have done that on my Librarian to reasonable effect using
Ultramarine blue highlighting.
DETAI L
BASE (17)
The base is also quite
simple. PVA some gravel
to the base. Once dry,
paint black. Heavily
drybrush in Bestial Brown,
then lightly drybrush in
Bubonic Brown, then even
more lightly drybrush
in Bleached Bone. Paint
the edges in solid Bestial
Brown (you will need a
couple of layers). Once
all the paint is dry,
glue on some clumps
of static grass. Easy! It
also complements the
Deathwing scheme quite
well.
32 Firebase issue 2 December 2006
STEP 10
HIGHLIGHTING BONE
Now, you are almost there! The
detail has been done, now all that
remains is some highlighting. Use
a mix of Bleached Bone and Skull
White for the bone highlighting. I
dont have a strict ratio here; I
usually just mix by eye which is a
bit diffcult.
Basically, you want the layer to
stand out, but not too much. Make
sure the mix is well watered so that
the paint sits fat on the armour,
otherwise it can be too distinct
when it should look blended.
FI NAL STEPS
Attach arms! Thats always
useful. When that is done, use
some pure Skull White to pick out the edges and raised points of
the armour. Again, keep it well watered and only do this sparingly
as it can look too obvious if done everywhere. Uppermost areas
only! It helps to do a little more on the helmet, as this brings out
the detail better. You want the helmet to look good because the
face is the focal point of a miniature.
I also varnish my Terminators, to keep the precious precious
models (and paintjobs) safe. For this process I do one coat of Citadel
Gloss Varnish, followed by another coat of Humbrol Matt Varnish. I
dont like shiny models, and the good thing about a Matt varnish is
that it also takes the shine out of inks, leaving them looking fat as
well. This helps immensely with the purity seals.
Now you have fnished a Deathwing Terminator!
- Luke Houston
33 Firebase issue 2 December 2006
an orks tale part 2:
A
STINKIN
GROT
OF A

SQUIGHERDER
A
fter that fateful day by the tavern, Aghrukk Ard
Knuckle became the new boss of the settlement and
established his bossydom with ruthless tact.
As thanks to Ugluk for disposing of Gurthak, Ugluk had been
given the position of ranking Squigherder, a task normally given
to grots. Needless to say, Ugluk was the number one laughing stock
of Da Ard Knuckles Kamp.
But Ugluk soon had the last laugh, seeing that he had turned the
flthy and mangy squig farm that was placed half a mile from Da
Kamp into a prosperous enterprise. Much thanks to the local mek,
Drokkrakka.
Between them, they had built a working self-pumping well, two
windmills to make squig pulp pies and a choppamill where you
shoved a squig in the one end and it came out in chopped up bits
in the other.
Not only that, but after a few months Ugluk had bought himself a
couple of boars from the neighbouring village and started to breed
himself a herd.
Soon business was fourishing, his squigs and boars being sold
left and right, even being exported to other settlements by orks
who stuffed their trukks full.
It had gone so far that Ugluk had a staff of forty grot
slaves and over one hundred snotlings, along with the
runtherder Whag-Durk Dimwitt to keep them all in check.
Mind you, the runtherder was a drunken old idiot who couldnt move
unless he leaned up against the very grabba-stick supposed to be
used to keep the little runts in check.
But it all worked out well enough anyway, every now and
then Gogg would come by and visit, bringing some new mekboy
invention with him that he had picked up in the great ork city of
Garg-Gorkdur.
The boar screamed and jumped, wrestling the strong hands
that had a frm grip around the large tusks of the beast. Mud and
dirt was thrown into the air as the boar, enraged, tried to break
free. Ugluk wouldnt give him the chance, he moved with the boar,
hanging over its neck, running by its side, pulling the tusks to
wrestle it into submission. Along the shabby fence of the corral the
grots and snots cheered him on, cursing the beast with various
words best not translated (if at all possible) to the human tongue.
One of the snots got so carried away that he accidentally tossed
a few phrases about a brain being made of the snotlings poo aimed
at Ugluk.
In the end it resulted with the snotling getting smacked over the
head by the gretchin closest to him, the snotling hitting his forehead
against the fence and falling down on his back unconscious.
Out of the suns way, beneath the makeshift roof of a shed,
Whag-Durk was sound asleep, a jar of homemade fungal frewater
frmly held in his slumbering embrace. Two snotlings had made
their way up on either side of the old ork, and both leaned forward
to peek down the huge gaping hole that was the sleeping drunks
mouth and throat. The space inside the orks head fascinated the
tiny gremlins.
The boar fnally became too tired to fght the strong ork that had
him in his grip, and Ugluk threw the beast to the ground, slamming
the boar into the mud and placed himself on top of the boar to
weigh it down.
34 Firebase issue 2 December 2006
Alright!, Ugluk shouted, Yoo grots, tie dis naff grunta up!.
Several gretchin rushed into the corral with ropes and quickly
began to tie them around the boars tusks and neck.
Ang on now yer naff runts, Ugluk leaned himself up on top
of the bull, the beast breathing beneath the weight of the orks
arms.
As soon as Ugluk stepped back the boar got back on his own
hooves, the twelve or so gretchin that were in the corral pulled on
their ropes like Madboyz. Hold on to him! Ugluk bellowed, making
the boar even more agitated, pulling several gretchin through the
mud on their bellies. Chaos and pitched screams followed.
Finally, Ugluk had had enough. He strode up to the furious boar
that was by now pulling close to twenty grots along. Ugluk kicked
with a well-placed boot on the boars chin.
The boar instantly slumped to the muddy ground, much to the
relief of the gretchin that had involuntarily taken part in the mud
bath.
Now tie dat mor grunta up an turn it into a proper gargy an
bad, grim, manik waaa-grunta! With that Ugluk left the corral, the
grots got to their feet and cautiously walked over to the knocked-
out boar.
Ugluk walked over to a large barrel of water and dunked his head
in it, throwing it back out and spraying water everywhere. He spat
out the water in his mouth and wiped his face with the palm of his
hand. That was when he heard the noise of rushing engines.
He took a few steps out onto the open yard and looked over in
the direction of Da Ard Knuckles Kamp, blocking the sun from his
eyes with the aid of one of his large hands. Sure enough, trukks
were heading his way.
Snikwort, a clever gretchin acting as work leader of the grots
and snots on the farm, walked over to his master, Looks likes da
boss iz coming.
Ya... Dat panzee snaga-nob has come for more teef.
He already got teef three Uz-lotz ago.
Ugluk shook his head, Dat Aghrukk shouldnt be boss. He would
make a badder grubby ripoff villun.
Watch itz, Snikwort said, He may be a villun, but he iz still a
skarboy an da Nob of da Kamp.
By now, the three trukks were clearly visible, along with the two
buggies that trailed them. Lotz of orkies, Snikwort pointed out.
Lotz of dakka, Ugluk added.
The trukks and buggies slid through the dirt as they
came to a sudden stop, leaving deep ditches behind them
where their big wheels had ploughed through the ground.
The orks all jumped down from the crude vehicles, all armed to the
teeth. Aghrukk stomped his way over to Ugluk, his mob of thugs in
close pursuit.
Ugluk, ya stinkin grot of a squigherder!, the boss barked. Ugluk
motioned for Snikgrot to stay behind and then walked out onto the
yard to face the local chieftain.
Wuzz yer wunt dis time boss? Aghrukk gave the squigherding
ork a slap on the shoulder, Ha! I wuntz all yer teef an all yer
gruntas!
All da teef an da gruntas?, Ugluk could hardly believe his own
two ears.
Yeah, ya hurd me!, the boss gave Ugluk a hard push, Dat no
good for nuffn git Gaffrogg duffed me in a warbike zagrace, now
Im gonna rip his kop off!.
An why doz yer needs my gruntas for dat?.
Ya tit!, Aghrukk Ard Knuckles gave Ugluk another push, Dont
gob me! We needs yer gruntas to rip em off in Garg-Gorkdur to rip
off some bad dakka kannons!
Ugluk had his suspicions where this was going, Why do au need
new kannons to go after boss GrimBoy?.
35 Firebase issue 2 December 2006
Cos!, Ugluk got another push, Im gonna blitz his entire slag an
snik all of dem naff grots calling themselves Da GrimBoy Klan!.
Yer gonna blitz Kamp GrimBoy?. Aghrukk leaned forward, his
red eyes fxed on Ugluk, An I needs da teef for it.
It was the talk of the village. Some days back Aghrukk had raced
against the neighbouring settlement boss, Gaffrogg GrimBoy, and
lost. Now it seemed, Aghrukk wanted to settle the matter through
the use of extreme and lots of unnecessary force.
To do that, he needed to buy a trukkload of guns from the market
at Garg-Gorkdur, and for that he needed teef. Another way of
getting guns was to trade them for something else, namely boars.
Ya manik boss! Ugluk was not about to give up his large herd of
boars against no pay at all, These gruntas ar worth ordz of lotz of
ordz of teef, an I og em all. Yu wants em, ya rip off for em!.
Listen ere!, Aghrukk grabbed hold of Ugluks collar, Im da
biggest, so Im da boss! Now yer gonna hand dem gruntas over or
else!.
Ugluks orkish brain kicked in, Kop Dis!. The headbutt sent
Aghrukk tumbling, immediately his mob of orks rushed forward
and threw themselves in a big pile on top of Ugluk, wrestling him
to the ground, hitting and kicking him as they pleased.
Ugluk was eventually pulled up from the ground, an ork holding
each of his arms, another had his arm locked around Ugluks throat
and neck. Aghrukk wiped snot and blood from his bleeding nose
and then spat a gob of it all in the dirt.
Alright, the Boss Ork said, Stuff all da gruntas an da teef on
da trukk. Were goin for Garg-Gorkdur.
Ugluk tried to wrestle himself free, but the orks holding him
were all far stronger than him. All Ugluk could do was to watch
when all of his valuable belongings were stolen.
The farm was being trashed, the snotlings kicked out of the way,
gretchins stuffed in bags to be sold as slaves, walls and doors
were sprayed down with heavy gunfre, the thick rounds punching
through the simple sheds and huts with ease.
By the time Aghrukk and his boys were done, the farm looked
like a battlefeld.
Dats dat, the boss said, Lets get out of ere an rip uz off some
bad kannons to dreg dem skabs Da GrimBoys!. The orks cheered,
fring their guns in the air.
Wuzz about dis git, boss? One of the orks pointed at Ugluk.
Aghrukk smiled viciously, Duff him up.
The mob of orks all closed in around Ugluk, all grinning and
cracking their knuckles in their palms. It was time for Ugluk to fnd
out why the clan was known as Da Ard Knuckles.
Ugluk woke up, his head pounding, his body ached. Hez
awake.
Ugluk shook his head and his eyesight came back to him, he was
lying on some bags of boarfodder in the foodshed. Next to him sat
Snikwort and the gretchin was waving for someone to come their
way.
Whag-Durk limped up to them, leaning against his grabba-stick,
just as Ugluk sat himself up, holding his head with a hand. Ugluk
moaned, Wuzz happened?.
Da Boss an his boys gave yer a bad duffng, Snikwort explained.
How yu feelin?, the runtherder asked as he placed his hand on
Ugluks shoulder.
Like Ive been stomped on by every ork on da slag.
Only a few lotz of em, Snikwort corrected. A second ork came
over to them, he had a pair of thick glasses and a heavy bag in his
hand, the other hand held a nasty looking scalpel.
Told ya, the ork said, Hez fne. It was Thraguz, the village
Doc.
36 Firebase issue 2 December 2006
But Whag-Durk was not so sure, Wuzz about his innards, maybe
dem has been duffed bad too.
The Doc took a close look on his patient, Hows yu feelin?.
My head hurts, Ugluk said.
Thraguz chuckled, Den there is no problem. After all, if yer head
hurts, you cant be dead, now can ya?.
The other greenskins looked at each other, the logic of the Doc
was irrefutable.
Hupp Hupp Hupp!!. The herd of squigs ran like a single creature,
moving like a school of fsh, with only the odd little squig making a
wrong turn or not turning fast enough. Ugluk lashed the whip above
the heads of the herd, urging them on, steering their movements
by positioning himself on either fank as it was needed.
The boar he rode on grunted and squealed, but with a few kicks
along its torso with his heels, Ugluk kept it under control, along with
hard pulls on the reins, tied to the boars tusks as it were. A small
buggy raced by, heading after a small group of squigs that had
veered off and was leaving the herd. Snikwort was sitting behind
the steering wheel and two other gretchin held on for their dear
lives as the grotboss drove at full throttle after the ork-cattle.
Snikwort hit the brakes and in one fuid turn, skidded round
the runaway squigs in the shape of a U, the two grots with him
fring grotsluggas in the air while at the same time they tried their
best not to fall off. It had the desired effect and the AWOL squigs
instantly turned and headed back in the direction of the herd.
Once the last of the squigs had passed through the gate, a dozen
snotlings pushed for all their worth and closed it, trapping the
squigs in the corral.
Ugluk pulled the reins of his boar and it came to a strained halt,
throwing its head, grunting and growling, large puffs of heated air
shooting out of its nostrils.
For the past two weeks Ugluk and his remaining grots and snots
had worked hard to rebuild at least part of the squig farm, and the
last few days had been a hard chase to fnd and bring back all the
squigs that had fed after the bosss rampage.
Snikworts buggy almost crashed through the fence of
the newly built corral before coming to a stop, leaning up
on two of its wheels, dangerously close to falling over.
As it fnally fell down on all fours, the entire buggy bounced on the
huge coils attached to the frame of the vehicle.
The engine pounded and shook, like an enraged boar waiting to
rush off on some insane charge.
Dats da last of em, Snikwort said and stood up in the cockpit-
like drivers seat of the buggy.
I dunno, Ugluk rode over to the buggy, I think dat miffgit
Oghrek has gotten his no good hands on some of me squigs.
Now dont yer go over to Oghrek an starts something silly,
boss.
Yu think so as well!.
Yu have to go to da Bonk-Pit for it, an boss, Oghreks twice yer
garg.
Ugluk frowned and tossed the reins to a pair of gretchin and then
stepped down from the boar. Instantly the boar tried to escape,
the two gretchin pulling frantically on the reins trying to keep the
strong beast in check.
Ugluk walked over to the fence and leaned himself over it, the
shabby work bent beneath his weight. Im da duffgrot of da kamp,
Ugluk said as he watched the herd of squigs moving in the corral,
But I know me can be more.
Snikwort turned off the engine and jumped down from the buggy,
then climbed the fence and sat down next to his master. Yu ar
more, yer da squigherder. Ugluk tossed a nasty glare at the grot,
and Snikwort knew he had spoken out of place.
Ugluk shook his head and sighed, Yu know wuzz I would do if I
wuzz boss?.
37 Firebase issue 2 December 2006
Naah.
First I would snik dat grod Aghrukk, den I would re-shuv da
kamp.
Snikwort got puzzled, Re-shuv da kamp? Why?.
I would blitz da middle of it an shuv an uge yard there instead,
a yard where yu could rip off stuff. Den I would shuv a large shak
for Drokkrakka where he could shuv his mekgubbins, da mekshak
would be unki enuff so all us orks could gets some bad studs an
gubbins for our own. As the ork spoke of his grand scheme, his
eyes seemed to shine, his brain hard at work, I would blitz da
Bosss shak an wid da scrap I would shuv an uge dur around da
kamp, a dur unki and gor enuff to duff any kannon or kan dat tried
to dreg it. Ya, I would make da boys an da grots work like a proper
mob.
Snikwort just blinked with his eyes, unsure of what it was the ork
was talking about, But boss, we already has a mob.
Not an orky wun!, Ugluk almost hit the gretchin to the ground
when he threw out an arm, Dat naff mob of skab gits an dat
grass-snaga of a miffnob ar no more orks dan yu grots and snots
ar. Now, da boss over in Garg-Gorkdur, dats a grim boss dat iz.
Garg-Gorkdur is a bad kamp.
But boss, Snikwort scratched his green scalp, Garg-Gorkdur is
not a kamp, itz a slagdur.
Ugluk frowned and grunted, then left the corral behind him, his
head slumped between his shoulders.
Snikwort was smart enough to realise something was wrong and
that something was eating at the ork, but he wasnt smart enough
to fgure out what.
Ugluk kicked a piece of leftover engine part, sending it fying
through the air. He was frustrated and depressed. He slammed
his fst against the wall of a shed to vent out some steam that was
building within him, but it had little effect.
Yer head gits does it?. Ugluk looked up and saw the old
runtherder walking up to him, ever leaning against his grabba-stick
to make up for the heavy limp.
Naah, Ugluk lied, Im just skabby after da squigherdin.
Whag-Durk Dimwitt chuckled, Dont yu try an naff me, Im tuf
enuff to know when a boy is gitty in da head.
Wuzz do yer know about dat, tuf ork.
Whag-Durk sat himself down on a pile of wooden rubble, as
he stretched out his bad leg it clearly pained him, he still leaned
somewhat against the grabba-stick, but not with his full weight.
The old runtherder looked at the young ork, Yer only wuzz, a
full year old?.
Ya. So?
I am tuf enuff to know my skull is coming zaggy, Whag-Durk
said, the old ork seeming even older, In all my Uz-lots, I have seen
many orks, many bosses. Many brawls and Waaghs.
Yer been in a Waagh? Ugluk had never thought of old Dimwitt
as a warrior, he had always seemed like an old drunk who couldnt
even keep the grots and snots under control.
Ya, ordz of tuf ago, Whag-Durk smiled and chuckled, When I
wuzz orky and zag wid da choppa, I blitzed and dregged and gored
wid da Waagh Ghazghkull.
Waagh Ghazghkull??, Ugluk could scarcely believe his ears,
Badgarg Waagh-Boss Ghazghkull Mag Uruk Thraka was a legend,
the orkiest ork there ever was.
Ya, we had ourselves some bad and orky duffs on dat bugeye
ooman slag Armiegiddin.
Ugluk sat down on the ground before the old ork, like a child
listening to some great tale of adventure.
38 Firebase issue 2 December 2006
Who|hor you won| |o submi| work,
odvor|iso wi|h us or |us| holp ou|,
omoil: hroboso_mogozino@ho|moil.com
l! MMKEY!
doos no| hovo o s|oll modo on|iroly ol
soloc|ivoly brod, gono|icolly onhoncod Gorillo
Worriors. Wo occop| submissions lrom |ho ovorogo
monkoy. Hoiry li||lo monkoys |us| liko you!
So grob o gun, shoo| olion scum
ond holp |o dolond |ho !
Whag-Durk nodded slowly, remembering his days of youth, We
blitzed and we gored and duffed all who wuzz naff and miff enuff to
get in our way. Den came dat grimgrod ooman boss, Yurruck. A bad
git he wuzz, gored orks by da ordz an ordz. Duffed us right off da
slag. Ah, doze were da Uzes, when an ork could pick up a choppa
an dreg all he wunted, in da Waagh all orks ar bad grods.
But wuzz ar yer doin here den? On dis naff slag?.
I got tuf, too tuf to be in da Whaags. When da Uz-lots zag yer by
like da Wazza, bosses an nobs dont lug yu dat much any more. Da
naff task of a runtherder is just wuzz a tuf ork likes meself needs
when da skull is coming zagging on a vrum.
Ugluk sat mesmerised, his ork brain seduced by the tales of old
fghts and mass killings. To think that he would stand next to an
ork who had taken part in the great Waagh of Ghazghkull Thraka
against the naff oomans.
Whag-Durk leaned forward and placed a hand on Ugluks shoulder.
The old ork smiled, revealing the missing teeth of his large gob, I
have seen many orks in my uzes, Ugluk. An I have nevva seen an
ork likes yu. An ork wid plans, an ork wid da grub to dream, wid da
grub to shuv things. Yu ar an ard wun an a grub wun, as good an
ork I have evva seen, an I have seen ordz of orks in my life. Just
keep yer ead on straight, and lurk of lurky things, then Gork an
Mork will give ya teef in da lotz of ordz.
But how? Dat grod Aghrukk sticks grots an snots in my plans
when ever I comes up wid em, an I cant duff him in da Pit, hes
too gargunki.
Yu will fnd nosh in da end, young wun. There is a bad an grim
morgog inside dat thick kop of yers, da grub an gubbins of a nob.
Yull be a grim skraga yet, yull see.
End of Part 2.
- Johan Hansson
39 Firebase issue 2 December 2006
tactica
GET YOUR
MOTOR
RUNNING
W
e explore the tactics of the Dark Angels
Ravenwing black bikers and how best to use
them on the battleeld in their hunt for the fallen.
OVERVIEW
The Ravenwing are the result of a reorganisation of the Dark
Angels Legion following the Horus Heresy. The second company of
the now Dark Angels chapter, the Ravenwing follow the organisation
styles of the seventh companies of most other chapters, with two
exceptions. The Ravenwing are more elite, representing the cream
of the crop from centuries of training and experience. Also, the
Ravenwing typically take to the feld in greater numbers of mounted
space marines than any other chapter.
To build a pure Ravenwing army would require the integration of
both space marine bikes and land speeders into a cohesive force.
The land speeders would fll the niche of infantry killers and with
the new assault cannon rules, be capable of downing even the
greatest of tanks or monstrous creatures. Meanwhile, space marine
bikers would form the spearhead that broke through the enemy
lines, providing frepower when necessary, but more often than not
fnishing the enemy off in vicious melee. Tank hunting would also
be a primary role of the bike units, in particular attack bikes.
PRINCIPLES
EXPENSIVE FRAGILITY
You will be outnumbered and outgunned by virtually every other
army in the game. Therefore, losses are not something you can
readily afford and you will pay for every mistake you make. However,
the gain of such an unusual army is the element of surprise! Most
of your opponents will have never faced a Ravenwing army, making
this a new challenge for them.
BANG FOR YOUR BUCK
The only visible difference between a standard space marine
biker and a Ravenwing biker is the points cost (32 compared to 40)
and frag grenades on the former. All bikers can now turbo-boost,
turning their 3+ save into an invulnerable save. In addition, the +1
toughness bonus makes space marine bikers just that much harder
to hurt. Although you are still only Toughness 4 for the purposes
of instant death.
For those who have read through the Dark Angels codex, you
will notice that the Ravenwing also come with what is known as
a jink save, which basically counts as an invulnerable 6+ save,
provided you moved more than 6 inches in the previous turn. Not
a great bonus for a whopping 8 extra points is it? Ah but fear not!
Tucked away in the current Dark Angels FAQ is the salvation of
the Ravenwing list: skilled rider. Each and every Ravenwing biker
comes with it and with this ability the Ravenwing is an army to be
feared.
MOBILITY AND REACH
To say that the Ravenwing army is mobile would be an
understatement, as they rival the skilled Eldar of the Saim-Hann
Craftworld and the raiders of the Dark Eldar. It is in the movement
phase that the outcome of your games will be decided and it is here
that you must concentrate your efforts.
There is a concept you must grasp when you begin to play
Ravenwing, and that is the idea of reach. Every army has it, but
most people dont think about it because it is generally the same for
40 Firebase issue 2 December 2006
most other armies. Reach may change when units are mounted in
transports and may fux depending on whether a unit armed with a
heavy weapon chooses to move or remain stationary. Most players
tend not to think about this concept. As a Ravenwing player, you
will show them the error of their ways.
I want you to take a model. A space marine bike mounted on
a 25mm cavalry base is best, but any model will do. Now, with
your measuring tape, trace out the following distances in a circle,
keeping one end touching the models base:
12 around the model (24 diameter circle)
24 around the model (48 diameter circle)
18 around the model (36 diameter circle)
36 around the model (72 diameter circle)
You dont need to remember these numbers, but keep a mental
note of the approximate distances. This series of numbers
represents your reach. The frst is your actual movement, should
you want to shoot. The second is your full movement via turbo-
boosting. The third is the distance you must close should you wish
1.
2.
3.
4.
to charge into an assault. The fourth is your movement, plus range
of fre with the majority of your weapons. This means that on a
standard 6 by 4 tournament table, you could quite easily extend
your reach to cover the entire table with only a few units.
Also, because of skilled rider, you can effectively ignore
intervening terrain in regards to movement reach, allowing you to
extend and maintain your reach more effectively than any other
army.
DEPLOYMENT
As your army is both signifcantly faster, and equipped with
greater reach and mobility, allowing for quick deployment and
redeployment, take some time in the pre-game to size up your
opponent. Or more specifcally, their army, its components, and
how they are being deployed. Here are some questions to get you
started on what you want to be thinking about:
i. What style of play is it? Primarily shooty, melee, or a balance
of the two?
ii. How is the terrain set up, and how is your opponent deploying
in relation to the scenery? Are there visible or invisible lanes of fre,
or perhaps chokepoints?
iii. What is the quickest route to the enemy? How many turns
will it take for you to close and reach combat?
Remember to keep your reach in mind and try not to think of
the battlefeld as you would conventionally. You need not worry
about what would impede your movement, or even about cover.
Your greatest concern should be natural obstacles, where you can
use appropriate size two and three terrain to deny line of sight as
you close in.
Additionally, where you would normally deploy to counter your
opponent, with Ravenwing, you should try to deploy so as to
confuse your opponent. Throw them off-balance with a seemingly
haphazard positioning of units. Deploying anti-tank or anti-infantry
units furthest away from their most appropriate targets is the
41 Firebase issue 2 December 2006
easiest way to achieve this. Once the game begins, it becomes a
simple matter of using your reach to quickly reposition your units to
reach their appropriate targets and denying your opponent enough
time to counter.
MOVEMENT
Very rarely will Ravenwing be able to achieve a massacre result
early on in the game, so you will fnd it to your advantage to isolate
and divide up your opponents army. It will take considerable
planning and fore-thought, but it will allow you to slowly whittle
away at and set up their army for you to land that killer blow.
Use terrain to shield you from incoming fre while remembering to
fully utilise your reach. Terrain also has the additional beneft of
creating bottlenecks for your opponent; situations where you can
easily extract your units from but that they cannot.
SHOOTI NG AND ASSAULT
Unit cohesion is the name of the game. A bike heavy Ravenwing
army needs to coordinate its frepower and charges carefully to
infict maximum effective damage while minimizing return damage.
Always stack the odds in your favour. If you think one unit can
handle an enemy squad, throw another in to be sure. However, be
sure you dont completely kill off an enemy squad with shooting,
thereby leaving your designated assault units stuck out in the
open. Although careful positioning in the movement phase could
help negate this should you fnd yourself unable to complete an
assault.
Target selection is key of course, but more-so with Ravenwing.
Remember to coordinate shooters with chargers (chargers will also
be shooting at full capacity) so that you dont waste frepower.
Avoid over-extending yourself as well. If you dont think you can
afford to waste fre at a unit, then dont try. Never let your units
handle more than they are capable of and never gamble with units.
Those with experience playing Deathwing will grasp this concept
more quickly than others.
Weapons choice, both pre and in game is also important. Use
the best tool for the job and plan several steps ahead to get that
famer, or meltagun, exactly where you need it most.
Once you get into an assault, never let yourself get bogged down.
You cannot afford to lose a turn of shooting by having a unit or two
tied up for several turns and a war of attrition is one that you can
neither afford nor win. Above all, remember that an assault should
just be mop up for you.
BUILDING YOUR LIST
WEAPONRY AND WARGEAR FOR CHARACTERS
What follows is an outline of weaponry and wargear suitable for
your leader choices. When kitting out your characters, remember
always never to over spend. Keep it cheap and simple, as it will
allow some measure of fexibility elsewhere with your list.
WEAPONS
i. Bolt pistol or close combat weapon Both do the exact same
thing, which is grant you that +1 attack for having an extra hand
weapon. You will not need the shot from the bolt pistol as the twin-
linked bolters mounted on your bike are more effective.
ii. Plasma pistol Now here is an item worth taking! Combined
with the great ballistic skill of your character, this weapon is a
worthwhile addition to your armys frepower and has the added
beneft of also granting your character the +1 attack for having an
extra hand weapon.
iii. Power weapon A must have for your character. Chaplains
and librarians come with a free power weapon (or force weapon in
the case of the latter), so this is really only an issue for the master
of the Ravenwing.
iv. Combi-weapons A bit too pricey to give to characters, but
if you want a nice little surprise, or really just want that meltagun
to hit, or to get that extra famer, then you may want to look into
this option.
42 Firebase issue 2 December 2006
WARGEAR
i. Combat shield If you have the points to spare (which you
shouldnt), then a combat shield is an easy way to give your master
or your librarian a decent invulnerable save in close combat. Avoid
taking the iron halo, as it eat up points you probably dont have
to spare. This item also lets you beneft from two hand weapons,
which puts it one up on the storm shield.
ii. Frag grenades Cheap and lets your character strike
simultaneously when charging into cover. Highly recommended
unless you either dont plan to charge enemy units in cover or you
dont mind being picked off before you can get your attacks in.
iii. Space marine bike A no-brainer considering you must
take it. Always remember that you are Toughness 5 only for the
purposes of determining to wound rolls and that you are still only
Toughness 4 for instant death.
WEAPONRY AND WARGEAR FOR SERGEANTS
What follows is an outline of weaponry and wargear suitable
for your squad sergeants. Again, remember always never to over-
spend.
WEAPONS
i. Bolt pistol or close combat weapon Seeing as you dont
come with a hand weapon to begin with, combining either of these
with either a power weapon or a power fst is a great way to get an
extra attack.
ii. Plasma pistol An expensive investment, but no more so than
a combi-weapon. If you fnd yourself wanting more plasma, then
think about investing in some plasma pistols for your sergeants.
Though they lack the range of a combi-plasma, they can fre every
turn as opposed to once per battle and can also be used in combat
for the extra attack.
iii. Power weapon I would place this second on my list of must
haves for Sergeants, as another weapon comes to the fore
iv. Power fst I highly recommend gearing each and every
sergeant with a power fst, as it allows you to deal with monstrous
creatures and stray armour in combat, or to pick off the odd
character. When something absolutely must die, there really is no
substitute.
v. Combi-weapons Invaluable to your arsenal. There are
some situations where the added frepower of a combi-weapon will
come into play and others where a bolt pistol or close combat
weapon would have worked better. I like to take an even mix of
the two between sergeants. Combi-meltas and combi-famers
are recommended. A plasma pistol, though it lacks the range, is a
better investment than a combi-plasma, as explained above.
WARGEAR
i. Frag grenades If you ever give any of your sergeants power
weapons, be sure to give them frag grenades so that they strike
simultaneously with enemy units in cover.
CHARACTERS
43 Firebase issue 2 December 2006
When it comes to choosing a character to lead your list, I
recommend you take only one character in your list, for the very
reason that two costs too much. That extra character could buy
you another Ravenwing squadron.
MASTER OF THE RAVENWING
Though no longer a mandatory choice, he is still the best choice
and you now have the option of taking him mounted either on a
space marine bike or fying his pimped out land speeder tornado,
Mk Uber. The three wound option is really the best one, as you
beneft most from his Rites of Battle special rule at leadership 10
and is quite survivable with three wounds. The Dark Angels codex
lists him as having the Raven Sword, but the latest FAQ changes it
to an optional upgrade which can be removed at -30 points. I would
recommend dropping it and just taking a Power Weapon, as you
really dont need to master-craft the weapon.
Another beneft to taking the master of the Ravenwing is that,
under the latest Dark Angels codex, he has a basic four attacks,
allowing him to reach a potential seven if you combine an extra
hand weapon with terminator honors and the charge.
Although the tendency with masters is to hide them in the back
where they can extend their leadership net without incurring
damage, I recommend placing the master of the Ravenwing in the
front lines, where he can best utilise his fghting prowess to support
your chargers.
CHAPLAIN
If you choose to have a chaplain lead your force, then look no
further than the reclusiarch. You dont beneft from the leadership
bonus the master of sanctity gives, but that doesnt matter because
the chaplain makes the unit he accompanies fearless. Hes the
cheapest choice, comes with a power weapon, a 4+ invulnerable
save and best of all his Litanies of Hate ability allows the unit he
accompanies to reroll hits on the turn they charge to make mopping
up units much easier.
LIBRARIAN
The epistolary is better for the very fact that you want the
leadership 10 to both cast and stop psychic powers with ease. The
extra wound isnt bad either. Librarians, however, have the great
negative of being enormous points sinks should you choose to deck
them out.
i. Storm of the Emperors Wrath is great for knocking out
nearby deep-striking units, or for heavily armored models.
ii. Fury of the Ancients is a fantastic choice, as it allows you to
pin enemy units and help to minimise incoming fre. It also has the
added beneft of virtually unlimited range, letting you extend your
reach just that much further.
iii. Fear of the Darkness is a nifty little power, but wont always
work considering just how high every other armys leadership is. A
neat little surprise if you want to ft it into your list, but not one I
would recommend as a mainstay power.
iv. Might of Heroes is incredibly potent, making your librarian
a combat monster. Also great as support because it can boost
models around him -perhaps the Power Fist toting sergeant, for
when something absolutely, positively must die?
v. Veil of Time has its ups and downs. It will make him much
more potent in combat, but not by much, as he shouldnt be taking
any hits in combat at all.
vi. Vortex of Doom is basically Storm of the Emperors Wrath on
crack. I would suggest sticking with Storm as Vortex of Doom just
isnt worth the points in an already expensive army, for an already
expensive model.
Keep in mind that you cannot use both a psychic power, and
attempt to instant kill with your force weapon in the same turn,
although you can still continue to use the force weapon as a power
weapon. You also cannot take a familiar as you are mounted on a
space marine bike.
44 Firebase issue 2 December 2006
TROOPS - RAVENWING BIKE SQUADRONS
You must also strike a balance with the weapons you choose, so
that your list is balanced and capable of dealing with any army it
comes across.
The frst thing you must decide is squad size which can be
anywhere from between three to fve bikers and an attached
attack bike. Refrain from attaching attack bikes, as you may want
to direct the additional frepower into another unit.
There really is no optimal squadron size, merely personal
preference. Small squadrons of three will allow you to maximise
on the number of special weapons you can take, but casualties
automatically mean you begin losing those special weapons. Large
squadrons of fve will mean less special weapons, but in return you
can soak up more hits before having to remove more important
models. I strike a balance between the two and take four man
squadrons.
Always upgrade your sergeant to veteran status to allow him
to select from the armory and to give him the extra attack from
terminator honours. This will allow you to give wargear to your
sergeants, an option I highly recommend you take full advantage
of for the power fsts.
When it comes to picking which special weapons to take, keep in
mind what you want the squad to do and how youre going to fll the
following roles: anti-tank, anti-monster, and anti-infantry.
i. Anti-infantry. All your bikes are equipped with twin-linked
bolters that can always fre as if stationary and you can charge even
after you rapid-fre, so you are already half way there. However,
with only one bolter for every 40 points, that isnt enough frepower.
You will need famers to help thin out hordes. I would recommend
one squadron out of every three be equipped with two famers.
Giving combi-famers to your sergeants is also a great way to add
some extra punch to your army without compromising your special
weapons pool.
ii. Anti-tank. As with famers, you will need some punch to
deal with armour. Attack bikes will fulfll this role, however, you
cannot rely on units that can be picked off so easily. Therefore,
a unit or two equipped with meltaguns will allow you to deal with
armour effectively, while adding some extra punch against heavily
armoured troops or monstrous creatures.
iii. Anti-monster. In this category, you will need to deal with the
big things in the game that you just dont want to get into combat
with and massed frepower wont necessarily bring down. Stuff like
daemon princes, wraith lords, hive tyrants and carnifex. Plasma
guns are the weapon of choice here and will more than likely form
the weapons makeup of about half your squadrons.
HEAVY SUPPORT RAVENWING ATTACK BIKE SQUADRONS
Attack bikes will fll the role of your support units. After you have
equipped your bike squadrons, begin plugging in holes in your list
by taking attack bikes geared to fulfll either of the frst two roles
above. Heavy bolters if you fnd yourself lacking in anti-infantry and
multi-meltas to deal with armour and to help out against monsters.
Remember to fre those twin-linked bolters as well.
45 Firebase issue 2 December 2006
FAST ATTACK RAVENWING LAND SPEEDER SQUADRONS
They are no less fragile than a bike squadron, perhaps even more
so, as even light weapons fre can take them down. As skimmers,
you have the beneft of counting all hits as glancing provided you
moved more than 6 inches a turn, and combined with the jink
save, offers your land speeders some measure of protection. This
in itself does not mean they will survive long if you subject them to
lots of enemy frepower, so dont expose them to more frepower
than you can afford to.
Reach is always important, and land speeders help you extend
that reach. With the ability to ignore terrain completely, or move
12 inches and fre all their weapons, land speeders will greatly aid
in your ability to control the battlefeld and the fow of the game.
Out of the land speeders available, the tornado is the most
effective variant , allowing you to add some much-needed frepower
to your army and lending its support in the three categories: anti-
infantry, anti-monster, and anti-tank. However, alone they cannot
fulfll these tasks, so support them with your bike squadrons.
HOW I PUT TOGETHER MY LIST
With all that in mind, I began piecing together my list, formulating
a general plan as to how I wanted the list to fow and work together.
I decided from the get go that my list would be divided into two
sections: my attack group and my support group.
The attack group would form the spearhead. It would lead the
attack and be my chargers. The support group would bring up the
tail and lend its frepower to the attack group. They would be my
primary shooters.
I elected to have a master of the Ravenwing lead my force for
several reasons. Firstly because its cool and secondly, because
I knew that I would not beneft from the intractable or stubborn
special rules. With four man squadrons, every casualty I take means
a morale check and I am not about to risk one of my squadrons
running off. I replaced the Raven Sword with a plasma pistol and
power weapon combination. Frag grenades to top it all off and my
headquarters selection was complete at a modest 141 points.
With my general armed and ready to go, I decided he needed
an army to lead, so I turned to the Ravenwing bike squadrons.
I was aiming for a 1500 point force, so I needed lots of bikes.
After some quick calculations, I penciled in fve squadrons of four
bikers. I immediately gave one squadron two famers, and another
two melta guns. After some deliberation, I decided against taking
a second famer armed squadron, instead giving the last three
squadrons plasma guns to fulfll the role of anti light armour and
anti-monster.
With the weapons selections through, I looked to my sergeants.
From prior experiences, I have come to love hidden power fsts,
so I was giddy with the opportunity to give all my sergeants such
potent weapons. I had elected not to take a second famer-armed
squadron, so I decided to give two of my sergeants combi-famers. I
knew that my melta gun and famer armed squadrons would be part
of my attack group, so the honour went to them. The other three
sergeants received bolt pistols to boost their combat prowess.
With my bike squadrons fully feshed out, I turned to my attack
bikes. I knew that two melta guns alone would not be suffcient
46 Firebase issue 2 December 2006
to deal with armour, so I took two individual attack bikes and
upgraded them to carry multi-meltas. They would coordinate with
my support group, but could also act as lone wolves should I need
to go hunting for stray armour.
I also felt I did not have enough anti-infantry, so I took a third
squadron of three attack bikes, all equipped with heavy bolters. I
could barely contain my glee at the amount of dakka this squadron
alone could put out, especially at close range. Some quick math
totaled my list at 1498 points. Since I had decided to divide my force
into two different groups, I set about organizing them. I placed
my master of the Ravenwing, along with the melta gun squadron,
famer squadron and one of the plasma gun squadrons in the attack
group. They would form the spearhead of my army and would be
the frst into the fray. The rest would form my support group and
lend its considerable frepower to thin out units targeted to receive
a charge.
Youre probably wondering why I didnt take any land speeders.
This is because I like the look of an all-biker army and I have a long
history of breaking every fying base I come into contact with.
Example Army List: 1498 points
Gabriel Ezrai, Grand Master of the Ravenwing [HQ] 141 points
Power Sword, Plasma Pistol, Frag Grenades
Space Marine Bike
Angelus Ira, Ravenwing Bike Squadron [Troops] 210 points
Veteran Sergeant
Power Fist, Bolt Pistol
3 Space Marine Bikers
2 Plasma guns
Angelus Vesica, Ravenwing Bike Squadron [Troops] 210 points
Veteran Sergeant
Power Fist, Bolt Pistol
3 Space Marine Bikers
2 Plasma guns
Angelus Ferrum, Ravenwing Bike Squadron [Troops] 210 points
Veteran Sergeant
Power Fist, Bolt Pistol
3 Space Marine Bikers
2 Plasma guns
Angelus Spiculum, Ravenwing Bike Squadron [Troops] 215 points
Veteran Sergeant
Power Fist, Combi-amer
3 Space Marine Bikers
2 Melta guns
Angelus Penna, Ravenwing Bike Squadron [Troops] 207 points
Veteran Sergeant
Power Fist, Combi-amer
3 Space Marine Bikers
2 Flamers
Nex Ira, Ravenwing Attack Bike [Heavy Support] 70 points
Multi-melta
Nex Furor, Ravenwing Attack Bike [Heavy Support] 70 points
Multi-melta
Mors Mortis, Ravenwing Attack Bike Squadron [Heavy Support] 165 points
3 Attack Bikes
3 Heavy Bolters
CONCLUSION
I hope youve all gleaned some wisdom from my somewhat
wordy drivel. The most important thing to remember is that these
are not set rules. These tactics are merely guidelines and everyone
needs to fnd a style of play that suits them best. The most these
articles can do is point you in a suitable direction. The journey is
for you to make.
- Jonathan Ho

Tu tes phobae, com tes


oppohse ce pyre Sancti
"Let them tremble, for they
face the wrath of Angels"
47 Firebase issue 2 December 2006
DL : Support is a very loose term for it but I work very hard.
FB: How long have you been painting for GW?
DL : For GW six years, all together seventeen years.
FB : Was this what you envisioned as a career when you were
studying at Uni?
DL : No, I wanted to be an art teacher! I was studying fne art.
FB : Do you paint or draw in your spare time? Or have your hobbies
deviated away from your every day job?
interview
PAINTING FOR
A LIVING
F
IREBASE talks to Darren Latham about love, life,
wargames and painting for Games Workshops Eavy
metal team.
Firebase : Lets start at the beginning. How did the hobby start
for you?
Darren Latham : My older brother brought a White Dwarf back from
school and I was hooked. We played Hero Quest, Space Crusade
and Warhammer Roleplay, etc. Sad, I know!
FB : No way, Space Crusade started me off too! So talk us through
the rocky road to becoming part of the Eavy Metal team.
DL : Seven years ago I started as a part-timer in the Leicester
store, then I made the excellent carrier choice of leaving Uni and
joining GW full time. After moving stores many times I ended up in
Notts and then I was way too close to the studio to resist!
FB : And how old are you now, if you dont mind me asking?
DL : Im knocking on
27, but Ive got two kids
and a very expensive
missus so I feel about
67.
FB : Ha ha! So you
support the family with
painting? Thats very
impressive.
48 Firebase issue 2 December 2006
DL : No, undead!
FB : Whats so appealing about the undead then?
DL : They dont die so easily and the mummies are ard!
FB : Whats your favourite GW game?
DL : Warhammer
40k and Blood Bowl.
Overall it has to be
40k. Id love to do
another army.
FB : What do you
mostly play in 40k?
DL : I paint seven days a week nowadays. I used to draw
a lot but Im out of practice now.
FB : Getting back on the modeling track, what are you
currently painting or collecting?
DL : At the moment, most of my work in my spare time
is commission stuff. Im doing another Black Templar
Marshall, and we are playing a lot of Blood Bowl at work,
so Im doing my team as well.
FB : An Orc team?
49 Firebase issue 2 December 2006
DL : It used to be Space Marines
and Eldar. But I dont have the
time to play anymore, and I, erm
sold my armies.
FB : How come?
DL : Expensive kids, etc. I know,
Im a tit!
FB : But if you could have one
army to rule all others, what
would it be?
DL : Space Wolves. I had some
stuff in the codex years ago
before I was working full time
and I was made up!
FB : Okay, fnal question
and its a toughie. What is
your favourite model and
why?
DL : Tough one, mate.
Seb Perbets new Nurgle
Daemon Prince at the
moment. The new
generation of fg designers
are fantastic. Besides, I
painted that one for the
studio.
- ADAM SMITH
50 Firebase issue 2 December 2006
51 Firebase issue 2 December 2006
interview
FLAME ON!
F
IREBASE met up with FLAME ON! Te craziest
gaming team youve ever seen. Hang on to your seats,
we are in for a bumpy ride!
FB: Thanks for taking the time out of your busy schedules to have
a chat with us guys. Shall we start from the beginning? What
exactly is Flame On!, because youre not a club exactly? Are you
group of gamers in one area, or just a bunch of crazy guys?
Chris: Flame On! started off as a group of us who went to
tournaments. Originally, it started at the GT heats in 2004 when
a group of 4 gamers wanted to go around wearing t-shirts. The
name Flame On! was coined. Thus it followed on at Confict
Manchester 2005 where a few more of us regular Manchester
veteran night gamers went and joined the collective. From there
we infltrated the veterans night scene and got our own forum
up in June 2005. From there we mentioned the forum to other
Manchester veterans as a forum for local gamers to discuss
things 40k related and other stuff. Since then we've been to a
gazillion gamers, mentioning the forum and group as a whole,
making ourselves well known with shouts of Flame On! and
our world famous t-shirts. At these tournaments, we've invited
several further people to join our forums that we get on with. As
such, what started off as just a Manchester group has ended up
as having members in Stockport, Cambridge and other places
around the country. What we are is a bunch of people who
enjoy all aspects of the hobby. Whilst some of us are hardcore
tournament monkeys (such as Peter and I) and some are fuff
driven gamers (Phil and Saul), we all get on and share ideas,
which is what makes it cool. The other thing is we have quite
a big social scene, which is probably a more important part of
our group really. We invade the local bars after veterans nights,
are the heart and soul of Bugman's when we're there, have
barbeques and we all get on outside of 40k. I think thats what
makes Flame On! different. One of our main philosophies when
going to a weekend tournament is play 40k, drink, meet other
gamers, drink, play some more 40k and then drink a bit more.
Mark: Aye, I think the great thing about Flame On is the
social side of life. We do a lot of stuff together and genuinely
enjoy one another's company. It's more of a social collective
than anything else with the common denominator being a love
of 40K. I can't count the number of times Ive been off my
face with these boys. It's not all about drinking either. I can
regularly be found round at Dave's place on a Sunday afternoon,
catching up, and doing a bit of painting and enjoying awesome
food that his missus Meena prepares for us. Just tonight in
fact Pete and myself went rock climbing (and ran into Phil -
super cool!). On the gaming side of life we do attend a lot of
tournies and play hard. However despite said hard playing, we
try to never lose sight of the reason why we're there, which is
basically to have a laugh. We also run campaigns and silly mega
games and generally everyone gets what they want from the
hobby without any disrespect and in a friendly atmosphere.
52 Firebase issue 2 December 2006
Neil: The guys have
already pretty much
covered what Flame
On! is. But I just want
to kind of reinforce it
is really a social club
rather than gaming.
Lets face it, we all
kind of use gaming as
an excuse to meet up
and now there is no
need for me or Richard
to cry out Pub! for
5 minutes at the end
of veterans night
as its automatically
expected.
Shaun: I am probably one of the newest members currently
acting as the Flame On! representative in Liverpool. This is the
best gaming group I've ever had the honour to be a part of.
Everyones a laugh with no one taking themselves too seriously
and all members being up for a good night at Bugmans.
FB: Some of you caused quite a stir at the last Warseer
Carnage tournament, showing up in red t-shirts and
screaming Flame on! at the start of every round. How
did this madness come about? Whose idea was it?
Chris: The Flame On t-shirts were originally the ideas of Lifters,
Duane, Richard and Neil. From there the rest of us joined in. The
red t-shirts came from my girlfriend offering to make them for us.
Richard: The Shouting Flame On! really came from some
comments that Neil and I are incredibly loud especially at
tournaments (I also carry a large body mass and as such I
dont really have an option to be quiet). I hear on the grape
vine that for a table 1 game in a tournament it was commented
on being the loudest funniest and really non-serious game and
even though we knew that whoever won had a good chance
of winning the tournament, it really was down to a personal
triumph between ourselves, but really its just a whole lot of fun.
Dave: Shouting Flame On! at loud volume isn't one of my
specialities, mainly due to mostly being hung over to hell
when playing in tournaments. The shirt thing is because deep
down we're all sad trembling individuals with social problems
who just want to belong to something. Don't stare at me!
FB: The majority of members are in Manchester,
England. Is Manchester big for gaming?
Chris: I would like to think so from a 40k perspective.
There are two veterans nights for 40k a week at GW
Manchester and these usually are quite full. So yeah.
Simon: It started and is still largely centered on Manchester,
most notably GW Manchester veterans nights (but don't tell GW
that). We don't bar 'randoms' playing or any other silliness, quite
the contrary we clamor to play against them frst - new blood!
J ohn B: I'd have to say yes, but my perspective may be
skewed. I'm a southern pansy, and returning to the hobby
after about 10 years, so it seems that everyone I talk to
about it reveals they still paint, collect the models or get the
odd game in. There's even a loose club organised at work.
FB: What does someone have to do in
order to join your merry band?
53 Firebase issue 2 December 2006
J ohn B: There's an initiation rite, but one of the key tenets
is that you may reveal nothing about it. Nothing! The frst
rule of Flame On! is that you don't talk about Flame On! The
second rule of Flame On! is "no pets". The Third rule is "ensure
food is piping hot before serving". Its kind of an invite thing
I guess, we just mention it to people that ft the profle, if
they want to just spam the boards they're welcome to, if they
want to wear the t-shirt, they're welcome to. At the point that
you're told about Flame On!, you're kind of already "in".
Dave: Usually you play a game against one of us, be thought
of as offcially "alright" and "cool to play against" by said gamer
and then told about the forum and invited to the pub after the
game. What happens then is up to them, not everyone wants to
post all of the time on the forums but are still part of the crew.
Its pretty informal, and we've also got a few people who come
on the forums from other groups who've heard about us by
reputation or on other forums. We keep it kind of small to avoid
fame fests and trolling that you get on other forums. People
can argue as much as they want, but you can't go overboard,
because you'll probably see the members face to face at some
point. This acts as a nice balance so people generally don't say
anything they wouldn't be prepared to back up over a pint!
Phil: I was invited to join in when I went to the pub after
veterans night one Tuesday (I think that might have been the
initiation?). I'm not a tournament player (although I won best
army at our own "Battle of the Chumps" Flame On! tournament)
- I'm much more interested in having an army that looks good
and has a strong theme. I think my army lists really winds up
some of the cheese beards like Chris and Peter! (Anti-tank?
Why do I need anti-tank?) When people play me, I've noticed
they tend to bring their non-competitive 'fuffy' armies - that
attitude is one of the things I really like about Flame On!
FB: Have any of you actually won a Warhammer
40K tournament yet or come close?
Chris: I think some of us play for a laugh and some of us
play quite hardcore (me and Pete mainly). But the idea
that we follow is that we all go into a game of 40k aiming
to have a laugh regardless of what armies on the table.
Sportsmanship is a big thing with us really, I think I speak
for everyone when I say that we're much more disappointed
with a bad game rather than getting massacred.
As to tournament wins, well, here goes:
1st at Confict Manchester 2005.
3rd at Sheffeld doubles.
1st at Sheffeld Team tournament
1st at Yorkshire Open Wakefeld Heat
10th at UK GT fnal
1st, 4th, 4th at Carnage
1st at Yorkshire Open Finals
1st at German GT Heat
1st at Sheffeld Doubles
1st at Sheffeld Doubles Fantasy Style
5th(?!) at Confict North
That enough? We love the tournaments we do!
J ohn B: Some of us have won stuff. I've certainly attended
tournaments. Oh, I did win the Yorkshire open team event.
Dave: I was there when John B. single-handedly won the
team tournament at Sheffeld, and narrowly missed winning
the wooden spoon at Carnage. We've won a fair few northern
ones and have placed well at the GT. We got 8 to the Grand
Tournament fnal this year and are hoping for more this year.
We are kind of going through a tournament play backlash
at the moment; people are going for silly and fuffy armies
rather than the hard fought win. Most of us are happy with
our tournament lists and play so have eased off for in store.
54 Firebase issue 2 December 2006
FB: hat is your tournament schedule like this
year? Are you attending all of them?
Dave: Most of us are fairly new to the tournament scene, so
as such we've mostly been going to GW type events with the
notable exception of Carnage and our own Battle of the Chumps
tournaments. We're scheduled to go to Toy Soldier and Britcon
in the near future as well as the Grand Tournament this year.
I'm sure as time progresses we'll end up going further a feld.
Lee: There are quite a lot of us hitting the tournies
for the frst time this year. Most of us are building
new forces. Ive always been more into painting.
FB: Which is better and why? - 40K or Fantasy
Dave: Light blue touch paper and retire! Its weird, Flame
On! started as mostly 40K and still is mostly 40K, but there's
a growing band of Fantasy gamers keeping the boards full
in that strange olde worlde section. I don't play it myself,
but theres a few who play both who can answer more.
Richard: Most of us are exclusive 40k players, however some
of the older beards (myself, Phil, Lee and the younger beards
Jimmy and Johnny, who frequently both sport some radical
facial hair) also play fantasy. In fact Johnny and I won the
Yorkshire Fantasy Doubles as well with our Ogre/Beastmen
team. We are working on corrupting our 40k brethren to
play both systems, which can only be a good thing.
Phil: I've been playing Fantasy for about 20 years and only got
into 40K about two years ago. When I started I thought it was
a vastly inferior game and that only kids really played it! These
guys on Flame On! have shown me it's actually very tactical,
but in very different ways to Fantasy (although it seems I was
right about the (big) kids!). But the thing I really love about
40K is the creative potential of the 40K universe - specially
the Lost & the Damned army list. I have at least three totally
differently themed armies in the pipeline at the moment!
Peter: 40k is much better, none of that square base nonsense!
FB: If you could make GW produce 1 model, what would it be?
Dave: New Warp Spiders dammit!
Phil: It wouldn't be a model, it'd be a new Chaos Codex - one
where Thousand Sons don't just look cool but are at least
vaguely competitive, and where all those lovely Lost and
the Damned units are offcially recognized. Who knows, if
that happened I might even turn up at a GW tournament!
Saul: I want a plastic Ork Nobz sprue with all the weapon options!
FB: Who is the cheesiest player among you and why?
Phil: Mmmm, there's some stiff competition, but it has
to be our German friend Simon aka The Kaser Kaiser!
His tactical musings about his uber cheese army lists are
way beyond me! He plays Iron Warriors of course.
Neil: Well I would say cheesebeard is the worst of us all
when it comes to the theory. But only the Kaiser has the
balls to actually do it. I Would say Simon then Pete and I.
I think if Simon wasn't studying in a foreign country and
having to do bucket loads of work, you'd see my theory
hammer be dwarfed with the some of the stuff he comes
out with. Plus hes the only among us that actually goes the
whole hog with the lists. My lists are pretty beardy for the
most part (the tournament ones at least) but 9 obliterators,
statured prince, 3 predators, a basilisk and 10 marines with
tequila and deckchairs holding up scorecards sums it up!
FB: Thanks for the enlightening interview guys, and
good luck with the upcoming tournament year! Neils
signature on the forum really sums these guys up: "This
Is A Game About War" "Not War About A Game"!
- Ashley Curtis
55 Firebase issue 2 December 2006
blast from the past
THE
RETURN
OF

HIVE FLEET
COLOSSUS
Z
oats. Big ugly, useless models from the Rogue Trader
era, the comedy angle on the all-consuming Tyranid
eating machine. Fondly remembered by a few old-time
gamers for their diet alone (Zoatibix). Right?
Of course not! Zoats always suffered from not really being
one thing or another. Lke a lot of Rogue Trader creatures, their
background was a bit blurred. They were Tyranid emissaries, Eldar
bodyguards and also hailed from the Warhammer Fantasy Wood
Elf list. However Ive always had a fondness for Zoats and have had
several sitting in a box for years without doing much with them.
Then the 4
th
edition Tyranid Codex was released, there was a
nice colourful piece of fction about Hive Fleet Colossus - the early
olive-branch waving, back-stabbing arm of the Tyranids, populated
by centauroid Tyranids. At this point I started thinking. Zoats could
easily represent Tyranid Warriors. What about an army full of Zoat
Warriors supported by one or two Zoat Monstrous Creatures?
There was defnitely an army in there. It would need some serious
planning and a long lead time to gather all of the Zoats needed, but
I reckoned an entire army built around Warriors would have to be
taken seriously and take the comedy out of the poor misunderstood
Zoat!
STEP 1 WHAT EQUALS WHAT?
Obviously the Zoat models are limited in terms of wargear. I
decided early on that each Zoat weapon would represent a single
warrior weapon to try and avoid confusion. I also decided that all
Zoats would have the same basic biomorphs of enhanced senses,
extended carapace and toxin sacs to characterise them. With
a bit of creative thinking famers became deathspitters, missile
launchers became venom cannons and power fsts became rending
claws. Fleshborers obviously stayed as feshborers, and I could
easily convert up warriors with devourers using the Gaunt plastics.
56 Firebase issue 2 December 2006
In the end I decided scything talons would be represented by Zoats
trampling forward, those extra legs should count for something.
STEP 2 HOW MANY ZOATS DO I NEED?
The end goal for this army was to be felded at the Medusa V
campaign weekend in May 2006 to be held at Warhammer World
in Nottingham. Due to the requirements of the campaign I needed
to build a 1500 point army and a 400pt combat patrol as part of
the Tyranid faction. I also had restrictions on the 1500pt army to a
single heavy support choice. Handily, the Carnage tournament was
shortly before the Medusa V weekend which gave me the prime
opportunity to give the Zoats their frst run out. After some playing
with setup, my 1500pt army list was fnalised as:
STEP 3 SPAWNI NG COLOSSUS
Getting hold of all the models required for the army looked like a
daunting task (30 Zoats just for the 1500pt list), but in actuality it
was fairly straightforward. I bought up all the Zoats on eBay I could
get my hands on, and I also managed to work out a good few trades
through Bartertown,
the Collecting Citadel
Miniatures Yahoo Group,
Warseer and Dakkadakka.
The average Zoat cost 8
which is probably the sort
of price GW would sell
them for if they were part
of the current range.
Gharg the Elder Hive Tyrant
with enhanced senses, toxin sacs venom
cannon, rending claws
2 Tyrant Guard
6 Warriors
all with enhanced senses, toxin sacs and
extended carapace,
3 with deathspitters and scything talons,
2 with deathspitters and rending claws,
1 with venom cannon and scything
talons
6 Warriors
all with enhanced senses, toxin sacs and
extended carapace,
4 with devourers and scything talons,
1 with deathspitter and rending claws,
1 with venom cannon and scything
talons
8 Warriors
all with enhanced senses, toxin sacs and
extended carapace,
5 with eshborers and scything talons,
2 with eshborer and rending claws,
1 with venom cannon and scything
talons
8 Warriors
all with enhanced senses, toxin sacs and
extended carapace,
6 with eshborers and scything talons,
1 with deathspitter and rending claws,
1 with venom cannon and scything
talons
4 Swarm bases
4 Swarm bases
Gorgravel Zoatifex
with adrenal glands (I), bonded
exoskeleton, enhanced senses, reinforced
chitin, venom cannon and barbed
strangler
Total 1500
57 Firebase issue 2 December 2006
CONVERTING THE ZOATS
As I was having to pick up any Zoats I could get, this left me with
a lot of Zoats with the wrong gear, especially seeing as several of
my Zoats were the fantasy fgures. In the event, probably 50% of
my Zoats are converted with anything from minor weapon swaps
to additional sculpted face masks and armour plates. My Tyrant
Guard were straightforward with distinctive helmets marking them
out from the Zoat line troopers!
GHARG THE ELDER
Creating the Hive
Tyrant was a tricky
proposition. I couldnt
really think of a model
that was right to use
as a base. I bought a
Shaggoth, but there
was too much detail I
needed to change, and
his front legs were far
too skinny. Luckily, I
had inspiration visiting
Warhammer World when I glanced on the photo of the old Dragon
Ogre on the stairs. There was my Hive Tyrant! The bulk of the
model is stock, but I replaced the feet with those of a plastic toy
rhinoceros, gave him a venom cannon and sculpted the face mask
over the existing helmet. Although rending claws are not hugely
effective on a Tyrant, I gave him a Zoat power fst (my rending
claws) to tie him in with the rest of the force.
GORGRAVEL THE ZOATIFEX
Gorgravel was actually completed fairly early on in the process.
Essentially hes a Lizardmen Stegadon lower body, Orc wyvern
torso (with the neck chopped out), Monstrous creature weapons
and sculpted arms - simple! Im also thinking about maybe making
rules for him as an Inquisitor-scale Zoat, although he might be
frightening!
SWARMS
I had several false starts with the swarms. I tried two types
of Lizardmen lizards which looked rubbish, before I hit on the
Warmaster range. These guys are simply Warmaster Lizardmen
cold ones mated with Kroxigor torsos. In fact people have asked
me if theyre old Epic Zoat models, so theyre obviously fairly
convincing to the untrained eye!
I decided on a very naturalistic colour scheme for the Zoats based
on desert yellow. One of the problems with Zoats historically has
been the comedy colour schemes they were always painted with.
Red or bright green skin just made them look faintly ridiculous, but
hopefully the more natural scheme has taken that down a notch or
58 Firebase issue 2 December 2006
two. Ive also made sure
that each brood in the
army has different tail
ring markings. Basing
was also important,
and I thought it was
key to get away from
the dated rectangular
cavalry base. This was
a pain clipping off all
the tags and fling the
feet fat, but I think the
end result was worth it. I also tried out a more advanced basing
style than usual with long reeds and slates for a bit more interest.
STEP 4 CARNAGE!
With some trepidation I packed up Hive Fleet Colossus, headed
down to the Carnage tournament and had an absolute blast! My
Zoats performed fairly well in spite of all the AP4 weapons and a
complete lack of any AP3 weaponry myself! As the frst time out
with the army, it was also a steep learning curve.
GAME 1 V CHAOS
This frst game was versus Christian Byrne's Chaos. I knocked
out his predator in the frst turn, but struggled for parity with all
the ranged weaponry, in particular autocannon toting havocs. I
managed to drop a Lord of Change in combat and keep enough of
the Zoats alive to steal it on table quarters occupied, in spite of the
fact Christian had taken out more of my army. 13 points to me.
GAME 2 V TAU
The board in this game seemed suspiciously tampered with on
the terrain front - a vast swathe of nothingness in the centre.
My only chance was to try and close on the Tau fast, but with
standard trundling warriors chasing stealth suits, I was only ever
second best! My only saving grace was the sheer ineptitude of the
Hammerheads. If they'd been hitting more often, I'd have been
even more toast! 3 points to me.
GAME 3 V EMPEROR'S CHILDREN
Bizarrely I was pretty much outshooting the ECs early on in
this game. When the Keeper of Secrets and deep striking Lord
arrived I managed to see them off with my warriors, while my
Tyrant started romping through some squads. The overall battle
was very, very bloody. I ended up with about 5 warriors, my Tyrant
and my Zoatifex left. My opponent had just a dread, and no-one
scored any table quarters! I just shaded it with 13 points.
GAME 4 V BLOOD ANGELS
This was my ultimate nightmare. I don't suffer much from
escalation, but that didn't help me shooting his tactical squads
which were either out of range or managed to save. When the
tornadoes and predators came on I was losing 4 or 5 warriors a
turn, and I had nothing that could reply. I couldn't even damage
the death company in combat! Heavy bolters are defnitely a Zoats
nemesis! 0 points to me.
GAME 5 V GUARD
Tom Cullin's Praetorians playing a take and hold. I must admit
I was lucky with the table edges and gave him an edge with not
a single piece of terrain to sit in. The Guard were spaced out
fairly well to avoid my blast templates, but by the time I got in
59 Firebase issue 2 December 2006
range to shoot, I was killing guardsmen in droves. A unit of Ogryns
bounced off one of my units of warriors, but a Commissar/Offcer
powerfst combo caused me a few problems, before succumbed to
warrior numbers. I ended up with several scoring units next to the
objective, making a close game seem more in my favour than it
should have been. 17 points to me.
Overall, I had a great time. And was very pleased with my best
army nomination and the reaction that the Zoats got (although
several times I was greeted with a blank face by a passing younger
gamer who asked what they were). My painting was defnitely the
least competent of all the other Best Army contenders, but it was
great that the conversions and originality was recognised in the
nomination!
As for the Medusa V campaign I fared even better and actually
had the best Tyranid results out of two factions. I think there might
be something in this all-Warrior army after all!
STAGE 5 THE CONTI NUI NG EXPANSION OF
COLOSSUS
After the Carnage Tournament and Medusa V, I decided I wanted
some additional, faster moving, combat power and commissioned
Jeff Wilhelm (Dragon Forge Design www.dragonforge.com) to
sculpt me a leaping Zoat lower body. These have been cast up in
resin so I can start building a unit of leaping warriors. Im sure
youll agree the results are fantastic and Im looking forward to
building and painting these.
- Jon Boyce
60 Firebase issue 2 December 2006
61 Firebase issue 2 December 2006
necromunda zombie campaign
HIVE
OF THE

LIVING
DEAD
O
riginally a reanimated corpse of voodoo origin,
then grossly put to other purposes by the western
world to make outrageous accusations about nuclear
waste, radiation and the sins of humanity; zombies have
had a massive presence in pop culture since the 70s.
Weve all seen The Living Dead Trilogy and Shaun of the Dead (if
you havent rent them now!) and Id bet my good right painting arm
that the majority of people reading this have had at least one game
involving the shambling, moaning, fesh eating undead gribblies
that are zombies.
RUN ZOMBI E! RUN!
Those of you who have seen 28 Days Later and have a copy of
the Outlanders book will know exactly what I mean. In the original
Necromunda rules plague zombies moved 2D6 inches. The scary
thing is that the average roll on two dice is 7, with 6 and 8 being
close behind. This meant that very often the supposedly slow
shambling zombies were running, not shuffing after the gangers.
In many cases the zombies could sprint between 10 and 12 inches,
quickly catching up with the living and dragging them down. I for
one think that running zombies are just not fair.
The idea behind zombies is that there are hundreds of the
blighters. You can run, but you cant hide because theyre
everywhere. Gradually they will get you, whether it takes hours,
days, weeks or months. Thats the horror of zombies.
A single D6 for movement makes more sense. Besides, no one
is going to want their favourite ganger Crazy Bob McFlimFlam and
his gang of miscreants being bundled and torn limb from limb in
a matter of seconds. This way theyre slow enough for the gangs
to run around, but still potentially fast in the right circumstances.
Best of all, when they are all moving at totally random rates it
makes them unpredictable.
STOP MOANI NG
Heres an example of a zombie campaign for you. The best
thing about it is that you will only need 20 zombies to do it. Thats
one boxed regiment of Warhammer Fantasy Zombies for hours of
groaning, moaning fun. Although if you want to go really crazy, you
could buy 180 zombies for a 1,500pts Lost and the Damned plague
zombie army for Warhammer 40,000 and then convert a Resident
Evil style Tyrant with a big manky chaos mutation sprue arm to
lead it and count him as an aspiring chaos champion.
When painting and modeling zombies for your games of
Necromunda its important not to paint them very well. Im sure a
62 Firebase issue 2 December 2006
few of you pro level painters will want to make them unparalleled
masterworks, but in truth all you need is a little drybrushing, some
red wash splatters around the mouth, wounds and hands and youre
read to do the zombie shuffe.
Heres a few I made earlier from looting the FIREBASE bits box.
I made my zombies from a mix of leftover Imperial Guard
Catachans, Cadians and Zombies. Catachans are great for zombie
conversions because they look pretty dreadful and gormless to
begin with. Their heads are perfect. Besides, theres nothing quite
so amusing as putting a huge and beefy Catachan upper body on
puny little zombie legs. Another great thing about modeling zombies
is that if youre short on arms, it isnt a problem and actually looks
more characterful. I couldnt resist converting a zombie with just
one leg and no arms! Without further ado, on to the campaign
itself.
THREE STAGES
In mimicry of George A Romeros Living Dead Trilogy, the zombie
crisis escalates with each scenario. First there are a few zombies
roaming the countryside. By the second stage the majority of the
population are running for their lives. By the fnal stage civilization
has been replaced with thousands of zombies and the few survivors
are holed up and on the brink of sanity.
EXPERIENCE
Generally this is the same
for all of the zombie campaign
scenarios unless stated
otherwise.
Each Gang member receives
+D6 experience for surviving a
mission.
Each Gang member receives
+5 experience for wounding a
zombie.
Each Gang member receives
+10 experience for hitting,
wounding and killing a zombie
with a single shot.
Unlike other scenarios,
gang leaders do not gain any
experience for completing the
mission.
Gangers do not gain
experience for wounding or
killing downed zombies.
ZOMBIE SKILLS TABLE
When rolling for an
experience increase, any
ganger, heavy, leader or
juve that rolls a 2 or 12
(pick a skill from any table)
may choose to roll on
the Zombie Hunter Skills
Table.
63 Firebase issue 2 December 2006
D6 Roll Result
1 Hip Shooting: The ganger has become adept at feeing
between the rows of reanimated corpses and fghting
them off with a good dose of lead poisoning. The model
can run and fre a pistol, but will be at -1 to hit.
2 Distraction: The ganger has become great at making
enough noise to draw the undead towards him. If he
remains stationary and forfeits his shooting phase,
the model can distract D6 zombies and move them
directly towards him.
3 Ace in the Hole: The ganger has picked up a high
explosive on his travels and says its his only way out
of this hell. If the zombies get him, hes taking them
with him! The explosive can only be used if the model
is downed in close combat by a zombie. The ganger
pulls the pin, detonating the explosive, killing himself
and taking all models within D6 Out of Action.
4 Struggle: Able to shakes off a sea of grasping hands,
the ganger can fght his way out of the thick of it. Any
Zombies that are multiple fghters in hand to hand
combat do not receive the usual +1 bonus to their
combat resolution.
5 Head Shooter: The ganger has become an expert at
blowing the heads off the undead. This ability works on
zombies only. When a zombie has been hit by a shooting
attack, if a ganger with this skill can roll equal to or
under his ballistic skill, he has achieved a headshot and
killed the zombie outright.
6 End It All: Overwhelmed by everything theyve done
and seen these past few days, the gangers mind has
fnally cracked and they shoot themselves in the head to
escape the nightmares of this world. The ganger is dead.
Remove him from the roster, but the rest of his gang get
to keep his equipment, including his boots.
MISSIONS
These missions have been loosely described for you to modify
to match your terrain and miniature collection as well as any other
factors you might like to incorporate. Zombie scenarios should
be played on a 4X4 foot board where possible. This enhances the
feeling of claustrophobia and allows you to make the most of your
20 zombies by constantly respawning them from the table edge or
other terrain feature.
Its assumed that the gangs reload their guns and acquire fresh
ammo between each mission. However, its highly unlikely that they
will be able to go shopping at the trading post or collect income
(apart from scavenging) -there is a zombie outbreak after all.
Gangs do not make bottle tests and cannot voluntarily bottle out
in zombie scenarios.
MISSION 1: THE HOUSE
D6+2 of your gangers travel to a house on the outskirts of town
to collect protection money from the homesteaders as part of their
territorial income. When they arrive they fnd the surrounding area
flled with zombies. It looks like the time has fnally come to earn
that protection money.
SET UP
Place the house in the centre of the board. More scenery isnt
really necessary, but that shouldnt stop you from decorating the
area with rusty
pipes or twisted
and rotting
trees for added
atmosphere. The
family and gang
set up inside
the house while
20 zombies are
deployed evenly
64 Firebase issue 2 December 2006
along the table edges. Each time a zombie is killed, a new one
appears on the board edge at the start of the next zombie turn.
THE FAMILY
The Arbitrator should have control of the family, along with the
zombies. This way they can enhance the drama of the scenario and
increase the diffculty level if need be.
Profle M WS BS S T I A LD SV
Pa 4 3 4 3 3 3 1 7 -
Equipment: shotgun Old Bessie with solid and scatter rounds
Profle M WS BS S T I A LD SV
Ma 4 2 2 3 3 3 1 7 -
Equipment: rolling pin (counts as a club)
Profle M WS BS S T I A LD SV
Jimmy 4 2 3 3 3 3 1 6 -
Equipment: slingshot (range 8, Strength 3, 4+ ammo roll)
Profle M WS BS S T I A LD SV
Emily 4 2 2 3 3 3 1 6 -
Equipment: Kitchen knife
SURVIVING THE NIGHT
Ideally, the gang can try and hold out until morning, when the
Arbites will arrive and cleanse the area of zombies. Morning is a
massive 12 turns away! By this time they may have run out of
ammo and things will be getting desperate. On turn 12 the game
ends. If at least half the gang is in the house when the game ends,
they keep their territory, if not, they lose it and must cross it off
their roster.
Alternatively, if its all going pear shaped, the gang can choose to
get the family out and make a run for the table edge. By escaping
off any table edge, the gang will ensure its survival and take the
family with them.
EXPERIENCE
On top of the usual experience system, there are some minor
alterations.
Each ganger receives an additional +D6 experience per family
member alive at the end of the game.
If the gang has control of the house at the end of the game,
each ganger receives +10 experience.
JUVE
If Jimmy kills at
least 5 zombies in this
scenario he joins the
gang as a Juve with the
experience he earned
during the game.
MISSION 2:
FLEE THE
CI TI ES
Before moving on to
mission 2, you may wish
to play a few regular
Necromunda games.
The Scavengers scenario is a great game to
represent gangs taking advantage of the chaos
and lack of authority created by the epidemic.
The zombie outbreak has spread faster
than anyone could have predicted. The city is
overrun with the undead, transport systems
and emergency services have broken under the
strain of feeing people. Your gang is trapped
and must make their way out on foot.
RENDEZVOUS
Roll a D6 for each of your gang before the
game starts. On the roll of a 1 they dont show
up to meet the rest of the gang. Chances are
that theyre dead or trapped somewhere. The
gang cant risk going back for them. Remove
them from your roster, along with all their
equipment.
SET UP
Sprinkle the board very liberally
with as much scenery as you can
muster to represent what was once
a busy and thriving settlement.
If possible, the roads should be
cluttered with as many abandoned
cars and trucks as possible. Place
the gang within 6 of the southern
board edge, then set up 20 zombies
evenly across the entire board. No
zombie should be any closer than
10 to any ganger or other zombie.
The gang always gets the frst
turn.
GETTING OUT ALIVE
The aim is to get from the
southern table edge, navigating
terrain and zombies to get to the
north edge and off the board.
Gangers can kill zombies on the way if they
like (and they may have to). For each zombie
killed, a new one shuffes on from the west or
east table edges.
continues on page 77
Firebase issue 2 December 2006
66 Firebase issue 2 December 2006
battle report
LETS
GET
THE
TRUCK
OUTTA HERE!
T
he Settlement of Poxbourne has been overrun with
the living dead! Its up to your gang to escape the
growing horde in an abandoned truck. Te only problem
is actually getting to it.
The game takes place on a 4ft X 4ft table with 4 buildings and an
abandoned truck with enough space to carry a 10-man gang.
One building should be placed at each table edge, within 12 of
the table edge, although you can mix up the terrain however you
like so long as the gang can give the zombie horde the slip if things
get rough.
The gang sets up within 8 of their table edge, having just run
on. Around 20 zombies are placed up to 12 on the opposite side
of the board.
The gang has to make their way to the abandoned truck, get one
of their gang inside, start the engine and make their escape from
either the left or right hand side of the board, probably mowing
down zombies as they go. You can increase the game diffculty by
not leaving the keys in the ignition and force the gang to hotwire
the vehicle over a number of turns.
The truck can move 6 at slow speed and 12 at fast speed.
At slow speed the truck can make as many turns as it needs and
models can hop on and off without penalty. However, if the truck
moves over 6 it can only make up to two 45-degree turns per
movement phase. Models cant jump on or off unless they pass an
initiative test on a D6. If they fail, they sustain a Strength 6 hit.
Similarly, if the truck moves to run someone down, the potential
road kill must roll under his or her initiative to get out of the way.
ZOMBI ES
Name M WS BS S T W I A LD SV
Zombie D6 2 0 3 3 1 2 1 4 -
Weapons: Basic weapons, hands, teeth and drool.
Special
Zombie shuffe:
Zombies drag themselves forward on rotting limbs, urged on by
their decaying brains to fulfl their only instinct - to feed!
Zombies roll a D6 for their movement each turn. This cannot be
doubled for charging. You must roll separately for each and every
zombie on the board.
67 Firebase issue 2 December 2006
Plague:
If a zombie wounds a ganger in combat theres a high chance of
them turning into one of the undead. Instead of the rolling on the
downed chart as normal, roll on the zombie-nibbling chart below:
Zombie Nibbling Chart
D6 roll Result
1 Argh! The ganger is badly clawed, but not bitten.
Better luck next time zombie boy!
2-5 One of them! The ganger falls to the ground, covered
in deep bite marks.
The ganger will get back to his feet as a zombie
in D6 turns.
6 Feast! The zombie begins to devour its prey, drawing
other zombies near.
The zombie that won the combat (and any other in
base contact) must spend the next D6 turns feasting
on the deceased. Meanwhile all zombies within close
proximity will move towards the feast to join in. Once
the body has been devoured the zombies will move off
in search of fresh prey.
Back From The Dead!
Each time a zombie is removed from
play, another will stagger out of a nearby
building in its place. Allocate a number to
each of the 4 buildings and then roll a D4
for each dead zombie at the start of the
undead turn. The respawned zombie will
then stagger D6 out of the building.
No Brain, No Pain:
Zombies feel no pain and therefore cannot be pinned or suffer the
effects of fesh wounds. They are also immune to psychology.
Zombies are very stupid and will quite happily walk off buildings,
through sludge pits and into large industrial mincing machines to
reach their prey. As a result, zombies will always move towards
the nearest living model, going around obstacles when they block
their movement.
Knocked Down:
When a zombie is hit and wounded, roll on the downed chart as
normal. On the roll of a 1 the zombie sustains a fesh wound and
continues to move without penalty. If you roll between 2 and 5
the Zombie is knocked off their feet by the shot and continues
to crawl 2 towards their prey each turn. However, if they are
engaged in combat they are considered as being down and are
taken out of action, even if they managed to crawl into combat.
On the roll of a 6, the zombie is killed and removed from play.
A crawling zombie rolls on the down table until they either get
back up by rolling a 1, or roll a 6 and are removed from the board.
68 Firebase issue 2 December 2006
Name M WS BS S T W I A LD
Sniper Sid 4 3 3 3 3 1 3 1 7
Ganger armed with a lasgun.
Name M WS BS S T W I A LD
Dead Eye 4 3 3 3 3 1 3 1 7
Ganger armed with a lasgun and an autopistol
Name M WS BS S T W I A LD
Automatic Al 4 3 3 3 4 1 3 1 7
Ganger armed with an autogun
Name M WS BS S T W I A LD
Silent Sam 4 3 3 3 3 1 3 1 7
Ganger armed with a laspistol with silencer and a lasgun.
Name M WS BS S T W I A LD
Pistol Pete 4 3 3 3 3 1 3 1 7
Ganger armed with a stub gun and an autopistol
SURVI VE AGAI NST THE ODDS
The Crazy Clements gang is fresh off the streets. They were
unable to earn a great deal of experience having failed to save
homesteaders from their zombie luncheon fate and feeing the
undead infested settlement. After neglecting the opportunity to
become better fghters in the earlier missions, this scenario could
prove quite a challenge.
Name M WS BS S T W I A LD
Bolter Barry 4 4 4 3 3 1 4 1 8
Leader armed with bolt gun and bolt pistol.
Name M WS BS S T W I A LD
Juice Box Jimmy 4 3 3 3 3 1 3 1 7
Heavy armed with a heavy stubber.
69 Firebase issue 2 December 2006
GAME SET UP
The Crazy Clements run 8 on from the board
edge, past the ramshackle building, which could be
home to any number of zombies. The zombie horde
is deployed within 12 of the opposite table edge
TURN ONE
The Crazy Clements casually approach the
advancing zombie horde and take aim. Bolter Barry
shows his gang how its done by decapitating the
frst zombie in a spray of geyser of gore. Automatic
Al follows suit by blowing the brains of another out
of the back of its skull. The rest of the gang miss
pathetically.
You couldnt hit a cows arse with a banjo! Said Bolter Barry.
The zombies shuffe forward, theyve caught the smell of hot
human meat and two more of them stagger out of the buildings to
the left and right.
TURN TWO
The Crazy Clements hold their ground and take aim again. Maybe
theyll hit something this turn? Bolter Barry is just grateful they
know which way round to hold their rifes.
Short, controlled bursts lads.
Juice Box Jimmy lets fy with his heavy stubber downing
a zombie and cutting another apart in a hail of hot lead
before his ammo went dry.
I said short, controlled bursts! Barked Bolter Barry
as he blew a fst-sized hole in the nearest zombie, but
it wasnt enough to knock it down. Dead Eye unloaded
a clip into the things chest, but the creature shambled
forward without even noticing.
The rest of the gang missed their targets and Bolter
Barry wondered if hed hired juves instead of gangers by
accident.
Attracted by the noise of gunfre, the zombies hasten
towards their prey and a new zombie emerges from the
doorway behind the Crazy Clements.
70 Firebase issue 2 December 2006
TURN FOUR
In a moment of madness, Juice
Box Jimmy turns his empty heavy
stubber round to use as a massive
club and charges the nearest
rotting zombie while the rest of
the gang provide covering fre. He
smashes the reanimated corpse
into a lifeless pulp and then falls
back towards the rest of the Crazy
Clements.
Bolter Barry blows an arm
from a zombie, knocking it down
as it crawls to feed on its own
dismembered limb, then staggers
back to its shaky feet.
TURN THREE
The stench of rotting bodies is overwhelming and the gang falls
back from the advancing line of
undead.
Bolter Barry takes aim at the zombie
in the doorway and blows him apart
before slapping a fresh magazine into
his prize bolt gun.
Dead Eye knocks another zombie
down with his lasgun while the rest
of the gang miss their targets yet
again. Moans and groans drown out
the gunfre as fve of the undead are
almost upon them!
71 Firebase issue 2 December 2006
Dead Eye covers a zombie with laser burns from his
lasgun, but the creature just groans and continues to shuffe
forward.
The rest of the gang spectacularly miss again, except for
Silent Sid, who has been rather silent up until now. He opens
fre on the nearest zombie, melting its head in a terrifc burst
of las-blasts.
Another zombie appears from the building on the right and
staggers up the stairs before falling over the balcony to get
closer to the gangers.
TURN FI VE
It was only a matter of time until the zombies would
be chewing on the gangs entrails. Bolter Barry had to
come up with a plan and fast!
If the gang could make their way around the building
on the right, they could escape the horde of undead
shambling down the centre of the board and run past
them down the fank to the truck, then make their
escape.
Bolter Barry takes out another zombie with his
bolt gun, while Juice Box the clubber Jimmy cracks
open a zombies skull and pulps what is left of its grey
matter.
While the undead horde advances, another zombie
emerges from the building to the right, dragging a
lead pipe behind him. Meanwhile a zombie staggers
out of the building beside the truck and begins the
long shuffe up the table.
72 Firebase issue 2 December 2006
TURNS SIX TO ELEVEN
Run for it lads Bolter Barry yelled, as the gang made their way
round the back of the building, away from the advancing zombies.
As the zombies continued towards their prey, the lead pipe
dragging zombie staggered over the edge of the building to drop
down in front of the gang, in range to nosh on someone next turn.
Juice Box I love clubbing Jimmy raced in with his heavy stubber
held high before anyone could get a shot off, not that they would
hit anything with their poor aim.
The zombies head detached in a single swing, Jimmy seriously
wondered if hed ever bother fring his heavy weapon ever again.
The Crazy Clements run as fast as they can to the bottom right
of the board with the zombies in surprisingly hot pursuit. It must be
all the excitement of lively prey.
More zombies emerge from the building beside the truck. This
could make things a little tricky as the closest zombie groans loudly,
alerting the others who turn around and rapidly pursue the gang. I
cant believe how many 6s the zombies rolled for movement!
TURN TWELVE
Pistol Pete charges the closest zombie to hold it off while the
rest of the gang make for the truck. He gives the groaning creature
a good whack or two with the butt of his stubgun, but its just not
enough as the zombie gets a good grip on his right arm. It doesnt
look good!
Juice Box Jimmy makes a run for the truck and smashes another
zombie apart on the way with his new club.
The rest of the gang take up fring positions and down two of the
zombies by the truck in a hail of gunfre, but in all the excitement,
Silent Sam downs expends his lasgun power pack and draws his
Autopistol.
73 Firebase issue 2 December 2006
The zombie that has a frm grip on Pistol Petes arm takes a
big meaty bite! Pete goes down screaming as the zombie rips out
his throat, painting itself in gore. Pete convulses and dies as the
plague takes hold. We roll a D6
TURN THIRTEEN
While, the rest of the gang leg it towards the truck, Juice Box
Jimmy stamps on the head of the downed zombie crawling towards
him.
With Pistol Pete out for the count and the zombie horde
approaching, Automatic Al charges into combat and caves in his
undead opponents skull with the butt of his autogun. Can one
man alone hold back the approaching horde?
TURN
FOURTEEN
Automatic Al rushes
into combat with the
next rotting rival who
proves a lot tougher.
Al fres a shot into the
zombies midriff, but
to no avail. The staring
lifeless hungry eyes
and groping hands of
six zombies suddenly
surround him.
Emperor preserve
me!
74 Firebase issue 2 December 2006
The rest of the gang leap on the back of the truck as
Juice Box Jimmy starts up the truck with a loud rumble,
drawing out a one legged zombie from the doorway of
the nearby building who starts to lollop along as the truck
pulls away.
Automatic Al sticks his knife through the ear of the closest zombie,
sending it squirming to the foor before swinging his autogun in an
arc to strike two more, but the unliving things show no sign of pain
and snatch wildly at his improvised weapon.
TURN FIFTEEN
Lets get the truck outta here! Juice Box Jimmy slowly drives
the truck away, but its not enough to stop the one legged zombie
from climbing onto the trailer!
The gang on the truck open fre on the one-legged zombie and
riddle it with holes, but even Bolter Barry cant bring the zombie
down. It does its best to stand as it sways with the movement of
the truck.
Automatic Al grapples with the increasing number of zombies
and pulls his knife out of the downed zombie, spilling its brains and
killing it before thrusting the knife into the chest of another.
TURN SIXTEEN
Silent Sam and Sniper Sid shove the one legged zombie off the
back of the truck and watch it tumble with satisfaction and break
its neck when it lands. One less undead fesh muncher to worry
about.
Dead Eye takes aim at the zombies approaching Automatic Al,
but doesnt shoot for fear of hitting his fellow ganger.
What are you waiting for? yelled Bolter Barry, Hes already
dead!
Shoot it man! Shoot it in the head!
75 Firebase issue 2 December 2006
The remaining zombies stagger towards the speeding vehicle
and try their best to climb on. Their heads meet with the metal of
the speeding truck, sending them groaning into the
dirt and one of them under the crushing wheels.
But brandishing a lead pipe, one of the zombies
manages to hang on and pull itself aboard!
Mug him!
The three gangers heft the zombie over the side
and watched it disappear with a large bump under
the wheels of their chariot.
Automatic Al and Pistol Pete were gone. The
Crazy Clements had escaped, but it wasnt the
end, not by a long shot.
Automatic Al continues his struggle with the ever-increasing
zombies until his fallen comrade Pistol Pete comes back from the
dead for a bite to eat.
Pete! Nooooo!
Pistol zombie boy Pete takes a bite out of Als face and the
feeding frenzy begins! The other zombies move in as the stench
of fresh meat catches on the wind and their ears fll with the
Automatic Als dying screams.
TURN SEVENTEEN
Pete! I said leave him alone!
The truck ploughs through the gorging zombies, turning them
to mush under its wheels, painting the sides of the vehicle dark
crimson and leaving a trail of destroyed and mangled bodies in its
wake.
Only seven zombies are left standing around the truck until Dead
Eye and Bolter Barry fnish off another two with highly accurate
headshots.
76 Firebase issue 2 December 2006
LOOKING BACK
Wow, what a game that was! If we hadnt been rolling so high
for the zombies movement each turn I think we would have had a
much easier game.
Individually zombies are rubbish, but because it takes so much
to kill them, in large numbers theyre pretty much unstoppable.
The Crazy Clements gangs inexperience really hurt them in
this game and as a result they very rarely hit their targets, but
even if they had, would they have killed that many more zombies?
Statistically they wouldnt have. Even if they did, it would have
made zombie respawning even more frequent. So I guess that this
scenario should be ideal for a gang of any level because theyll only
make it harder for themselves.
Events could have played out very differently. Did Automatic Al
have to sacrifce himself to allow the rest of the gang to escape?
If he hadnt, would the truck have been stormed with zombies as
the Crazy Clements tried to make a quick getaway? Could the gang
have gotten away with charging the zombies en masse to fght
their way through to the truck? Who knows, but you can always
play this scenario yourself and fnd out!
- Adam Smith & James Le Grys
77 Firebase issue 2 December 2006
continue from page 65
MISSION 4: ESCAPE
Having acquired transport, the gang makes their way to another
settlement seeking refuge, but when they arrive, the city is flled
with wandering zombies. The air is flled with the sound of roaring
engines as a shuttle fies overhead, then drops beneath the
buildings at the end of the road. Thats when the gang realise that
the structures up ahead have been barricaded into a makeshift
fort, surrounded by Adeptus Arbite sentries. Seeing no alternative,
the driver prepares to crash through the barricade
SET UP
The fort is placed in the centre of the board and consists of 4
buildings with a barricade perimeter around them. The shuttle waits
in the middle of the buildings. 20 zombies are placed around the
barricades, each D6 away from the walls and spread evenly. The
Adeptus Arbite sentries are placed strategically inside the complex.
The gang always gets the frst turn and can enter from any board
edge. They can be accompanied by their truck, which will alert the
sentries, or they can try a stealthy approach on foot.
STEALTH OR BRAVERY
If the gang chooses the stealth option, each ganger moves
on from any board edge rather than being deployed. However, if
they choose the less subtle drive their transport at the barricade
approach, their truck (or whatever else they have) is deployed 12
on from any board edge. The sound of the rapidly approaching
vehicle will alert the Arbite sentries who will then act normally.
GANG TRANSPORT
The gang transport has an armour value of 10 all round. To
make the game quick and easy we suggest you use the 4th edition
Warhammer 40,000 vehicle rules. If the truck crashes into a wall it
is counted as being destroyed and any passengers will be wounded
on a roll of 4 or more.
WALLS & BUILDINGS
The makeshift barricade walls have been built high enough to
keep the zombies out, but can be climbed over by smarter creatures,
like gangers. However, due to the height, it takes a whole turn to
climb over a barricade and across to the other side. Obviously, due
to their height, buildings cannot be climbed. If the gang crashes
their transport into a barricade, the wall will collapse, but at the
same time, the transport will become immobilised.
78 Firebase issue 2 December 2006
ZOMBIES
The zombies have their attention frmly focused on the fort and
its bright fashing lights, but they know they cant get in. Roll a D3
and a scatter dice for each zombie to determine their movement
and direction. If they walk into a wall or barricade, they will stop.
However, if a zombie can draw a line of sight to a ganger, they will
begin moving towards them at a speed of D6 per turn. As soon
as a gunshot is fred, all the zombies will be drawn to the sound of
it and move in that direction, only changing direction if they see
potential prey and will move towards that instead.
ADEPTUS ARBITES
The Arbites follow the rules for sentries as outlined in the Rescue
scenario. There are 4 Arbites armed with executioner shotguns
or bolters and 1 with a grenade launcher, carrying frag and krak
grenades.
Profle M WS BS S T I A LD SV
Arbite 4 4 4 3 3 3 1 8 4+
IMPERIAL SHUTTLE
The shuttle is heavily armoured and cannot be damaged by any
weapons in play. Any gangers or even zombies within 2 of the
shuttle door may embark. The shuttle is piloted by a mindless
servitor who cannot be hurt or infected by zombies. Once given a
verbal command, the servitor will take D6 turns to make the shuttle
take off, incinerating everything inside the fort with its thrutsters.
GETTING OFF THIS ROCK
The game ends when the shuttle takes off, transporting whoever
makes it aboard to safety, or when the entire gang is taken out of
action.
MULTIPLE GANGS
If youre playing a larger campaign, you can have more gangs
all attacking the fort and battling to get on the shuttle at the same
time. In this scenario you may need more zombies and a small
Imperial Guard platoon to hold them off. Of course, there are only
10 seats in the shuttle, making the struggle for survival all the
more desperate.
EXPANDING THE CAMPAIGN
GUNS DONT KILL PEOPLE, ZOMBIES DO
If the gangs are getting too big for their boots, or just for a little
variety, nothing inspires fear quite like a zombie with a gun. A simple
las pistol, auto pistol or even a shotgun does the trick. Zombies
will always hit on a 6 regardless and take ammo rolls as normal.
There should be no more than 3 gun totting zombies in the pack.
While the chances of a zombie hitting and wounding someone is
79 Firebase issue 2 December 2006
very remote, any ganger hit could quickly fnd themselves pinned,
leaving them helpless for a whole turn.
HEROES OF THE HOUR
If you feel that the gangs are too weak, or your players are
too incompetent to make it through without some assistance, they
can encounter Zombie Hunter Heroes along the way. These can be
tailored to your own preferences to imitate your favourite movie
heroes, has-beens and video game characters. Heroes cannot gain
experience and are treated in a similar way to a hired gun, except
that you dont pay them.
Heres an example.
Name M WS BS S T I A LD SV
Ash Campbell 4 4 4 4 4 3 1 7 -
Equipment: Shotgun with man stopper rounds and an eviscerator.
Skills: Fistful of Boomstick (Ash automatically passes ammo rolls
for his shotgun), Rapid Fire Shotgun (Ash may fre his shotgun
twice is he remains stationary.)
THAT THANG DONT KI LL YOU
IT MATES WI TH YOU
While zombies are a popular, cinematic and an obvious
choice of plague like creature to infest your Underhive,
let us not overlook the less common and limitless array
of beasties that can eat, absorb and fondle your gangers
in all sorts of hideous ways.
GENESTEALERS
While someone in your gaming group is bound to have
a plentiful supply of Genestealers, I would advise staying
away from these. While you may like to reenact ALIENS,
your gangs will be torn to shreds in a couple of turns.
Genestealers are far too fast for anyone to deal with
until the gangs have gained quite a lot of experience.
Even then, they should only be introduced in small numbers. Brood
Brothers and Hybrids on the other hand would be fne and open
up all sorts of avenues. Perhaps it would be best to have a single
Genestealer as the young patriarch of a new Genestealer Cult who
could grow in power as the campaign develops?
THE RATS IN THE WALLS
The most common Necromunda creature of them all; the humble
mutie rat. Whether they spit venom, are covered in spikes or simply
leap for the jugular is up to you. Its unlikely youll be able to supply
enough rats to make a good go of things, but an invasion of mutant
rat men could be the way to go. Anyone with a Warhammer Fantasy
Battle Skaven army will become your new best friend.
SLUDGE JELLIES
A popular Necromunda creature, although rarely seen as they
are confned to water features and pools of gangrenous flth,
sludge jellies are mutated jelly fsh like creatures with a paralyzing
barbed sting at the end of each tentacle. If the Underhive was ever
fooded the sludge jellies would quickly rise to the top of the food
chain. Emperor knows what other forms of aquatic life would follow
them up from the sump? A gigantic white sludge jelly perhaps? One
capable of destroying whole towns and fipping battle tanks? This
sounds like a job for Inquisitor Ahab!
These are just some of the creature features
you could run among Scaly territory wars, mutant
uprisings and Daemon incursions making life a living
hell. The most important thing about this sort of
campaign is to make it diffcult and challenging. All
of the gangs should lose plenty of members along
the way, but be able to make it to the end with a few
good men. They should have become expert zombie
hunters by then. Good luck and may your zombies
always shuffe six!
80 Firebase issue 2 December 2006
hobby in-depth
FOR
A
FEW
ZOMBIES MORE
For fast and furious zombie action thats quicker than a
Necromunda campaign, look no further than Kill Team. Youll need
30 more zombies for this one!
Profle WS BS S T W I A LD SV
Zombie 3 0 3 4 1 1 1 2 5+
Fearless, Furious Charge, Slow and Purposeful
SPECI AL ZOMBI E RULES:
RENDING:
Every weapon counts as rending against zombies in the shooting
and assault phase. Sniper rifes rend on a 4+. This is to represent
the headshot.
ZOMBIE HORDES:
Whenever 3 zombies have been killed, they regenerate into
another brute squad at the start of the zombies turn. Roll a scatter
die and place the new squad 6 inches strait in from the spot the
table edge the arrow points to.
81 Firebase issue 2 December 2006
SPECIALISED KITS:
The only Brute Squad Specialised Kits available to the zombie
player is Extra Brutes and Las-Traps. The Las-Traps were not set
up by the zombies but rather by those few who held out against the
zombies and are now long dead. Extra Brutes cost 25 points.
SPECI AL SCENARIO RULES:
NUMBERS:
This game is designed to use 10 3-man Brute squads on a 4x4
table.
BECOMING AWARE:
When a zombie brute squad becomes aware of the Kill-Team
they will make regular movements in as direct a route as possible
towards the Kill-Team.
MAKING NOISE:
When the Kill-Team makes an overt noise by fring their weapons
or assaulting every zombie squad within 12 inches hears the
commotion and becomes aware of the Kill-Team.
HEAVY WEAPONS:
These weapons are great at taking out large amounts of targets
but this comes at a cost. Instead of the normal Making Noise rule
when ever a heavy weapon is fred every zombie squad within 18
inches becomes aware.
BARRICADES:
The Kill-Team can elect to spend a turn building or tearing down
a barricade and do nothing else. The barricade is 6 inches long and
counts as impassible terrain. The Kill-Team player may place the
barricade anywhere within 3 inches of the Kill-Team. Zombies that
move within base to base contact with the barricade spend 1 turn
tearing it down and may not assault.
TURNING INTO A ZOMBIE:
Whenever a wound is taken by the Kill-Team roll a D6. On a 3+
the model doesnt die but has been bitten and infected instead. The
model remains fully under the control of the Kill-Team player. After a
number of turns equal to the models toughness the model turns into
a zombie, taking on the zombie stat line, and immediately charges
82 Firebase issue 2 December 2006
the Kill-Team. After this has happened once in the campaign the
squad can elect to spend 1 round killing a bitten model and doing
nothing else. Doing this does not Make Noise. If the mission ends
before the model turns, simply count it as dead. The Kill-Team will
still be able to kill bitten models from this point forward.
TARGETING:
The Kill-Team may split its fre among as many brute squads as
the Kill-Team player wishes.
ZOMBI E KI LL-TEAM CAMPAIGN
Your ship has received several odd reports from a nearby planet
about an invasion from within the local citizenry. Shortly after these
reports were sent, all contact was lost. A platoon was sent to quell
what was thought to be a riot but it has been two weeks and they
still have not reported in. Your commander, growing uneasy about
the situation, has decided to send in your team to investigate.
1. Escape Your team has arrived on the planet only to fnd
it has been overrun by the living dead! Rotting corpses baking
in the sun have flled the air with a foul stench. Debris litters the
area: remnants of a last
stand. Your team must
make it from your drop
site to a more secure
location.
THIS IS A STANDARD
ESCAPE MISSION.
2. Recover Your
team has made its way
to a small stronghold and
barricaded the entrance.
Unfortunately, in the
need for a hasty escape,
your communication
equipment was heavily
damaged. You need to
scavenge enough parts
to repair it.
The Kill-Teams
stronghold should be
two stories tall and have two entrances with a single barricade at
each entrance. The Kill-Team may pass through the strongholds
barricades as though it where diffcult terrain. It should be placed
on one of the table corners for each mission unless otherwise
specifed. From now on the Kill-Team will start every mission from
its stronghold.
Place four loot counters evenly spaced around the board. The
team must move within base to base contact with each counter and
then return to their stronghold.
3. Rescue You have managed to repair your radio but the
signal isnt strong enough to reach your drop ship. You did manage
to make contact with someone though. He has blockaded himself
in a nearby building and has asked for your help. As a bonus, he
is a comms technician and thinks he can boost the signal of your
equipment with the parts you have.
83 Firebase issue 2 December 2006
Set up a building on the opposite end of the board from the Kill-
Team stronghold with the model to be rescued inside. Place three
of the brute squads within base to base contact of the entrance.
These squads will not move away until they are aware of the Kill-
Team. The Kill-Team has to make their way across the board, kill
the zombies at the entrance, remove the barricade and escort the
model inside back to their stronghold. The technician is armed with
a laspistol and has the following stat line:
Profle WS BS S T W I A LD SV
Technician 3 3 3 3 1 3 1 7 5+
After the technician has been
saved the Kill-Team player takes
control of him for the rest of the
campaign but he cannot leave the
stronghold.
Optional After the Kill-Team
has reached the technician they
will be informed of a nearby armory
the technician located through
security cameras. If the Kill-Team player wishes he can go into the
armory and scavenge supplies. The armory is located within 24
inches of the technicians building but no closer to the Kill-Teams
strong hold. If the Kill-Team does this roll d3+3 and multiply the
result by ten. The Kill-Team player may choose that many points of
equipment from the armory list.
4 Assassinate With the help of the technician you have
managed to make contact with Command. You have reported back
that it seems to be a plague that is spread through open wounds.
Although you have requested immediate pickup, Command has
pinpointed the location of the originator of the plague. They will
need its remains if anything is to be learned of this disease. Hunt
down the originator of the plague, kill him and drag his corpse back
to the stronghold. The Originator replaces an entire brute squad
and has the following stat line:
Profle WS BS S T W I A LD SV
Originator 4 0 5 3 4 2 2 4+ -
Fearless, Furious Charge
6. Last Stand This is it! Your team has made so much noise
killing the Originator that every zombie within a fve mile radius
knows where you are! Now you just have to hold out until help
arrives.
Place the Kill-Teams stronghold in the center of the board. All of
the brute squads can be placed no more than 12 inches from the
edge of the table. Klaxon Counters arent being used this game.
All the zombies are aware of the Kill-Team and will head strait for
them. This mission lasts for 13 turns. On turn 13 start rolling for
reserves with the modifed chart below. When reserves show up a
drop ship appears and the mission ends.
Turn 13 14 15 16 17+
Roll 6+ 5+ 4+ 3+ 2+
ARMOURY
At the start of each mission the Kill-Team player may decide
to move the deployment of or redistribute equipment to different
models. The items listed here are only available if the Kill-Team
does the optional portion of mission three and the items must be
placed before any zombies are set up.
SENTRY TURRET
For 15 points each (Up to a maximum of two) a sentry turret
may be deployed anywhere on the board by the Kill-Team player.
Each sentry turret is armed with a twin-linked heavy bolter with an
armor value of 9 and a ballistics skill of 2. The sentry turret may
Heresy Miniatures make some
great creature models to be the
plague originators
84 Firebase issue 2 December 2006
not be moved until the next mission. If destroyed the turret is gone for the
rest of the campaign. Turrets may be deployed in the following manner:
Point Defense: The sentry turret is set up with a fxed fre arc. It will
engage targets up to 24 inches away which are within a fxed 90 degree arc
and in line of sight.
Sentry Mode: The sentry turret is set up to fre at any enemy which
comes near. It will fre at the nearest enemy target within 12 inches to which
it can draw line of sight.
CLAYMORE MINE
For 10 points each a Claymore Mine may be deployed anywhere on the board
by the Kill-Team player. Each mine is command activated by the technician.
The mines will only fre when the Kill-Team player wishes and only if the
technician is still alive. Claymore Mines are Template, ST5, AP4. After the
start of the mission the Claymore Mine may not be moved. Once a Claymore
has been used, it may not be used again until the next mission.
- Leigh Kade
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