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    EMP IRKNIGHTLYORDERS

    Right: The BlackKnights of Morr,commander

    converted fromVoland's Venators,by Kevin Martin.

    Left: Sebastian van Bruekele 'Knights of the Blazing Sun, usingChaos teed heads.~ ~ ~ - - - - - - - - - - - - - - - - ~ ~ - - - - ~ ~ ~ ~ ~

    Left: Knight of the 19(JnTailed In com and

    Right: More Knights of theBlazing Sun, this time byGary Pet rson. Notedifferent plastic. hield .

    You '1 / find rules for newKnIghtly Orders on page 11 ofthis magazine. a well as acomplete army list for tbem.

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    EDITORIAL

    The new editor deals with rowdy production staffWelcomeall to CitadelJournal 431The first thing you will notice from CitadelJournal 42 is the change of editor. Ihave nowstepped in teve' shoes (thankfully onlymetaphoricallyl) and taken the helm.After his long reign Steve has stepped aside toconcentrate 00editing Warmaster MagazineandTownCryer, so he hasn't gone too far. In fact hehasn't actually gone anywhere, he is still at thesame desk!Sowhatwill the new editor mean to the magazineitself?Well for years the Journal has been a 'by

    HEAD FANATICJervis Johnson

    EDITORWarwick KinradePRODUCTION

    Andy HallWarwick KlnradePROOF READINGDarius Hlnks &Richard Williams

    COVERWelsemann's Charge,picture by Tony Cottrell,

    garners for garners' fanzine, crammed withweirdness and madness, but the advent ofFanatichas changed this somewhat. Obviously, eachspecialist game has its own magazine now, so theJournal is left to cover Warhammer andWarhammer 40,000*."But aren't Warharnmer and 40KWhite Dwarf'remit?" I hear you cry.Wellyes, but our task issomewhat different to theirs. The CitadelJournalwill be working closelywith MailOrder to bringyou rules, army lists and modelling ideas forWarhammer and 40K's vast back catalogue ofminiatures. The process has already started withHarlequin and Genestealer Cults and continuesthis issuewith EmpireCrusaders. Weare also theplace to find rules for the latest Forgeworldmodels.All this doesn't mean we don't want yourcontributions. Weare looking forwriters, paintersand modeLlersto work on our articles and thebest way to get noticed is to send samples in. .A sever your thoughts and comments for the MailBagarewelcome. 1hope you enjoy this issue.

    Warwick Kinrade

    ,. and from issue 44 a regular Blood Bowl section

    CITADEL JOURNAL 43 CONTENTSEmpire Crusader Armies ZA new army list for Empire players based around the Knightly Orders and led by aGrand Master. Plus background, conversion Ideas, rules for new Knightly Orders,Reiksmarshall Kurt Helberg, and a new scenario, 'The Shifting Sands of Hammurabi'.A joint effort by Space McQuirk. Andy Hall and Alessio Cavatore.Imperial Armour Q and A Z'orne questions and answers from the Imperial Armour book byWarwick.Gotre.kand Felix Z2Rules for including the Old World's greatest heroic duo in your games onv,uhammec.Rapier Laser Destroyer Z8U ing the Rapier in LmperialGuard and Space Marine armies, byJervis Johnson.Maximlllian Welsemann's Baneblade 54One of greatest Baneblade tank aces of the lrnperluru, the legendary MaximWianWeisemann. Background, rules and painting guide by WaIWlckKincade and Tony'Panzer' Cottrell for this cool Forgeworld model.FanaticIt just keeps on rolling in! More models and magazines from the balland chain wieldingfrothers.

    42

    Mall BagYour letters.

    44Gaming ContactsWhere to lind all of the best hobby dubs.

    47

    Trading PostThe joumal's veryown free dassifieds column. 48

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    DCRUSADES

    When all the Knights of one Order are calledupon by their Grand Master to fight for a veryimportant cause, a crusader army is formed.With few exceptions, the army will be madeup entirely by the Knights and their men-at-arms, with a few other units sent by an alliedElector Count.The most famous crusade was of course in theImperial year of 1448 when the joint forces ofthe Empire and Bretonnia marched south tofree Estalia from the evil Sultan ]affar. AfterJafar fled back to Araby the Empire followedmaking sure he would never bother the OldWorld again.Araby remains a dangerous place and manycrusades are still tasked to cleanse thisgodless expanse, the Araban's are not the onlyenemy the crusaders encounter for theUndead are rife, especially in the westerndeserts.

    In the modern Empire Crusades are rare butnot unheard of. TIley are often undertakenwhen populations of Beastmen break fromthe dark woods, Orcs raid the Empire'sborders, the Undead march frOID the south orChaos once more invades from the North.A crusading army is an excellent opportunityfor Empire players to field whole armies ofarmour-clad knights. TIle Empire books havealways hinted at the many and varied KnightlyOrders that Inhabit the Empire. So this articlegives you a chance to design your own colourscheme, heraldry and background for such anorder. The special rules I've given for KnightlyOrders gives you a chance to personalise yourknights further and Alessio has also providedus rules for the greatest swordsman in theEmpire, Kurt Helborg.So without further ado, may Sigmar bless yourlance and Charge!

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    THE CRUSADEAGAINST ARABY

    In the year] 448 Sultan jaffar, the despotic rulerof Araby invaded Esralia with a massive army.Despite heavy resistance, the Estalians weresoon overcome and Ja f fa r enslaved thousandsof Estalian captives, sending them back toArabyThose that survived the perilous crossingwould be sold at the slave markets of lashiekinto a life of hard toil under the unbearableheat of the Araby sun. At the news of theinvasion, panic spread throughout the OldWorld. King louis the Righteous of Bretonnlaimmediately sent emissaries to Altdoef. TheElector Counts called for council and, eventhough a state of civil war was running rifethrough the provinces, for a short while allhostilities ceased. Each Count voted to lend asmall number of their own standing army to thecause. Together, a vast army of Knights wasraised to repel the invaders and they rodethrough Bretonnia where they joined up withKingLouis's force at Brionne. As the huge alliedforce entered Estalia, the Sultan realised hestood no chance against the combined might oftwo great nations and fled back to Araby. OnJya rebel Sheikh who went by the name of Emirme Cruel dared to face the wrath of the mightyforce, fortifying his position in the capital ofMagritta.As the cru ading Knights pursued the Sultanthey came across me burning remains of entirevillages that had been put to the torch byjaffars retreating army. Few had been sparedthe spiteful wrath of the Sultan, and the sight ofthe murdered innocents horrified the Knights.Those survivors they found begged the Knightsto pursue jaffar and free their loved ones fromthe torment of a life spent in shackles. TheEmpire Knights swore an oath to deliverSlgmar's vengeance against every single manresponsible for these crimes. They would vi itSultan jaffar's own cruelty upon his people,they would carry their swords to Araby itself.A small force of Knights stayed in Estalia androde to Magritta. In a siege tbat wouldeventually last for eight long years, the Knightsfinally defeated Emir and freed Estalta. The. allied force continued to chase down theSultan who had by thrs time sailed back toAraby. They amassed a fleet and set saiJ acrossthe Great Ocean in close pursuit. The crusaderslanded at the famous spice port of Copher, but

    for the cruel heat the anny made

    CRUSADED

    slow progress and Jaffar was able to retreat tohis city of El-Haikk. For one long year thecrusade marched to Ei.-Haikk.,but during thistime many of jaffars tribesmen becamedisillu toned with his tyrannical rule anddeserted him. In a great battle on the desertplains outside of the city. the crusading armydefeated the force of Sultan jaffar. The sandwas stained red with the blood of the dead andjaffar himself was slain, a Bretonnian lancepiercing him through the back as he Oed thebattlefield. With the defeat of the Sultan theBretonnians were content to return to theirKlngdom, their honour intact.But the Empire Knights had vowed to humdown every one of the murderous dogs andfree the slaves, as well as gather plunder. Manyof the Sultan's defeated force had fled into themountain ranges close to the city ofMartekk. Asmall band of Empire 'Knights remained inAraby to hunt down tile bandits. As theypursued tile Arabians into the rugged terrainthey stumbled across all manner of strangebeasts. Reports tell of vultures of monstrousproportions that would swoop down from memountain peaks and carry away a fullyarmoured Knight and his steed. Ferocious wildcats attacked any lone Knights that fell behindthe main group and me Knights deemed it agreat feat of bravery to slayone ofme great catsin single-handed combat. They would take theanimals pelt as a trophy of their prowess andwear it as a cloak.It is said mat the Order of Knights pursued andtracked down the remnants of jaffar's army to aman. They showed them no mercy for they badshown themselves to be sadistic killers. Thepeople of the region grew to fear the Knightsand named them the Knights Panther andJaguar due to the skins of the great cats theywore atop their armour as trophies of theirstrength.The mountains in which they hunted downjaffar's outlaws became known as The Eye orThe Panther. To this day the nomads andtribesfolk still talk in awe of the legendaryorder. Bythe time they had finished their questand returned home, tales of their valour andthe great riches they had found had alreadyspread throughout the Empire. They wererecognised as an official order by the ElectorCounts and granted the freedom of the' realm.To [his day the Knights Panther remain one ofthe rna t honoured, and wealthiest, Orderswithin the Empire.

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    ARABY

    C R E A T O E S E R I 'Of A R A B Y ~ "

    THE 'LANDS OFARABYCRUSADER ARM Y LISTHere are the rules for using a variant on theEmpire army. If you wisb to play a Crusading

    Empire army then use the foUowing lists insteadof those published in the Empire Armybook.The Crusading Knights Armylist follow the samestrict guidelines given on page 24 and 25 of theEmpire Army book. For ease of reference we'veincluded the Character and Troop tables below.Characters are divided into two broad categories:Lords (the most powerful characters) and Heroes(the rest). The maximum number of characters anarmy can include Is shown on the chart below.Army ValueMax Characters Max Lords M a xHeroesless than 2,000 3 0 32,000 Of'more " I 43 ,OUO Or more 6 2 64,000 or more 8 3 8each +1,000 +2 +1 +2

    4

    Troops are divided into Core, Special and Rareunits. The number of each type of unit availabledepends on me army's points value, indicated onme chart below.ArmyvaJue Core Units Special Units R a r eUnitsless [han 2,000 2+ 0-3 0-12,000 or more 3+ 0-4 0-23,000 or more 4+ 0-5 0-34,000 or more 5+ 0-6 0-4each +1,000 +1 min +0-1 +0-1In some cases other limitations may apply to aparticular kind ofunit. This is specified in the unitentry. For example, the Swordsmen Core Unitentry is accompanied by a note explaining that amaximum of one unit of thts kind can be includedin the army.

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    TEM PLAR GRAND M ASTERI A LdPoints/model: 160

    TWS BS S WGrand Master 4 6 3 4 6 4 9Weapoos: Hand weapon, lance, full plate armour & shield.Mount: A Grand Master always rides a barded warhorse.(Tbe cost of the Grand Master's equipment is included in the points cost).Options:

    A Grand Master of the Order of the White Wolfmust replace his lanceand shield with a cavalry hammer (+6 pts) unless be is buying a magicweapon.

    May choose magic items chosen from the Common or Empire magicItems lists with a maximum total value of 100 pts. If he buys a magicweapon then this replaces his hand weapon and lance, and if he buysmagic armour or a magic shield then these replace his normal armouror shield respectively. The points for any equipment replaced are losr.

    Special Rules:You canfield a Grand Master only ifyour army contains a unit of Knightsof the same Order. Seepage 12 of the Empire Army book.Tbe Grand Master. Seepage 12 of the Empire Army book.

    I~W IZAR D LOR D PotnlS/model: 190M ws BS S T W I A W

    WIZard Lord " 3 3 3 " 3 3 1 8Weapons: Hand weapon.Mount: A WIZard Lord always rides a warhorse.Magic: AWizard Lord is a Level 3 Wizard. He may choose one of the followingteres. Fire; Metal; Shadow; Beasts; Heavens; Light; Life; Death.Options:

    May be upgraded to a Level 4 WIZard for +35 pts. The warhorse can have barding (+6 pts). May choose magic items from the Common or Empire maglc itemslists, with a maximum total value of 100 pts.

    When the Knights of anOrder pick up arms toStart a Crusade it willalmost certainly be leadby their Grand Master.Powerful Wizards havealso be known to jointhe Crusades for theirown arcane ends.Lords are severelylimited in number andare quite expensive,but make the best armyGenerals.

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    Knight-Captains aregreat warriors andcommanders of theOrder. They will beprominent members ofthe Inner Circle and theGrand Master's mosttrusted men.Knight-Captains mayon1y join withregiments of Knights.Warrior Priests will jointhe crusades as they seeit as an excellentopportunity to slay theenemies of Sigmar. TheWarrior Priests will aslikely be seen leadingthe common soldieryinto a fanatic zeal asaccompanying theKnights on a charge.

    KNIGHT -CAPTA IN Points/model: 78T W A LdWS BS S

    Knight-Captain 4 5 3 4 4 2 5 3 8Weapons: Hand weapon, lance, full plate armour & shield.Mount: ABarded warhorse.Options: Maychoose magic items from the Common or Empire rnagtcitems lists,with a maximum total value of 50 pts. If he buys a magicweapon thenthis replaces his hand weapon and lance, and if he buys magicarmouror a magic shield then these replace his normal armour or shield

    re pectively.The points for any equipment replaced are lost. Ooe Knight-Captain in the army may carry the Orders sacred BattleStandard for +25 pts. The Battle Standard Bearer can have any magicbanner (00 points limit). but if he carries a magic banner he cannotcarryany other magicitem." WARR IOR PR IE ST Points/model: 95M ws BS S T W I A LdWarriorPriest 4 4 3 4 4 2 4 2 8Weapons: Wachammer (hand weapon).

    Options: May choose either a ecood warhammer (+4 pts), or a two-handedhammer (great weapon. +4 pts). Maywear either light armour (+2 pts), or heavy armour (+4 pts),and mayalso carry a shield (+2 pts). Mayride a warhorse (+10 prs), which can have barding (+4 pts). Maychoose magic Itemsfrom the Common or Empire magic items lists.with a maximum total value of 50 pts,

    Special Rules (Seepage 16 of the Empire Army book):Blessing of Stgmar; Righteons Fury; Prayers oj Sigmar.

    BAT TL E W IZARD Points/model: 60M WS BS A LdT W I

    BattleWizard 4 3 3 33 7Weapons: Hand weapon.Magic: A Battle WIZardis a Level 1 Wizard. He may choose one of thefollowingLores:Fire; Metal; Shadow; Beasts;Heavens; Lighr,Life;Death.Options:

    Maybe upgraded to a Level2Wizardfor +35 pts, Mayride a warhorse (+10 pts), which can have barding (+4 pts). M.aychoose magic items from the Common or Empire magic itemslists,with a maximum total value of 50 prs.

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    KNIGHTS OF THE ORDER Points/model: 23M WS BS S T W I A Ld COREKnlght 4 4 3 3 3 1 3 1 8

    First Knlght 4 4 3 3 3 1 3 2 8 UNITSWarhorse 8 3 0 3 3 1 3 1 5

    Unit Size: 5+.Weapons and Armour: Lance, hand weapon, full plate armour & shield.Mounts: Barded warhorse.Options:

    Upgrade one Knight into a Musician for +8 pts. Upgrade one Knight intO a Standard Bearer for +16 pes.o A Standard Beare!' may carry a Magic Standard worth up to 50 pts. Promote one Knight to a First Knight for +16 pes.

    0-1 KN IGHTS OF TH E INNER C IR CLE Points/model: 26M WS BS S T W 1 A Ld

    Knight 4 4 3 4 3 1 3 1 8First Knight 4 4 3 4 3 1 3 2 8Warhorse 8 3 0 3 3 1 3 5

    Unit Size: 5+.Weapons and Armour: Lance, band weapon, full plate armour & shield.Mounts: Barded warhorse.Options:

    Upgrade one Knight imo a Musician foe +8 pts. Upgrade one Knight into a Scandard Bearer for + 16 pts. AStandard Bearer may carry a Magic Standard worth up to 50 pts. Promote one Knight to a First Knight for + 16 pts.

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    present on thebattlefield. All Knightsmust be from the sameorder.If you wish to field aKnights of the WhiteWolf Army then replacetbe Knights of theOrder entry with theKnights of the WhiteWolf (25 points permodel, replace lancewith cavalry hammer)which is on page 30 ofthe Empire Army book.You can have anynumber of units ofKnights of the WhiteWolves. You may haveone unit of WhiteWoLves of the InnerCircle, which 28

    andof4.

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    COREUN IT S

    While Knights form themajority of a crusadingarmy an allied ElectorCount will send anyState Troops he canspare.The more specialisedState Troops such asHuntsmen and Pistoliersare absent as theirconstant presence isneeded in their homeprovince in case ofattack or invasion.State Troops can befielded as individualunits, as Parent Unitsand as Detachments.

    HALBERDIERS Points/model: 6M WS BS W A LdT4 3 34 3 3

    33

    33

    33

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    1 72 7ergeant

    Unit Size: 10+.Weapons and Armour: Hand weapon, halberd & light armour.Options:

    Any unit may be equipped with shields for +1 pts/model. Upgrade one Halberdier into a Mu ician for +5 pts, Upgrade one Halberdier inro a Standard Bearer for +10 pts. Promote one Halberdier to a Sergeant for + 10 pts.

    ~ SPEARMEN Points/model: 6- M WS BS S T W I A LdSpearman 4 3 3 3 3 1 3 1 7Sergeant 4 3 3 3 3 1 3 2 7

    Unit Size: 10+.Weapons and Armour: Hand weapon, spear & light armour.Options

    Any unit may be equipped with shields for + 1 pts/model. Upgrade one Spearman Iota a Mu idan for +5 pts. Upgrade one Spearman into a Standard Bearer for + 10 pts. Promote one Spearman to a Sergeant for + to pts.

    0 -1 SWORDSMEN Points/model: 7M WS OS S T W 1 A Ld

    Swordsman 4 4 3 3 3 1 4 1 7Duellist 4 4 3 3 3 1 4 2 7

    Unit Size: 10+Weapons and Armour: Sword (hand weapon), light armour & shield.Options:

    o Upgrade one Swordsman Iota a Musician for +; pts,o Upgrade one Swordsman into a Standard Bearer for + 10 pts,o Promote one Swordsman to aDuellist for +10 pts.

    --- -0 -1 ARCHERS Points/model: 8

    M WS OS S T W I A LdArcher 4 3 3 3 3 1 3 1 7Marksman 4 3 4 3 3 1 3 1 7

    Unit Size: 10-20.Weapons and Armour: Bow& hand weapon.Options:

    Promote one Archer toaMarksman for + 5 pts.Special Rules:

    Skinnisbers. Archers always fight in skirmish formation.

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    ~ CROSSBOWMEN Points/model: 8M WS 8S S r W I A Ld

    Crossbowman 4 3 3 3 3 1 3 1 7Marksman 4 3 4 3 3 1 3 1 7

    Unit Size: 10+ .Weapons and Armour: Crossbow & hand weapon.Options

    o Upgrade one Crossbowman into a Musician for +5 pts,o Upgrade one Crossbowman into a Standard Bearer for +10 pts.o Promote one Cros bowman. to a Marksman for + 5 pts,

    FR E E COM PAN IE S Points/model: 5M WS BS S T W I A Ld

    Fighter 4 3 3 3 3 1 3 1 7Sergeant 4 3 3 3 3 3 2 7

    Unit Size: 10+.Weapons and Armour: Free Company fighters are armed with a haphazardcoUection of weapons, including swords. daggers, halberds, bludgeons andpistols. However, for game purposes aU models in a Free Company unit countas being armed with two hand weapons, regardless ofwbat weapons tbey areactually wielding (since it tends to be their mo t common weapon choice).Options:

    Any unit may be equipped with light armour (+1 pt per model) . Upgrade one Fighter into a Musician for +5 pts,o Upgrade one Fighter into a Standard Bearer for +10 pts.o Promote one Fighter to a Sergeant for +10 pts.

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    SPECIALUNITSSpecial Unitsextremely specialisedtroops that appear onthe battlefield less oftenthan basic regiments.There is a maximumnumber of Special Unitsthat can be fielded, andthis varieswith the sizeofthe army (see p.3).Knightly Orders areloathe to employmercenaries but whenmustering a large army totravel to far offplaces it issometimes necessary.

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    is amaximum number

    of RareUnits that can befielded, and this varieswith the size of the army(see page 3).

    Flagellants will join acrusade. They see thecrusade as a goodopportunity to sacrificethemselves in a righteousfrenzy.

    KN IGHTS OF AN ALLIED ORDER Points/model: 23M ws os S T W A Ld

    Knight 4 4 3 3 3 1 3 1 8First KnigJu 4 4 3 3 3 1 3 2 8Waihorse 8 3 0 3 3 1 3 5

    Unit Size: 5+.Weapons and Armour: Lance, band weapon, full plate armour & shield.MounfS: Barded warborse.Options:

    Upgrade one Knight into a Musician for +8 pts. Upgrade one Knight into a Standard Bearer for + 16 pts. A Standard Bearer may carry a Magic Standard worth up to 50 pts. Promote one Knight to a First Knight for + 16 pts,

    0 -1 FLAGELLANTS Points/model: 11M ws BS S T W I A Ld

    Flagellant 4 2 2 3 4 1 3 .2 10Prophet of Doom 4 2 2 3 4 1 3 3 10

    Unit Size: 5-30.Weapons and Annour: Flail.Options:

    Promote one Flagellant to a Prophet of Doom for + 12 pts.Special Rules:

    Crazed The Flagellants are Immune to Psychology, never take Breaktests and automatically pass any and all Leadership tests they arerequired to take. Flagellants cannot flee as a charge reaction and wtll jalways pursue a broken enemy. A unit ofFlagellants may never bejoinedby character models.

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    CRUSADES 11They are a small but much respected orderwith a distinguished history. They were thefirst of the Knightly Orders from the west totravel to Nuln and join with Magnus. Theknights take great pride in their weapons andabilities. They can often be seen charging onthe battlefield in their highly polished andresplendent armour of black and gold.The Order has developed a technique usingtheir polished mirrored shields to focussunlight onto the enemy's face as they charge.This disorientates and dazzles the poor foolsjust before they are charged down.Blinding Ught: +3 points per model. (+8Inner Circle)Before you charge with the Knights roll a d6.A roll of one means there is no sun (it'sraining or overcast) and so me Blinding Lightcannot be used this charge. Any other resultmeans there is enough sun light for meKnights to dazzle their enemies as theycharge. The enemy unit being charged whichopts to stand and fire is at an additional-l tohit due to the light being directed into theirface.

    KNIGHTLYORDERSTo further characterise your Crusade army

    here are some experimental rules for thedifferent Knightly Orders of the Empire. Ifyouchoose to play one of the orders below thenall that Order's units must take the upgrades,you cannot have some units with the specialability and some without. You can also trythese rules for the Knights in a standardEmpire army. You will need units of Knightspainted in suitable colours and heraldr so it isobvious to your opponent which KnightlyOrders are present on the battlefield.The Empire is home to the many KnightlyOrders that protect its boundaries andpeoples. These are cults and brotherhoods ofelite, armoured warrior that recruit from thesons of Imperial nobles. An Empire army is asreliant on its heavy cavalry provided by theKnightly Orders as it is the solid blocks ofinfantry and devastating war machines. If theEmpire is threatened then an order mayembark upon a crusade.The points cost shown is to beadded to the basic cost of theKnight (23 points). Knights ofthe Inner Circle must addadditional 5 points per model.

    KNIGHTS OF THEBLAZING SUN

    The Knights of this order arelocated deep in the South ofMiddenJand.

    REIKSGUARD KNIGHTSThe Reiksguard Knights form the bodyguardof the Emperor. The Order was first foundedduring the reign of Wllhelm, thefirst Emperor of the lineage ofthe Prince of Altdorf. DevoutTempJars of Sigmar,Reiksguard Knightsswear to give theirlives to protect the

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    U=CRUSADES

    Emperor, who is the living incarnation ofSigmar. Their Grand Master is theReiksmarshall of the Empire Kurt Helberg,commander of all the Empire forces, secondonly to the Emperor himself. Reiksguardtraditionally wear silver armour with red andwhite trim and decoration.Stubborn: +5 points per model. (+ 10 InnerCircle)Reiksguard are highly disciplined and fiercelyloyal especially in their roll as tbe Emperorspersonal bodyguard. Reiksguard are Stubbornas described on page 85 of the WarhammerRulebook.

    KNIGHTS PANTHERThe Knights Panther trace their origins to thewars against Araby; when rerurning crusadersbrought back outlandish animals from theeast. Some of these Knights adopted thepanther as their emblem creating the Order ofthe Knights Panther. The Knights of this orderwear armour of dark blue and silver.Arabian War-Horses: +8 points per model.(+ 13 Inner Circle)The Knights Panther ride horses with a blood-lineage from the great steeds of Araby. Whencharging you may add an extra D6 inches ontothe Charge range. (Cannot be used with the

    Steel Standard).Note: The KnightsPanther'S sister orderthe Knights Jaguar mayalso have the sameability.

    BlACK KNIGHTS OF MORREncased in obsidian black armour and deathlysilent when on battlefield. They are the darkguardians of the Empire. When parents wishto get their children to sleep at night they tellthem that the Knights of Morr will come forthem unless they rest. Held in a mixture offear and respect by the Imperial military andthe other Knightly Orders no one can doubttheir martial prowess as they despatchenemies with silent efficiency. There are manydark whispers about the secret rites involvedin becoming a Knight of MarcFearless: + 6 points per model. (+ 11 InnerCircle)The Black Knights ofMorr are immune to theeffects of Fear and Terror as described in theWarhammer Rulebook.

    KNIGHTS OF THE TWIN-TAILED ORBTheir shields proudly display the emblem ofthe twin-tailed comet - the sigil of Sigmar, andtbe colours blue, orange and yellowpredominate on their armour. The Knights area religious sect located high in the MiddleMountains. They believe Sigmar has joinedwith the comet and now looks down upon theEmpire searching for fearless warriors to joinhim in his celestial abode.

    Zealous: +10 points per model.e +15 Inner Circ.le)The Knights of the 'IWin-TailedOrbare fanatical Ternplars who charge

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    into battle with the religious intensity of aWarrior Priest. When charging the Knightsgain an extra attack for the first round ofcombat only.

    SONS OF MANNANThe Sons of Mannan worship the Empire godof the Sea. They are a widespread order withmany temples, particularly in coastal towns inthe North, where worship of the sea god isneeded to calm the infamously rough Sea ofClaws. When the Knights go to war they wearturquoise and white armour and are oftenaccompanied by a Priest of Mannan who willbless the Knights weapons shortly before theycharge into battle.Blessing of the Sea God: +12 points permodel. (+ 17Inner Circle)The Knights may re-roll any misses on theirfirst round of combat.

    KNIGHTS GRIFFONTbe Knights Griffon are arguably the mostdrilled and militaristic order in the modemEmpire. Their daily rituals mostly consist ofstrict martial training. A veteran KnightGriffon is the epitome of discipline andsoldiery on the field of battle. They wear dark

    green and gold.

    CRUSADESUWell Drilled: + 10 points per model (+ 15Inner Circle)The Knights Griffon are so well trained theymanoeuvre as a unit with seamless efficiency.A unit of Knights Griffon may re-form at thebeginning of the tum (as described on page50 of the Warhammer rulebook) they maythen move or charge at half rate (Movement of4, Charge range of 8). Ifyou intend to Chargethen you must declare it as normal.ConclusionThese rules are designed to add character toyour units of KnightlyOrders rather than turnthem into beardy death-dealing gamewinners. A large unit with its special abilitywill still be a considerable investment so theymust be used wisely, especially if you haveupgraded it to Inner Circle status.ifyou intend to use the above rules then yourunit of Knights should be painted in theappropriate colours. This is not to say thatyou can't make up your own Knightly Orderand then use one of the above abilities, aslong as your opponent knows about it and thebackground for your Knightly Order fits inwith the rules used.

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    Above: Knights of the BlazingSun. Their uiarborses havebeen given the Chaos steedheads, by Seb van Bruekelen.Right: Knights of the lWinTailed Orb converted fromthe plastics by Seb.

    Above: Reiksguard standardby Seb 14

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    RE IKS MARSHALL,CAPTAIN OF THEREIKSGUARDI(URT HELBORGKurt Helberg can be taken as a Lord choice forEmpire and Crusading Knight armies. Hemust be fielded exactly as presented here andno. extra equipment Dr magic items can bebought for him.

    Kurt Helborg is the Captain of the ReiksguardKnights and one of the Emperor Karl Franz'smost trusted military commanders, He isreputed to. be the fine t sword man in theEmpire. As Captain of the Reiksguard KnightsHelberg is leader of the nation's mostly deadlywarrior CDrpS.He is also the ReiksmarshaUof the Empire, commander of aU theEmpire's forces, second only to theEmperor himself. As such he has often led

    CRUSADESD

    the army into. battle, and is one of the mostexperienced generals in the Old World.

    M WS BS STWIALdKurt Helberg 4 7 3 4 4 3 6 4 9

    3 3 1 3 1 5arhDrse 8 3 0Points: 370Weapons: RunefangArDlour: Dawn armourMount: Barded warhorseSPECIAL RULESThe Grand Master. See page 12 of theEmpire bookMAGIC ITEMSRunefang. See page 20 of the Empire bookDawn ArDlour. See page 21 of the EmpirebODkSigiJ of SigDlar. See page 21 of the EmpirebDOkRod of Command. See page 22 of theEmpire book

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    DCRUSADES

    THE SH IFT INC SANDS OFHAMMURAB I , Im per ia l Year 1459,vThen the undead army of feared TombWKing Philzhar the Scarab Lord

    unexpectedly withdrew from the gates ofCopher and marched into the desert thecrusading order of the Knights Jaguar pu rsuedwith zealous ferocity. For a day and night theKnights galloped after the Undead army whichalways managed [0 stay ahead of them - like amirage on the horizon, just out of reach. Fortwo days they gave chase, across the barrenrocky lands. Eventually the dust clouds of theenemy chariots led them into a narrow sandyvalley, sandstone cliffs rising sharply on eitherside. At the other end of the canyon stood theScarab Lord's army in battle formation.The Grand Master ordered his men fromcolumn of march into a battleline, preparingto attack. He had Philzhar at bay, trapped withnowhere 0 run. The Scarab Lord's reign ofterror was soon to be ended.Then, as the Knights prepared to charge,skeletal hands rose from the shifting sandsgrabbing at the horses' hoofs and makingthem rear and buck uncontrollably in fear. Itwas only then that the Jaguar Grand Masterrealised they had been led into a trap. Thiswas no ordinary desert valley, but the cursedsands of Hammurabi, the place where inancient times, or so legend has it, a mad King

    bad ordered his entire army buried alive inunderground tombs, so that they wouldaccompany him into the afterlife.Undead creatures began to rise from thesands robbing the honourable Knights of thecharge and creating panic in the ranks.Philzhar's main force advanced on the alreadyengaged Knights. A desperate retreat ensued.Eventually, after suffering heavy casualties,only a few of the Knights Jaguar managed toescape the valley. The Grand Master wa s lastseen being dragged from his horse andvanishing beneath the sands.The survivors fled to Copher with wild tales ofa cursed valley and sands that came to life.Many of tbe survivors had been driven insaneby the horror of the ambus and nobodybelieved their story. To this day the valley ofHammurabi remains a myth.mE RESTLESS DEADOverview: An Empire Crusading army hasbeen drawn into a trap. Widl a large Kbemriforce at one end of the battlefield and otherKbemri units rising from the sands the Empireforce must break out and re-group.Armies: The Empire player may choose up toan agreed points level from the Crusading list

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    on pages 3-9 of this issue. The Khemri playermay choose up to the agreed points level fromthe Tomb Kings of Khemri army list.Battlefield: Use the Deserts of Araby terraingenerator on page 227 of the Warhammerrulebook.DEPLOYMENT1. Before any deployment the Khemri playerassigns up to one third (in points) of his armyto be concealed in the shifting sands.2. The Empire player starts to deploy first. Hemust set up in the centre of the table 18inches from the long edges of the table and

    CRUSADEs:D)

    24 inches from the short edges of the table.3. The Khernri player deploys his maio forceup to 12 inches inon a predetermined short.edges of the board.4. PLayers take it in turns to deploy theirremaining units with in the confinesdescribed in points 2 and 3. (see the PitchedBattle scenario on page 199 of theWarhammer Rulebook).Who goes first? The Khemri player.Length of Game: The game lasts for 6 turns.Special Rules: At the start of the Khemriplayer's turn he may role a D6 for each unitthat rests beneath the sands. On a roll of 4+the regiment has risen from the desert floor.The Khemri player may place tbe unitanywhere on the board - even into to combat.

    Units that are risen straight into combat donot count as charging. The Khemri player mayroll again for any unrisen units at thebeginning of each of his remaining turns.Crusader forces may only leave theboard from the short edges (thelength sides are sheer sandstonecliffs).Victory Conditions: Thestandard Victory Points areused. In addition everyEmpire unit thatvoluntarily makes it offthe table counts towardsthe Empire playerstotal. So for example ifthe Empire player has aunit of Knights worth130 points and bemanages to move it offthe table then he gains130 VictoryPoints.

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    C r u s a d in g K n ig h t sTo compliment our Crusading Knights army list Mail Order have searched through theback catalogue to showcase our older Knightly Order Models,A COMPLETE KNIGHT CONSISTS OF: 1 x KNIGHT BODY, 1 x KNIGHT'S LEGS, 1 x ARMOURED HORSE (PLASTIC) 1 x PLASTIC SHIELD

    REIKSGUARD KNIGHT BODY 1020201301

    KNIGHT OF THE BLAZING SUNBODY 1020200201

    KNIGHTS PANTHERBODY 2020202402

    REIKSGUARD KNIGHT BODY 2020201302

    KNIGHT OFTHE BLAZING SUNBODY 2020200202

    KNIGHTS PANTHERBODY 1020202401

    KNIGHT'S LEGS020200903OPTIONAL EXTRA -METAL SHIELD - SO p

    020204603

    KNIGHT OFTHE BLAZINGSUN STANDARD BEARER

    BODY020200203

    GRANDMASTER OFTHEKNIGHTS OFTHE BLAZING

    SUN020200304

    KNIGHTS PANTHERSTANDARD BEARER BODY020202604

    GRANDMASTER OFTHEKNIGHTS PANTHER BODY020202505

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    ARMOURED HORSE 1100849,'3A ARMOURED HORSE 2100849104A

    K n i g h t - C a p t a i n s5 C om p lttrA COMPLETE KNIGHT CAPTAIN CONSISTS OF: I x KNIGHT BODY, 1.

    ARMOURED HORSE (PLASTIC) 1 x PLASTIC SHIELD

    HEROIC KNIGHT WITH WARHAM-MER020201304

    ARMOURED HORSEHEAD A ND TA IL 2

    l O O & 4 9 1 2 AComplete

    Annoured HorseSprues - E2

    A RMO UR ED HO RSEH E AD A ND T Al l 1

    1 0 1 J 8 A 1 W 1 A

    HEROIC KNIGHT WITHBROADSWORD020201305

    HEROIC KNIGHT WITHLANCE020201306

    K u r t H t l b o rgG r a n d M a st t r o r f h t R t i h s g u a r d6 C om p lttt

    KURT HELBORG, CAPTAIN OFTHE REIKSGUARD KNIGHTS

    KURT HELBORG, CAPTAIN OFTHE REIK8-GUARD KNIGHTS020202001

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    byWarwick KinradeIt seems tha ,at ougb blessed by the Machine God, the Imperial Armour book hasdeveloped a J e w minor malfunctions when exposed to the heat of battle (well rigor-g). Here are the answers to the most common questions.

    anks to everybody who got in touch. (Damn those typos!)Q. Which poi for the Lightning arc right,White Dwarf or Imperial Annour Rook?A . Sadly nettlJer! The actual points cost fortbe Ligb ng ~m be 148pts Tbat is defi-nitely ri t lbi! , fQ.Why arc th rules differentforcertain vehi-cles than origi aUy 10 the Journal.A . In tbe eantl t developed bis uebi-de design rule IuuJ the Imperial Armourvehicles needed 10 fit In wilh them. In allcases tbe ImpeHal Armour Book replacesrules publisbe /.. tbe/oumal.

    th alarnander cout

    'been"Q. The Manrico has different AP It r dunder the vehid and platform. Which j right?A. Ibis is a straight typo Theplatform Is cor-rect, bo hould eAP 2Q. Are the Conqueror and Destroyer gun'really only He vyA. Yes, ey aQ. What happens if a tlycr gets destroyed,doe it explod InmidA. Both either. It either e . lodes (kor crashes offi able, but tu cbeuereffect em tbe tabletop.Q. Cat m a rocke s under the air raft'new weapon I r b fitted to any Oyer asupgrades [or additional points cost?A. tlsuallv no, the weapons on the aircraftare fixe tb C 01 be upgraded unle s it

    says so. Tbat said, uie missed out the optionalupgrades for the Lightning. Add to theLigbtning Options: A Lightning may beupgraded to carry up to 4 Hellstrike rocketsat + 10 points per missile,Q. Can super heavy tank' hock other vehi-cles as well as infantry?A . No, super beaoy tanks can only tank sbockinfantry, Just like any otber tank They arejust better at illQ. Can. uper heavy tanks still fire whilst tankshocking.A . H~s,they can still fire as normalQ. If your Imperial Guard mechanisedinfantry company replaces its Infantry com-mand ection and Chimera with a SalamanderCommand vehicle doe this mean that troopswithin 12" of the Salamander gCI the leader-ship bonus as if it was a Lieutenant?A . No, tbey don't In effect the Lieutenant isnou: part of the 'alamander crew, he's notfightmg on the ground with his men.Q . If the Marauder takes damage as a SurerHeavy nk, h do y deal wl EngmcDamage? Flvers have an infinite Move,reducing it wouldn't really he damage (unlesst.........s~ t,lk We'JI be pu{2Ii.shing a Ie.W set if superbeal'Y flyer dwhage tab es to cove this. Fothe time being mil agelin.Q. Can AAweapons tire at gr und targeA . At\ uieapons can still fire at ground targets(IS normal. They can OIl(}J at fire at eitherground targets or aircraft In one turn. bow-euer lint both!

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    GotrekGotrek Gurnission is possibly the most, or theleast, successful TrollsLayerof this world. Hisquest to find death at the hands of a worthyopponent bas never been fulfilled, but io thesearch he bas sLain monsters, Skaven, Orcsand Beastmen beyond number! No oneknows why he shaved his head and took theSlayer's Oath and no one has ever had thecourage to ask him.

    ... and FelixFelix Jaeger's life changed immeasurably theday a Dwarf Slayer dragged him from underthe pounding hooves of the Emperor'sknights. After a drunken binge of massiveproportions, Felix was horrified to discoverthat he had sworn to record Gotrek's doom inan epic poem. Now this pampered son of awealthy merchant finds himself facingunimaginable evil all in the company of aninsane Dwarf sworn to face his own death!

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    Out with histook the skaven beneath the ribs, and cleaved upwards in search of its hean.

    The skaven gave an eerie high-pitched shriek, clutched its chest and died. It fell tothe ground even as Felix withdrew his blade from its chest.Felix glanced around at the Swirling melee. To his right he saw Heinz dash out thebrains of a skaven leader with the co h he held in his left hand, while he fendedoff the attack of another skaven with the blade he held in his right. Boris andStephan fought back-co-back in the teeth of the tide of rat-men. Somewhere in thedistance he could hear Gotrek's bellowed war cry.Right at this moment, it was difficult to tell how the fight was going. Themercenaries seemed to be holding their own against the skaven, and the battleseemed to have attracted the attention of others. Humans were pouring out of thenearby tenements. Some clutched bedpans and pokers and other improvisedweapons. Others carried swords and blunderbusses and other, rather more usefullooking instruments of destruction. It seemed that the citizens had decided thatthey would rather meet their end in battle with their foes than be burned to deathin their homes. That was good, thought Felix, for the mercenaries needed aU thehelp they could get as more and more skaven were being drawn through theblazing streets to the sound of battle.Even as he stood there, a severed head came flying out of the gloom, spinning,spilling blood from disconnected arteries, spraying all those below it with ashower of black raindrops. It arced straight toward Felix and he batted it asidewith his sword. Salty black fluid splattered his face and he fought the urge to lickhis lips to clean them. Looking down he saw that the head belonged to a hugeskaven warrior.He wiped his face with his cloak quickly, worried that something might takeadvantage of his blindness and stab him. Shaking his bead be moved forwardcautiously to where he could hear Gotrek shouting. Ahead of him he could see anenormous ruck. The Slayer stood poised atop what first Felix took to be anenormous mound of bodies but swiftly realised was a plague cart. Awave offurious skaven scrabbled to reach bim but were being hewn down by the awesomepower of the Slayer'S axe.In the distance, looming over the great mass of lesser skaven, Felix could see ahuge wedge of creatures he had come to think of as rat-ogres. Gotrek obvtouslysaw them too, for he dived from the top of the plague cart into the seething sea ofskaven. Within moments, his flickering axe had left a wall of broken and dyingbodies all around him as he thrust his way towards the giant monsters that werehis goal. Felix debated for onJy a moment whether to follow him and then pushedforward, shouting: 'Follow me, lads! Let's kill some bloody rat-men.'A s he hacked to left and right, he hoped the mercenaries were listening andfollowing, otherwise he and Gotrek were in for a hard time when they closed withthe rat-ogres.Ahead of them, Felix could see the rat-ogres. They loomed head and shouldersabove the crowd, monstrous creature, man- baped but with the heads ofimmense rabid rats. Vast boils erupted through their mangy fur. The stigmata of avariety of foul mutations marred their flesh. Each had paws the size of shovelswhich ended in claws like daggers. Huge tusk-like fangs dripping with saliva filledtheir mouths. Their bellows were audible even over the din of battle.

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    sight of urge tomercenaries following him felt the same way. The momentum of their charge wasdissipating as they contemplated the horrific appearance of their foes. Only Gotrekshowed no fear. He ploughed onward, unwilling or unable to be bothered by thefearsome nature of his foes. The rat-ogres were 00 more troubled by theTroIlslayer's arrival than he was by theirs. With an ear-shattering roar, they chargedrabidly to meet him.It seemed unlikely to Felix that anything could survive the mad rush of such hugecreatures. It was like expecting someone to be able to withstand the charge of aherd of elephants. Nothing should bave been able to withstand the onslaught ofthat huge mass of muscle and teeth and claws. For a moment, all heads turnedand even the skaven stopped their relentless advance to watch.Completely undaunted by the fact his opponents were twice his size, Gotrek cameon. His axe flashed, glowing red in the lurid blaze of the burning buildings, andone of the rat-ogres tumbled backwards, its leg chopped off at the knee. A s it fellthe Slayer's axe slashed back again and severed its arm. Clutching at the bloodystump with its good paw, the creature rolled over on the ground, writhing andshrieking.Another of the immense creatures reached out and made a grab for the dwarf Itsrazor-like talons bit into his ruddy flesh. Bloody droplets appeared on Gotrek'sboulder as the mighty beast raised him high above its head. It opened its hugejaws to the fulle t extension as if intending to drop the Slayer in and devour himinone bite. Gotrek brought his axe crashing down. Powered by all the awesomestrength of the Slayer's mighty arm, it smashed the rat-ogre's head in two. Blood,brains and teeth exploded everywhere. The Slayer went flying backwards throughthe air, propelled skyward by the reflex action of the rat-ogre' death spasm.Seeing the remaining rat-ogres begin their advance towards Gotrek's recumbentform, Felix mustered all his courage and shouted;: 'Charge! Charge) Let's sendthese foul vermin back to the hell that spawned them.'NO( daring to look back over his shoulder to see if anyone was following him, heraced forward into the fray.Chang Squik watched in amazement as the air in front of him shimmered. For amoment, it appeared like a small, bright hole had been punched In the very fabricof the world. Through that hole leaked a vile bl.ack gas which smelled ofwarpstone and dark magic. Even as the assassin watched, the cloud expanded andshimmered until it stood higher than any skaven. Then the cloud itself parted toreveal a gateway joining the privy in which Chang Squik stood to the place wherethe grey seer was.Chang Squik heard a sudden noise behind him and span around to ee anornately garbed human enter the privy, fumbling with hls codpiece as if heintended to make water. The human reeked of alcohol. He paused in amazementand looked at the skulking skaven, then shook his head as if to dear it.'1 say,' he said. 'That's a ruddy good costume!'Then his eyes widened further as he noticed the ranks of storrnvcrmln tarring topour through Thanquol's sorcerous gateway. He opened his mouth and had justtime for one shriek of warning before Chang Squik's throwing knife buried itself inhis heart.

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    ~ ~GOT~&FEUXDRULESGotrek and Felix are two itinerant wandererswhose travels across the Old World andbeyond have taken them into many battles.Gotrek and Felix are a special kind of Dogs ofWar unit and can be included as a Rare choicein any army of Dwarfs, Empire, Bretonnians(although they are not normally allowed Dogsof War) or Dogs ofWar (see WD 251 and 252).They must be fielded exactly as detailedbelow, and may not be given any additionalequipment or magic items.Gotrek and Felix form a skirmishing unit of 2models. Even though they must remaintogether both are characters and all the rulesfor characters apply (challenges, targetingrestrictions, victory points, etc.). They can

    The Dwarf Ancestor Gods seem to have someplan for Gotrek, driving him towards anunknown doom. Since swearing his oath toaccompany the Slayer, Felix has also beenbound into this mysterious destiny. Althoughthis means that they are forever wandering,unable to settle, they are also able to survivebattles that see thousands of others die. Torepresent this, Gotrek and Felix have a 4+Ward save and MagicResistance (2) - note thisis two dispel dice for the both of them, nottwo each. However, Gotrek may never join aunit, and so while he still lives Felix may notjoin a unit either. If Gotrek is removed as a

    Tb G k dR Z' d I 'l bl. casualty, his Doom has no further effecte new otre an e IXmo e s, auas a e Felixexclusively from www.gam.es-workshop.com 2~n .

    M WS BS S T A LdIGotrekFelix

    3 7 2 4 54 5 5 4 4

    3 52 5

    4 103 8

    move freely like other skirmishers, and have a360 degree arc of Sight.Points: 445 (Felix 152 points, Gotrek 293points)Weapons: Gotrek carries his Rune Axe, Felixis armed with the Blade of Leaping Bronze.Armour: Felix wears light armour.GotrekGotrek Gurnisson is the most accomplishedSlayer in the Warbammer world, having felledmighty creatures from the Badlands to theRealms of Chaos. As a Daemon Slayer be isUnbreakable and while he lives so is Felix. Inaddition, Gotrek's Strength is always equal tothe Toughness of his target, unless it wouldnormally be higher. This means he alwayswounds on a minimum of 4+. His modifiedStrength is used for armour save modifiers.Note that for Gotrek there is no maximumlimit to how high his Strength can be

    increased with this skill. A s a Dwarf, Gotrekbates all greenskins, and pursues and flees2D6-1". Whilst Gotrek is alive, Felix may onlyflee and pursue 206-1" as well. Note: Gotrekis also relentless (may march within 8" of theenemy) although as a skirmisher be mayalready do this.Gotrek's AxeGotrek's mighty Rune Axe is empowered withpotent spells of cutting and cleaving. For eachof Gotrek's initial Attacks that hit, he gains oneextra Attack. Roll to hit with his first Attacksand then allocate and roll to hit for any bonusAttacks he gains. In addition, any opponentwith Toughness 5 or more who suffers awound (after saves, etc) loses 2 wounds.Blade of Leaping BronzeFelix is a skilled swordsman armed with anenchanted blade that allows him to strike withthe speed of the Elf who forged it. The Bladeof Leaping Bronze gives him +2 Attacks.Gotrek's Doom

    http://www.gam.es-workshop.com/http://www.gam.es-workshop.com/
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    Above: In the alleys thefighting becomes close and

    deadly.

    Cotrek and Felixf ight the m in ions o fG rey Seer Thanquo las they swarm the

    city o f Nuln.

    Above: Felix and Gotrekfight side-by-side in the

    market square.

    Left: Tbanquol spies hisarch-enemies in thedistance.

    Below: Gunfight on thewaterfront.

    This superb diorama is oneof a series of four followingthe careers of the gruesome-twosome made for GamesDay 2000 and all are ondisplay at Warhammer Worldmuseum.

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    nd ~ IixIllS dvearures..,BEASTSLAYER

    by William KingStorm douds gather around theicy city of Praag as the foulhordes of Chaos lay ruinoussiege to northern lands ofKislev. Duly Gotrek Gurnisson,a death-seeking dwarf Slayeraud his sworn humancompanion, Felix Jaeger, standbetween the city and the forcesof Darkness in this latestinstalment of their epic quest.

    . .to0.1ta

    The many gore-drenched adventures ofGotrek Gurnission and Felix Jaeger arerecorded inthis series of novels, writtenby William King. Available from theBlack Library.Available from all Games Workshopstores, GWMail Order, the GWwebsiteand all good book stores.

    Coming soonVampireslayer ...

    Visit www.games-workshop.com

    = = ~ = ; : : = = = = - = = = ~ : ; ; . = : ~ : :~ . . . . . . .-. . . . . . .~. . . . . . - . . . . . . .~ . . . - , . . . . . . ,- . . . . . . . . . . . . . . . . . _.. . . . . . . . .==~==~~="' :=::=.":--::---"i= i: I ; I n : i ! i ~ i : i ; i ~ iThe Gotrek and Felix rules first appeared on the Games Worksllop website.The brand new models are exclusively available online.So check out www.games-workshop.com for internet-only deals, exclusives andloads more cool stuff!

    27

    http://www.games-workshop.com/http://www.games-workshop.com/http://www.games-workshop.com/http://www.games-workshop.com/
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    Ill'PII~ll~l'SI~l1 ) 1 ~ ~ r l ' l l ( ) 1 ( I ~ lRules by Jervis Johnson

    When Fanatic was first set up we 'inherited' a number of models,that were made by the Studio for Warhammer or 40K. but for onereason or another were never released. One of these modelswas the Rapier Laser Destoyer. This model was actuallydesigned back in the days of 2nd edition 40K, when such itemswere included in Space Marine and Imperial Guard army lists,but by the time it was ready the 3rd edition 40K lists had beenreleased, and these no longer included Rapiers, so the modelwas never released. Still. it was a nice model, so I thought."What the hell, I'll release it for Necromunda". The rules for themodel appeared in Necromunda Magazine One. And now thefollowing experimental rules will allow you to use the model in40K too!Note the word 'experimental' in the last sentence; these rules arenot an official part of the 40K oeuvre, at least not yet, so makesure that you get your opponent's permission before using themodel. If it will help you can tell your opponent that the 40Kdevelopment team would really appreciate any feedback on howthe rules work. But enough chat, onto the background for theRapier and the rules for using it in games of 40K.THE RAPIER LASER DESTROYERThe Rapier Laser Destroyer is an archaic weapon platformcommonly used by the Imperial Planetary Defence Forces. It isa self propelled anti-tank gun originally designed for defendingcities and fortresses, with just enough mobility to move intoambush positions in broken ground or forested areas.

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    It incorporates a weak machine spirit which takes care of targetacquisition and firing, making it a semi-independent weaponneeding an operator only for moving and operational modeselection.It is considerably more powerful than the standard issueImperial Lascannon. It's multi-barrel design allows theadjustment of the barrels for optimal armour piercingperformance. The machine spirit adjusts the convergence of thebeams according to the range to focus the beams on a singlepoint, thus achieving beam intensities simply not possible forsingle barrel weapons.The price of the power is increased maintainence due to themoving barrels, heat build-up due to the proximity of the multiplelaser chambers, size due to effectively having several heavyweapons on a single platform and power requirements againdue to multiple weapons.The Rapier is a venerable design that dates back to the earliestdays of the Imperium, and, although it was once very common,it has fallen increasingly into disuse over the millennia. Thereason for the Rapier's declining popularity is mainly due todifficulties in maintaining the machine, and it has now largelybeen supplanted in both the Imperial Guard and Space MarineChapters by simpler and more sturdy designs that are easier tomaintain and use.This said, tens of thousands of Rapiers are still used by ImperialForces all across the Imperium. The Rapier is mainly used bythe forces of the Adeptus Mechanicus and by Planetary DefenceForce regiments on advanced Imperial planets where the skillsneeded to make, maintain and operate the Rapier are easilyfound. The Rapier is also used in limited numbers by someImperial Guard regiments and Space Marine chapters.Although rare, the Rapier is extremely popular with the troopsthat use it, it is a potent anti-tank weapon and in the right handsis perfectly capable of destroying almost any armoured vehicle itmay encounter. The Rapier's main short coming, apart frombeing difficult to use and maintain, is its lack of mobilitycompared to the other heavy weapons used by Imperial forces.The Rapier moves fairly slowly and is so heavy that man-handling it through areas of difficult terrain is all but impossible.Because of this, Rapiers are usually fielded in specialisedRapier batteries and are seen as primarily defensive weaponsused to break up enemy attacks, especially enemy armouredattacks. When used in this role there are very few weapons thatcan match the destructive capabilities of the Rapier.US ING THE RAPIER LASER DESTROYER IN 40KRapier Laser Destroyers can be used by Imperial Guard andSpace Marine armies as a Heavy Support choice.Each Rapier has a crew of one to three models (one-two inSpace Marine armies): one crewman is required to fire theRapier, but any others can fire their own weapons. As long asone crewman is still alive the Rapier can keep on shooting, butonce ail crew are killed the Rapier is useless. When a battery ofRapiers is fired at , randomise any hits between the crew andthe Rapiers by rolling a 06: 1-3 hits the crew, 4-6 hits the Rapier.Hits against the crew are resolved as normal. Rapiers count asvehicles with an armour value of 10. Any penetrating or glanoinghits destroy them.

    29

    'LL WIDTH: 1.8mH EIG HT : 1.5mB A R R E L L E N G TH : 106m~ R O i . t" IR C L E A R A N C E : .3mA~Mc}UR; 1 5 m mM A X / I I~ S P EI! D : ,,, I q I j JIYJIId; (0 kph off roadtREW: 1-3 gUftnenlA R M A M E N T : 1 x Rapier La . . rDestroyerMAIN AMMUMTIC)N 74.1toIs

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    48" 10 1Battery: The Battery consists of 1-3 Rapiers.

    +5 each 3 3 3 3 1 3 1 7 5+Pts ws as s T w A Ld Sv

    Weapons: Each crewman is armed with a las-psitol or las gun.Crew: 1-3 Imperial Guard per Rapier.

    Crewman +15 each 4 4 4 4 1 4 1 8 3+Weapons: Each crewman is armed with a bolt pistol or bolter.Crew: 1-2 Space Marines per Rapier.

    Rapiers can move up to 6" in the movement phase, but may not shoot if theymove (they may turn in place and fire). Rapiers may not move in the assaultphase; if their crew decide or are forced to move In the assault phase for anyreason, then their Rapiers are abandoned and should be removed from play,though the crew may keep on fighting as normal. The Rapiers will also beabandoned if the crew ever fall back 7" or more.Rapiers treat difficult terrain in the same way as a bike; roll a 06 when theyenter or move in difficult terrian; on a roll of 1 the Rapier is destroyed andremoved from play. Again, the crew may keep on operating as normalwithout the weapon.It is possible for a crew in a battery to end up without a Rapier due to closecombat or difficult terrain. If this happens and there are any un-crewedRapiers left In the battery. then the spare crew may 'take over'the un-crewedweapon.

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    GRAIA PA'f'fERN RAPIER

    Second Rapier of a battery,knicknamed 'Retribution' by it'screw. This weapon is painted in anurban camouflage scheme of blackand grey and is believed to belongto the 49th Kovnian Regiment

    REPRESENT ING THE RAPIEREach Rapier should be represented by aRapier model pius a suitable number of crewmodels. We've included a number of suitableGuard and Space Marine crew figures in theMail Order section for the Rapier thataccompanies this article, but you can use anystandard Marine or Guardsman from yourarmy if you prefer. Space Marine crewmanshould bear the same markings as a memberof a Devastator squad, while Guard crewmenwould bear the same unit identification asmembers of an Anti-Tank or Heavy Weaponssquad from the same army.

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    Graia Pattern Rapier Kit FNCM001O nly ava ilab le a s a com ple te k itICE WARRIORS CREWMEN

    VALHALLAN ICE WARRIOR VALHALLAN ICEWARRIORLASCANNON OPERATOR LASCANNON LOADER010502921 010502920

    SHOCK TROOPS CREWMEN

    CADIAN LASCANNONLOADER010508201

    CADIAN LASCANNONOPERATOR010508202

    DESERT RAIDER CREWMEN

    DESERT RAIDERWITHLASGUN 7010501317

    TALLARN DESERT RAIDERAUTOCANNONLOADER010500507

    Voss Pattern Rapier Kit includes 1crewman: 72168

    SPACE MARINE CREWMAN

    VETERAN SERGEANTWITIlSCANNER-24010110303

    STEEL LEGION CREWMEN

    STEEL LEGION LASCANNONLOADER010515702

    Impenal Guard crewmenare 2 each

    STEEL LEGION GUARDSMAN 5010514808

    IRON GUARD CREWMEN

    MORDIAN IRON GUARDLASCANNON LOADER010500408

    MORDIAN IRON GUARDLASCANNON OPERATOR010500407

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    FAnATICWhile many of the articles we use have beenwritten by GW staff, the majority are not - theyare written by dedicated garners who havesomething to say about their hobby and want tocontribute to it. Ifyou are one of these peoplethen the following writer's guidelines will helpyou put together an article that Is more likely tobe accepted and used. The main thing, however,is to give it a go by writing something andsending it to us. After all, the worst we can do issay nol

    I.What do we need?o We need a publishable article. We don't needflowery prose, but we do need finished articles,complete wtth photographs and maps whereapplicable. Awell-structured, spell-checkedarticle is guaranteed to improve your chances ofgetting published.o We need your permission to use your article.AUyou have to do is fill in and sign mePermission form printed at the end of theseguidelines and send it in with your article.o Ifpossible, supply articles on disc. We can readmost formats, so JUStsend in your article on discas this will save a lot oftime. Also, ifyou're onthe Internet, why not e-mail your article to us.o Ifyou can, send us photographic evidence.Digital photographs are best, but other forms ofphotograph will do at a pinch.

    L: \\hal wc re looktng for and what we're not!The following types of article are me best sort tosend in as an 'unsolicited' article.o Do send scenarios for one of our gamesystems.

    Do send ideas for collecting, modelling,converting and painting Citadel miniatures. Do send tips and tactics based on an army anda games system mat you are familiar with. Do send reviews or details of how to set upand run a tournament!convention. Don'[ send new rules &army lists. While wewill be publishing rules and army lists, these willalways be commissioned works. By all meanssend in such material as an example of what youcan do, but bear in mind mat we will notpublish it.

    :\. Scnding your work to liSSend your ideas to the following address alongwith the permission form:

    Fanatic Games,Games Workshop Ltd,

    Willow Road,Lenton,

    Nottingham NG7 2WS.U.K

    -t. Get rich and famous:OK, mat's a lie, but we will send you a 5.00 gift:voucher for each published page ifwe use anunsolicited article or other material that youhave sent in. More importantly we may considercommissioning you to write a 'briefed' article ona specific subject, enabling you to become oneof our select band of regular out-of-house writersand contributors. So what are you waiting for?Get writing!

    se - - - - - - - - - - - -- - - - - - - -- - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - -- - - - - - - - - - -- - - - - - - - - - --THE PERMISSION FORMI acknowledge and confirm mat the copyright and all other rights of a like nature in me Work describedbelow are hereby assigned to Games Workshop. All material submitted to us for publication is onlyaccepted on me assumption that me copyright in it is, by the very act of submission. unconditionallyassigned by the author as beneficial owner and with full tide guarantee to Games Workshop Limited.We also reserve me right to edit and/or amend all material as we ee fit. In addition. me Contributorhereby waives all his so called moral rights (as defined in chapter 4 of the Copyright, Designs andPatents Act 1988) and all analogous rights he may enjoy under the laws of other countries in relationto the Work. By signing this letter the Contributor confirms mat me Work submitted is original and doesnot Infringe anybody's intellectual property rights.Name of dle Article: .Author. ..Signature: , , .Date: .

    3 3

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    Forge World have released a new Baneblade, belonging to oneof the Imperium's greatest tank aces. Here are the rules forincluding Maximiflian Weisemann in your games.The Baneblade from the Forge World of Lucius varies onlyslightly from the Mars pattern. The vehicle weighs more due tothe increased frontal armour thickness. Despite this increase noimprovement has been noted in the Baneblade's survivability.This is thought to be due to the generally inferior quality of oresupplied to the forges of Lucius when compared with thatsupplied to Mars.The extra weight led to increased strain on the engine andresulted in more frequent engine failures and fires caused byoverheating. It also reduced the Baneblade's already slowmaximum speed. Over the years the Tech Adepts of Lucius havehad to increased the engine capacity of their vehicles to take thisstrain. The twin exhausts are the most obvious exterior evidenceof this, although better internal cooling and transmission to thedrive wheels have also aided in raising the engine'sperformance. These changes are believed to give the Luciuspattern Baneblade approximately the same performance as it'sslightly lighter Mars cousin, but comparative field tests betweenthe two have never been allowed.Other differences include the adding of a muzzle brake to themain battle cannon, to aid in flash suppression and reducingrecoil.

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    Baneb ladeType: Ta nkS ize: W a r M achineSpe ed : L umber in g

    S tr uctur e P oints : 3Crew: Im per ia l G ua rd

    Wea pons : The B anebla de mounts 3 x tw in-linked hea vybolte rs , 2 x la s ca nnons , a demolis her ca nnon a nd a ba ttleca nnon w ith a co-a xla l a utoca nnon.O ption.: The ta nk ha s the follow ing options , It ma y not ta kea ny others . Sea rch light. p intle m ounted hea vy bolte r , s mokela unchers , crew es ca pe m echa nis m.SPECIAl. RULES(see Super Heavy Tank rules In the Imperial Armour Bookfor full details)Bane/ade Battle Csnnon.R ange: 72" Strength: 9 A P: 2 Specia l: O rdna nce1/ B la s tO rdna nce: The B anebla de ma y fire O rdna nce a nd s tili f ireother wea pons . They m ay fire O rdna nce even if they m ove.Ta rgeting: Ins tea d of p icking one ta rget for the B a neb la de, p icka ta rget fo r ea ch of its wea pons . The co-a xia l a utoca nnon m us tfire a t the s a me ta rget a s the mega ba ttle ca nnon.B a nebla d. Ta nk Shock: Enemy infa ntry mus t tes t a t -1 to the irlea ders hip If they a re Ta nk S hocked by a 8 a ne bla d e.Lumber ing Vehicle : The 8a neb la de ca n move up to 6" a tum .It mus t a lwa ys move s tra ight a hea d, but ca n p ivot by up to 90degrees a t the end of the m ove.D lf flcultTerra ln : The B a neb la de ca n Ignore low wa lls , hedges ,bus hes a nd rubb le. G oing through other dif f icult te r ra in theytes t a s norma l. However, if they roll a 1 they a re nota utoma tica lly immob llls ed , Ins tea d the y lo se 03" o f movemen t,jus t a s If they ha d suffered a n engines Da ma ged res ult on thedam a ge ta b les .Vetera n O rew : Wels emann's crew ha ve fought throughunnum bered ba ttles a nd wa rzones . They a re a ll vetera ns . Thefo llow ing rules a lw ays a pply to W eis em a nn's B a nebla de.Ha rdened Crew: The vehicle trea ts a ll 'D river Stunned' res ultson the da ma ge ta bles a s 'C rew Sha ken ' (res ults 1 a nd 2 on theg la n cin g h it ta b le ).Skilled Gunnery: Nom ina te a wea pon a t the s ta r t o f thes hooting pha se. Y ou m ay re-roll a ny m is sed to h it ro lls w ith th iswea pon tha t tu rn. For ordna nce, th is a llows you to re-ro ll thes ca tter d ice . Y ou ca n only re-roll the d ice once, s o there Is nobenefit f rom this s kill for linked wea pons . Y ou may o nly r e-r ollone wea pon in a ny turn, though you may cha nge whichwea pon you re-ro ll for ea ch tum .

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    WEISEMANN'S CREW(Colonia campaign)

    Driver: Crassius LoweComms Operator: 'fuci TobiasEngineer: Tech Adept Frond

    M'GalaMain Gunner: Gunner firstclass Ashgarik DucannLoader: Hersch OrelGunner: Marcus HelbronLoader: EmilBretGunner: Gil"Sabre hagenLoader: Ky Lamala

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    PAINTINGTony has painted Weisemann'sBaneblade in it's colourscheme for the Coloniacampaign. Having fought onmany worlds against all theEmperor's foes you could paintit in any colours which suityour terrain.After construction the modelwas sprayed black. When drythe wheels, tracks and engineareas where liberally paintedwith Tin Bitz, which eventuallywould be painted over, but anyareas missed would then lookrusty.Tony has then used an airbrushto paint the tank first grey, thenadded broad black camouflagestripes, The tank then had thebasic colours Inplace and Tonycould start work onbigbllghting and detailing.USing drybrushing he haspicked om rivets and the edgesof armour panels.With a very soft brush and lightgrey paint this really brings allthe detail on the model out,but needs to be done carefully;with virtually all the paintremoved from the brush toavoid streaks or damaging thepaint work underneath,Details such as the heavybolter, Icons and stowage werepainted afterwards, Weisemannwas painted separately beforebeing glued into the hatch.Finally transfers where addedand the name 'Arethusa'planted on the rear scroll.

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    If Weisemann and his crew should be forced to escape theirBaneblade they can continue to fight as per the rules for CrewEscape Mechanisms on page 9 of the Imperial Guard Codex.Weisemann has the following stats:

    WS BS 5 T W I A Ld Sv4 4 3 3 2 4 2 8 5+

    He is armed with a las-pistol.His crew have the following stats:WS BS 5 T W I A Ld Sv

    3 4 3 3 3 8 5+They are all armed with las-pistols or las-guns.

    You can use Weisemann's Baneblade just as you would use any other Baneblade, in tact itdoesn't have to be used as Weisemann himself, It could simply be any Lucius PatternBaneblade. If you wish to use it as a standard Baneblade use the rules from the ImperialArmour Book.Weisemann's Death Ride would make a good game, in which you would pit Weisemann'stank with an Imperial Guard Armoured Fist squad or two in reserve, against an Ork force ofroughly 1000 points. This force should include lots of buggies, a few battlewagons, TankBustas, and a Flghta-Bommer in reserve.Play long ways down the board, with a road running up the centre to a bridge (or the bridgecould be just off the table if you like). Place some marshes, trees, deserted defences etc. onthe rest of the table. Allow the Orks to deploy up to three-quarters of the way along thetable. Then allow Weisemann to deploy against his board edge, to represent the point wherehis tank rumbles onto the board. Let Weisemann take first tum as this is a surprise attack.As a special rule to represent the morning fog limit all weapons firing to a maximum of halfnormal range. The object for Weisemann would be to take and hold the bridge (or the roadexit to the bridge). The Orks must destroy the Baneblade.As a scenario you could play this over and over again as a competition game, with eachplayer getting a chance to be Welsemann, and comparing how much damage he Inflicts onthe Orks to all the other players.This is just one example, of course, Weisemann fought in hundreds of other engagementsagainst every foe of the Imperium. His long career makes the perfect background for an on-going campaign, or you can simply Include him In any standard Imperial Guard force.

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    Complete multi-part resinkit. Gigantic (9" long) higblydetailed model, comes

    complete with 2 miniaturesof thefamous tank ace (inthe turret and on foot) and

    also extra stowage.Each model comes with anumbered certificate.

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    .._ .'i s. . . =II! Necromunda is a tabletop skirmish game where players control fierce gangs of warriorsbattling each other for supremacy in the dangerous underworld of theNecromundan I-llves.The Necromuoda game allowsyou to fight conflicts between rival Underhive gangs on thetabletop. The opposing gangs are represented by 6-15 models, each representing anindividual gang fighter. The aim of the game is to outfight your opponent. Everytime youplayNecromunda its members gain in skill and experience, and your gangwill gain moneywith which to buy new equipment or hire new members. Over a series of games you willsee your gang grow from a bunch of young hopefuls to hardened fighters feared through-out the Underhive.NEW NECROMUNDA MINIATURES

    Weare regularly adding newmodels ro the current raIlgeof Necromunda miniatures.from new Gangs and HiredGuns to terrain pieces, youcan expand upon yourexisting Necromundacollection. Details of thelarest releases can be foundat the Fanatic webstre andthe entire range can befouod in the Necromundasecuon of the GamesWorkshop website.

    Subscriptionsare also available.

    NECROMUNDA RULEBOOK

    NECROMUNDAMAGAZINENecromunda Magazineis filled with greatarticles and all thelatest news about thegame. It's also theplace where the rulessupporting the newmodels we make canbe found.NecromundaMagazJneI.available from goodgames storeseverywhere, or

    direct fromGamesWorkshop

    Mail Order andthe GamesWorkshopwebsite.

    All of the rules need 10 play Necromunda can beBod in the Necromunda ruleboo.k.. It includesInformation for creating a gang, combat rules, alist ofaUthe weapons and equipment you can use,scenarios to play, anddetails of bow to runa Necromundacampalgn.

    NECROMUNDA MINIATURESGamesWorkshop MallOrder carry an extensive range ofNecromunda miniatures, a selection ofwhich are listedon the right. The range Includes models for all of thegangs featured in the Necromunda ruLebook, and morebesidesl Phone Games Workshop MallOrder or checkout the Necromuncla section of the Games Workshopwebsite for details of the full range and how to orderthem.

    available EXClUSIVELY through GW M ail Order.

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    WARMAS T E RMA G AZ IN E 4- - - - - - . - _ - - - . - -. ~ , ~ . _ ~ - , ~ ~- - ' ~ ~ ' ~ ' ~ ' a -. - ~ . ' - _ , 1 ',~I .. ~ > _ . _ ' - , ~ . - - " ' - - ~ . : ' ~ . - . _ ~ ~ ' -

    N e c ro m u nd . M a ga zin eNecrolTlunda Ma~~j l1e 1Necromunda Mal ll lZ ine 2OellqueLeader with B !!!lJun and!,ower A xe 4.00Leader IVllh B ollgun 4,00Ganga r Wiiii1il~"'n'-,i;--------2.00Gange r w it h L a sg_un2 2.0DGanger w i th La '! ll l! l! 3 :2.00~Jl ! i ' with Lasgun 4 2.00Gange r w it h AU lQ .Q ! !! 11 12.00G anopr w ilh A uto un 2 2.00G an, ge r w ith S ho t un 1 2.00G ~er W llh 5 -hO lgun 2 ~OOH e i ! ' i Y with f1ame~_ :2.00~~Iamer_pack ~H~vy W J I Il Lascannon b ody 2,00Oelaque Lascannon 2,00Oelaque l a s c a n n e n pack cfooH~v}'_ W1!h Hea_vySlubber body 2,00OelaquB Heavy Siubber 2.00D ela q ue Hea vy S tu bber r a ck moJuve with Stub Gunl 200Juve with A U IQpis toll 2,00Juve with Stub Guns 2 00-J u v e w ilh S tub G un ~2 200O r l o c kle a de r w it h Mel la ~ gu n a nd L as pl st olLeader w i th B o J ! r u J n a nd A xe~r with A uto~ _G an ge r w ilh S tu b G un a nd P lck _ _( 3ange r w it h Sho lgunGang er w )t h A u lQ ll! !ll! nd S tu b J lu nGange r w it h AU I0. ll !! n 2G anger with La sgun I~ q)'_ Y Illh A utQ ID !! llGan!!!,wlth~(l~Heav y_w it h Bo lt er boQyO t to ck Heav y Bo ll er .Q r lo ok li ~_ vy B o lle r B a o kp a ckHeav y w it h S tubbe r coaLO rtock Heavy Stubber _\ lr Io ck Heav y_S tubbe r Bac kpackH ~vy with F la mer b O . ! l Y _Or lo ck F lame rQ !] pc k A ~me r B a c kp a ckJuve w lt l1 S tub g _ ~ ! l .a n d c lu bJuve w ith Au topl st olJ uv e w rt h S tu b lI!!!LJuve w_ l thLas_p ls to lGD l l a t hle a de r w it h Gha ln saw e nd L au no he rle ad er w ith M ellS au n a nd S tub J l. unG ang er w it h A u to gUn

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    E s c h a rLeader w i t h . BQItQun and l a sprs tol 4,00leader with A utopls tol antLSwo.rrL_ 4,00Ganger with AU I09_unand Stub 90n 2.00Ganger wrth Lasgun 2,00Ganger with A utopls tol and sworn 2.00Gan9_erwl!h ShQ!Oun 2,00G ang er w it h L a sg un 2 . _2,00Ganger ",lthTwo Swords 2.00Ganger w.! ! ! '.Sho_tgUIl_&Auto _!) Is la l c g . o gGanger with Pla sma plSIDl and club 2.00G ang er w rU r L as pi st ol a n d A a l l _ 2.00Ganger with A uto gu_n___ __ 2,00G angjl!..."'lIh A uto pls tollCha lns wol'((_ _ 2.00Ganger w iiJ } B olt p is tol & Grenado 2.00!:!lta lll'.__Stubberbody 2.00~her Hea~ Stub~r 2,00Escher Heavy S rubber B aCkpack tooEscher Heavy 'p lasma g~ 2.00Esoher H_e~ Plasma ,gun_ 2,00Escher Heavy Plasma Gun B ac_l!pack 1.00Juve w ll)) Stubjlun_and Pick 200Juve with Auto~ls tol 2.00Juve with Stub Gun 2.00Juve wl i))__Auto_l)lsto land ClUb __ !;looV an S aa rLeader Inc Pla sma PISlWCha lnSwo,d 4.00Leader WIth M ella jluniCha fnsword 400Ganger With lasgun 200Gan!!!, with Shotgun . _ 2,00Ganger w it h Au tQUunand Laspl st ol E 2 . 00Ganger with A utogun 2.00Ganger w ith La sgun and Autopls tol 2,00Ganger with Boligun 2,00

    H O W T O O R D E R

    4.00N , O O2.'00

    Y o u c an ge t F a n a t i c m o de ls f r o m G a m e s W o rt s h o p M a l l O rd e r :1l" I J I ( 0 1 1 5 9 1 4 0 0 0 0 'U ' U S A 1 I IO O - 3 9 4 -G A M E

    ( b e t w e e n B a m a n d 1 11 pm )" r o u b aY e a ny t r o u b le g e t t i n g h o ld of f a n a tic p ro d u c t s l l le n c on ta c t u s a t t i le e -m a il l l k lr e s s u r

    t e l e p h o n e n u m b e r b e lo w a n d w e 'l l sort tIIings 1 I I I t .

    TEL O RD ER S: (U K) 01159140000 (US ) 18oo-394G AM E TE l E NQ UIR IE S: 0115 916 8127WEB : www.games-workshop.co.uk E-MAi l : {anat [email protected]

    http://www.games-workshop.co.uk/http://www.games-workshop.co.uk/
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    Wegamer's can be an opinionated lot, so where better than to air yourviews, shout and gripe than here at the Journal. Write to us at the usual

    address and may the beardy debate continue!The Hivemind SpeaksHi everyone!Here's some house rules on wooded areas, especially in 40K:Most folks use several trees on a small hardboard surface to "define" a woodedarea. Thisworks reallywell to define the area for cover without overlyhamperingthe movement ofmodels through the wooded area. Manyfolks also want rules fordestroying said wooded areas too! "Heck, if I've got a weapon that can kill aBloodthrister, why can't it wipe out a patch of trees, right?"So try this: First, define the toughness of the woods. Big trees would be TS, smallbushes T6, etc. (these rather high values prevent the woods from an easy InstantDeath for 40K). Then count the actual number of trees/bushes/etc on the area -that is the number of wounds. The more trees/bushes, the more wounds it takesto destroy it (and the harder to get models through it too).Needless to say, the woods always get a cover save - 4+ for dense woods, 5+ forlight woods, even in an Assault. Blast/template weapons cause double woundsthough, rather like a l'yranid Ripper Swarm. And you can go on to incorporaterules for flamers & other heat weapons burning the woods, and so on.For the Hivemind!-TimHuckelbery,via e-mailGreat idea Tim, the rules are brisk, tidy and easy to use and remember. Give thesea try and let us (and Tim) know how they work ork out.Vehicle Design - Rules!!The VehicleDesign Rules are an excellent piece ofwork. I especially like the spiritof the rules - modelling and gaming, without the (usual)commercial aspects.The 'souped up version' clarified the rules and made the fewminor changes, whichmeans that the rules are now a great tool, which greatly enhances the modellingaspects of the game.The 'most important rule' is averywise rule - it supports modelling, and it probablyprevents most of the power-garner's 'super-vehicles' from ever being reality.I mustsay,that I am very pleased with the rule - it is much better (for both modelling andgame balance) than it seemed at first glance. This is a verygood way of handlingthose potential problems, that the VDRcould otherwise had caused.I have just built an Imperial Battle Robot - somewhat similar to a dreadnought ingame terms, but the model is of course quite unique (it is scratch built, mainlyfrom an old StarWarstoymodel - at least 15years since I'd last used it. ..now it hasonce again found its use).Once again - thank you for the excellent work. It adds greatly to the hobby.-NikolajPilgaardPetersen, via e-mailFanatic for FanaticMythanks to GWfor creating Fanatic and my thanks to all those who run it. its amuch needed adjunct to the company and 1appreciate everything that has beendone so far.Unfortunately there are a fewMagsI haven't been able to get myhandson like BFGmag #1 with the Tyranid fleet rules but if you are going to archivethem on the web site eventually that will be just fine. I can't buy the fleet if I don'thave the List!

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    Next let me encourage you to really 'redo' the Epic 40K rules so that they regainsome of the flavour of the old Epic game. I'll buy the Epic 40K rule books Ipromise. I'm happy to see the Adeptus Titanicus rules published and am lookingforward to the next Epic mag for the rest of them. Around here you have to buythem from Gw, no dealers order them in. I would also like to see the Squat spruesre-released, also the Eldar sprues, my tanks all have the old design and I reallydon't want to mess things up with the new ones.Please continue the good work and for heavens sake SHOWAPROFIT!We'd hateto loose you.Wtllis Bulge - via e-mailThe Epic rules are now available again in theform of the Player's Edition, whichcontains all the core rule books and the card counters you need to play. Wewillbe archiving out of print rules sucb as the Tyranid fleet on the website (it shouldbe there now!). The Infantry sprues are also back in stock and if you live in theUKyou can now pick them up for the ultra-low price of 1,50 per stand.AVery Novel IdeaHi there,1 don't normally write in to magazines but I just had to this time to praise thearticle on converting Warhammer fiction into new battle scenarios published inJournal #41. Mylocal gaming group has been having loads of fun re-enacting themand creating our own even though we haven't always got the right figures. We findthey work really well with the skirmish rules published in the Warhammerrulebook because it lets the fighting between a few characters really come to thefore. What we really like about them is that they're really quick to fight and thearmies can be divided up between more than one player aside, so they're ideal forpick up games at the beginning of a session when some of us have arrived and arewaiting for others. It's also made a few of us (me included!) take the plunge andpick up the books themselves, just because we had to know what happened to ourcharacters. I read 'Hammers of Ulric' first after playing the White Wolves scenarioand I (and all the Elfplayers) am now eagerly awaiting the next fantasy book by thesame author, I think it is 'Gilead's Blood'.I also wanted to ask whether you bad any plans to do another article with some40Kscenarios this time. I could just imagine there being loads of great skirmishesfor Commissar Gaunt and his Ghosts (especially from 'Necropolis' not manysurviving that one I think!) or maybe from that LastChancers story that was on theGWwebsite for the 13th Legion competition (didn't win!). Last Chancers andBattle Sisters all holed up in a castle facing a horde of'I'yranidsl Anyway,thanks forreading this.I think the Raymond EFeistRift War and Serpent WarSagawould be an excellentseries to use as inspiration for some great Warhammer scenarios. The Serpent mencould easily be replaced with Lizard Men and the men of the Kingdom could berepresented by the Empire army list. You could even do the Siege of Krondor andhave special rules for characters like "Jimmy the Hand".Thanks for the inspiration!RobWilson - BlackbeathAs Andy explained in his article using Novels as a basis for scenarios and gamesin Warhammer is great way of adding extra flavour to your games. And with somany well-known epic Fantasy sagas and books out there the resource to do thisis endless.

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    subllcriptlons wiU start withthe DCl

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    t' . . :~ "~...."': . ' IN'G CONTACTS. .Regular readers will be used to theJournal prouiding a clubs service, listing club venues and contacts etc. Well, thisissue sees a change to tbat, because rather tban double-up with Che Webster we tbougbt we could help him out, Youwill have noticed a card insert in this issue (it's probably in tbe puddle at your feet already/yo This card is to registeryour club or gaming group. Here is Che to explain more.In future, if you have a special event, tournament or convention then we'll be happy to advertise it in this space (forfreet), just drop us a line with the details. Wewon 'tbe advertising clubs, we'll leave that to Cbe.

    ZEN AND THE ART OFGAMING CLUBSBy Che Webster, UK Club Manager

    Ok, so first off I work for the UK part of Games Workshop.For those of you from around the globe who don't knowme, I am the person responsible for serting up the GamingClub Network in the UK and finding as many ways as I canto support groups all over these ancient lands. Of course,the things we have learnt are probably of use to hobbyistsanywhere, so I thought I might write a short article. 1guess they decided to publish it.WHY IS BEING IN A CLUB A GOOD IDEA?The Garnes Workshop hobby is, above -all other things,primartly a social one. It's pretty awkward. to fight battleswith no opponent, Even when we know a friend or twOwho are also into our hobby; the same oLd 2,000 pointbash gets a bit thin after a while.Being In a club offers you me opportunity for, at me veryleast, varied opponents and different styles of play , Withonly a mall bit of effort you can get yourselves imocampaigns, tournament play. bigger scenario and create aload of 'house rules'. Tfyou think. about it some more, youstart to realise mat sharing me cost of making moreelaborate terrain and irnilar projects can go even furtherto making the club concept appealing. Ultimately sharingwith each other our skills, Ideas and dreams can reallykeep the hobby alive for us all.WHAT MAKES A CLUB?A club only needs three things to make it work:1-Three or more people with a common interest2 - Somewhere to meet regularly3 - Something to do wben you meet

    With mat in mind, it's easy to see mat three mates meetingeach week around someone's house to play Warhammeris an example of a small club - a gaming group in mejargon of our hobby. Simply by calling yourselves a cluband being open to attracting new members, you canquickly create yourselves a great and exciting place tobuild your hobby.Ifyou're at school, college or university you can veryeasUyturn your small group into a large one by moving mevenue onto the campus and advertising around on menotice boards mat you exist. You'll he surprised how manyother people you haven't met yet do actually play ow'games tOO.

    However, ome of us are truly left not knowing who playsour games locally, and can't find any 10C'.u club. This iswhere Games Workshop can offer a little help.FINDING A LOCAL GAMING CLUBThe hardest thing about clubs is actually finding them.Clubs can be quite hard to locate. Games Workshop hasset up a special database to try and loca