White Dwarf 114

January 25, 2017 | Author: Chico Danks | Category: N/A
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; ~0~~· 114

PRESENT THEIR ·MONTHlY GAMES MAGAZINE

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~~l1iiij= TJ,I £1.50 E $3.50 USA

AUSTRALIA

$6.50

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Space Hulk'· provides everything you need to fight the ultimate conflict berween Marine and Alien. One player controls squads of Space Marines - the finest warriors in the Imperium, armed with powerful weapons and clad in awesome Tactical Dreadnought Armour, they are the Emperor 's first line of assault. The other player controls the Genestealers . merciless alien invaders from another galaxy, faster and more deadly than any man. The fight takes place aboard a huge derelict space hulk . The battle is to the death.

BOX CONTAINS:



~o fiOtl)" 5Cutp(cd pl33fiC- mini1(Uft's:

lO Space Marincs .lIOd 20 Geocsrca.l('FS • 49 fuU-Ued b2Ckground • Colourful c2ublock coumers re-p're-senting Flamer "I{S, CO(nl"lUlnd PoinlS. OoJ~r~'jJtch FitC'lSlorm 8011('( Jammed markers. Scanner BUps. Doors (whh pluHe b1J~I) and lhe Cybc'·Al!cn:d 1:Uk unll • S Dice

ISSUE 114 JUNE 1989 £dItor: Phil aallogh., Publiahed by aames WO....hop ltd 9ROOU.C£O Wi TME G4MU WORlWtIa 406

"'Y'1on



CYCLONE

TERMINATOR MISSILE-LAUNCHER FOR WARHAMMER 40,000 By Rick Priestley Among the heavy weapons available to Tennirullor Squads is the Cydone or 7l:rmlrwor Suppon Mlssile-L:wncher, capable of flrlog devestating salvos of up 10 a dozen laserguided super-crack mlssHes. The bulk of Thctical Dreadnought Armour Is such that many cooventional heavy weapons can be carried only with extreme dIfficulty. For the same reason, non:nal in.lIne-of-sight video interface targeters cannot be used effeCtively. As an elite force, Intended to undertake the toughest and most d2ngerous mlssions in the depths of space and on the most hazardous baulefields, Terminator Squads need a range of suppon weapons. Various weapons have been created by the Techprlests of the Adeptus Mechanlcus to provide additional fire power without affecting mobility or compromising accuracy. The Tenninator Suppon Missile-launcher, known to Marines as the Cyclone. is ideaily suited to this purpose. Developed from salvo-firing shJp-to-shlp shan-range killer missiles, the system would be equally at home mounted In the turret of an Imperial battle cruiser. II is loaded with 12 super-crack missiles, each primed for maximum concentration of fire effect. These can be fired singly or as a massive salvo of flamIng destruction. A Marine armed with the Cyclone Missile System also carries a storm bolter in his right

hand .



CYCLONE SPECIAL RULES

au:a.strophic Launch'I2ble D6

Range Short

long

0-20

20-72

8aYe Type Shooting 10 Hit ShOit Long STR DAM Mod C H S +1

t1

8

010

·6

Are8 T See Rules 2

I. The Cyclonc Is bullllntO me M2rl.or:'s 1!iCtical Dreadnought AITDour and any weight or Imbalance is compensated by :ucltudt sensors, gyroscopic stabl.lsers:rnd suspen50l'.I. As a consequence me Cyclone doe5 nOI COUn! ;u ell her hM.vy or as a slow weapon. 2. The Cyclone guidance s~'lIlem Is Unked to the laser guider opented by the Muine's left hand. The laser guJde( sboots " tbln beam of Ughl towarW the target, visible viii. the Marine's head-Up bolognphle display. The laser guider 15 ilio used 10 Irlgger the weapon. The Muine m~y fire ehher one or a salvo oC missiles and use Ihe guider 10 direct the miS5iles to their target. Tht + 1 on the to bit modiflers I.s dut 10 the effects of the guider, wblch also ~C"S the systnn as accut:\le at long as at Short range. When using the laser guider. the Marine Is uruiblc co fire tbe 5tonn bolter In hIs right hand . 3. The Marine nuy choose (0 ignore the guider s}'5lem and JUSt fin: missiles OvCr open 5Igb(s. In this case the Marine is free to fire a weapon In bls rigbt hand without any penalry. Tht model may therefore sboot twice, once with the Cyclone and once with his other weapon . However, when firing In this way the la.Kr guider cannot be used and Ihe + 1 to hll bonus dope'S no! apply. " . The Cyelont may fire a siogle missile. I\. single missile has no radius of effect - the ml~i1e it focused to cause maximum peoetratlve damage :!gaJ.nst a single targel. 5. The Cyclone may, Instead of firing a sIngle missile, fire 2.11 of Its remaining missiles (0 produce a s21unllion e(fecl of flre and devastation . This is C2.Iled a salvo. A Marine muSt have at least 2 missiles Jeft to fire a sah'O. A salvo Is worked out is foUows. RoU for initial deviation as normal :rnd posirion = area template wIth a radius of Y, " for every ~ile In Ibe salvo. Once the template is In pOSicion, every target w!chln the template is autoooatlc:illy hit . Strength, damage and save l1looilkr.l are as given above. No ~para.te to bit roll Is nece5Sary. 6. The Cyclone is loaded with 12 missiles. The player must record how many llIi.sslJes bave ~en ~d. The Cyclone Is loaded ~nd armed prior to Mttle, and cannot be loaded by Ihe operator. ThIs means thaI ooce Ihe Mulne Ius filed 12 shOts he cannOt fire the Cyclone agtin. 7. If a Marine eqUipped with a Cyclone is hit by enemy fire there is a chant(: tlul his entire stock of missiles wlU be aCCidentally fired in a single salvo. Roll 2D6; If Ihe score is 11 or 12 rhe Cyclone immediately activates - roU on the Catastrophic Launch Table.

3

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ReAult AU roWUe-s o:plode Immedilltclyl The Marine Is torn apart in a Spcct2cubr pyrole counterbalance the Cyclone system rna.J.iunctJon and he Is spun round and round whllsc firing rnJs..o;Ues In random dlrectJOII$. The rcnWnlng rnJs..o;llo fire offonc at a dole. Porach rnlssUe In (urn, determine:! random dirrnloD (DI2).T be ailisU" wiU hl( the flr:jr Dtget within IN of a dire,! Un" dnwn In the relev:mt direction. As ach missile is fired the M2rine ~ Jarred IntO a new posit/on 10 flrc the next.

E.xcept wlm raub I (which k.l1ls me Marine), oncc 2.11 the rn.lssUcs Mve breo flred the SYSCCOl shuts down and the Marine may continue nO nnall y.

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Army List The foHowlng addition should be nude to the Options in the Termlnaror Thctical Squad box:

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BEST GAME: Rllshlng 176 pac('s; 4 '\buchdow!\!'; I Imc:rcepllon relUrned 87 p~r('~; 7 Player Flt~lIttcs ; 87 Civlll~n F."'-'ltlcs; 3

SKilLS: Block: Thundersl:un ldd~ + I 10 BlOck rolls unlcs.s his Oppvncnl also has Ihe 810ck skill. Opponl raet ·1 from Block rolls agalnsl Thunderslam unlc-,~ Ihey h~"c (he IJloc/J skill ~I k-vel I or grcalCr. PI:J)'cr:< making a MIIWplc 8Iock or Gal/glllE Up 10tal Ihelr Block lc"els bdore com(Y.Irlson

SKilLS: Block; Gr:tk'Ns'Gm ;tdds + I to Block rolls unless his opponenl abo has Ihe Blocll skill. Opponeflls musl subtract -I from Block rolls agalllSl Gral'Ng'Grak unless Ihey have Ihe Block skill at Ic\'el 2 or src:lICr. Players malc:lng 3 Multlpll! Block or Ganging Up .oul their Block k-vt.:Ls before comparisoll.

luck: Thuodersl:un get I re,roll per g:lrnc. MlghlY Blow: Sublncl , 2 (rom an opponcnl'~ AV lflcr a successful Block by Thundersbm . If Ihe opposing plaYlT fails his Annour roll, add + I 10 hls II/jury roll , Strip Ball: Add + 2 10 Ihe d icc roll whm Thunderslam Iries 10 Slrip .he ball from 11\ opponent. Toughness: Subtract ,2 from I"jury rolls. A IOtal of I or less resull5 In no Injury. A roll of 12 before modiflcation still resules In Thunderslam being killed .

Itchy Feet: Grlk'Ng'Grak leaves the leam after one game. Mighty Blow; Subtract -2 (rom an opponent's AV after a successful Block by GraJc. 'Ng 'Gnll. If the opposing pl2yer faiJ5 his Armour roll, add + I 10 his lnjury roll. Throw Team,Mate: Grak'Ng'Grak may Ihrow Goblin, HaIlllng or Snotling learn,mates, Toughne88: Subtract -2 from Injury rolls, A Iota I of I Ot less J'C'Sults In no Injury. A roU of 12 before modlflcatlon still results In GnJc:'Ng'Grak being kiUed .

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SKilLS : l&op : Add + 3 '0 the dice roll when le~plng over prone opponents. Mighty Blow: SublraCt · 2 from an opponcn('s AV after a successful Block by Galmen . If Ihe opposIng pL1rer falls his Armour roll, add + I to his Injury roll. Toughness: Subtract -3 from Injury roils. A (0121 of I or less results in no Injury. A roll of 12 before modlflcalionSl1II results In Galmcn being kllkd ,

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Noisome St&nch: AU opponents In Bllero('s Thck.le ZOne suffer a ' \ 10 all Block ',md TaCkle rolls, even agaifUl other pl:ryers.

CAREER STATS : Rushing J,327 (laces; R~cdvinlt 9 P:l.SS;ng ils ImpromplU mL'aJ inlo Gross/Jan·s hair. . "NasI)"! · · . "Hush.lilll~one. Ah . il is IIlUlhallneywill nol app~ioteourWQrk. They ...ill. puhaps. even "sen) Ihe beauliful. polsied pearls of red and )",,11_ Iheir skinS. But lhal will po.rI. Th~· will know. in Ihe end. Ihal whOI we bring 10 Ihis piau is for the bes/. · · The CluJmpian paIred Ih~ Nurgling

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COlLEGES OF MAGIC

COLOUR MAGIC IN WARHAMMER FAN'CASY BAC~LE At the start of the game all wizards are declared to be of a specific college, either one of the eight colour colleges, the Rainbow Wizards or the Dark College. Their colour allegiance must be obvious from the appearance of their model. Also at the Start of the game any units or characters whose appearance strongly features one of the eight colours is nominated as being of that colou T, Both players should note down the colour of these unitS and characters. If aU the members of a unit carry an identical shield, for ex:ampJe, you might chose the colour of the shicld as the unit's colour.

SPELLS CAS'C AGAINSt: Ot:HER WIZARDS Spells are only affected if the colour of the casting wizard lies adjacent [0 the colou r of the target on the Grea t Wheel of Magic. Each colour is superior to the colour lying clockwise, and inferior to the colour lying anticiockwise on the wheel. For example, Celestial Wizards are superior to Grey Wizards and inferior to Jade Wizards. 1.

A. wizard may (ast a ranged spell against an inferior enemy colour wizard regardless of normal targening restrictions so long as he has line of sight (if the: spell normalJy requires it· note that some ofthe new Colour Magic spells don't require line of Sight , eg Colour Cballenge). The spell is not restricted by its normal range. The target may be s truck if it is in the front rank of a friendly unit or in combat so long as a line of Sight can be drawn from the caster.

2.

If a wizard castS a spell against a wizard of an inferior

Units which have no distinct colour will not be subject to the rules given below, You should make a note of which units these are at the start of the game to avoid confusion later. A wizard's college makes no difference to the spells he can cast - all of the colleges can use any of the usual spell types from Warhammer Fantasy Batt/e. A wizard's coUegemay make some difference to the effectiveness of his spells when cast against wizards or units of a different colour, This is decermined by the caster and target's colleges and their respective pOSitions on the Great Wheel of Magic, as explainiOd below.

colour, he may immediate! y cast the speU a second tJroe against the same target at no extra magiC points case. 3.

If a wizard casts a spell against a wizard of an inferior colour the speU is automatically enhanced by + 1 magic pOint, reducing the target's magic saving throw by .1. If the wizard casts twice, as he is allowed to do, then each casting is enhanced by + 1 magiC point. TIlls enhancement is a natural result of the colour magic . it does not affect the caster's srock of magic points.

4,

If a wizard castS a spell against a wizard of a superior

the target's magic saving tbrow (if any) is augmented by + I. This does not affect the target's stock of magic polnrs - it is a free advantage because of his colour. C010Uf,

5.

If a wizard casts a spell against a wizard of a superior

colour, the target may (urther augment his magic saving throw using his stOck of magic polnlS as normal. However. each magic point expended increases the magic saving throw by + 2 rather than the usual + I ,

SPELLS CASt: AGAINS'C UNlt:S Like spells cast against other wizards, spells cast against units are only affected if the colour of the casting wizard lles adjacent to t he colour of the target on the Great Wheel of Magic, Units that have no distinctive colour are not subject to the following effects . 1.

If a wizard casts a spell againsi,a unit or non-wizard character of an In{erior colour, the spell is automatically enhanced by + 1 (at no exIra magic points cost W) the caster) and any magic saving throw is therefore reduced by -I.

2.

If a wizard casts a spell against a unit or non-wizard character of a superior colour, the target's magic saving throw (if any) Is automatically augmented by + 1 (at no magic points cost to the target).

COLLEGES OF MAGIC

t:HE HUB WIZARDS

COLOUR SPELLS

Tbe Rainbow Wizards and Dark Wizards are neitber superior nor inferior to wizards of the orher eight colleges. Spells case against a Wlit, characrer or colour wizard by a Rainbow Wizard or Dark Wizard are therefore treated as normal, with no additional bonuses or penalties.

Colour spells are a new type of magJc that relates directly to the new Colleges of Magl.c rules. Colour Magic may be used by any of the Eight Colleges or the Rainbow Wizards, but nor by Dark Wizards.

However, the direct opposition of the two types of Hub Wizards gJves them equal and potent powers over each olher - they are botb superior to each other. A Rainbow Wtzard casting against a Dark waard may cast twice, whilst the Dark Wizard may augment his magic saving throw using magic points on a 2 {or I basis. The same is true of a Dark Wizard casting against a Rainbow Wizard. The normal + I enhancement and + 1 augmentation cancel each other out and are eherefore ignored.

WIZARDS OF t:HE CHAOS POWERS Any wizard follower of a Chaos Power may belong to the Dark College, and as sucb he neither benefits nor suffers from the effects of colour magic. His only special rciationsltip is with the RaInbow CoUege wbose wizards oppose the ambitions of the Powers of Chaos. A wizard whose College has the same dominant colour

as

his patron Power may display sufficient courage and strength of mind to retain his colour despite the ever increasing temptation to tum roward the Dark College. So, a wizard follower of Nurgle might be a Jade Wizard, and a wizard follower ofSlaanesb mJght by an Amethyst Wizard. A wizard follower of lZeentch might be either Golden Qr Ce.1estial .

A wizard may choose to include any number of colour spells in his spelliisr up to his permitted maximum for that level. Note that at present tbere are only two levels of Colour Magic. Spells are determined by rolling randomly on the appropriate table. Other spells (if any) for these levels are then determined using tbe normal method .

COWUR MAGIC SPELL TABLE LEVEL 1

06 Roll 1-2

Number CLl

3-4 5-6

C1.2 Cl.3

Spell Magic Points Bonds of Colour 1 Conceal Colour Focus Colour

LEVEL 2

06 Roll Number 1·2

3-4 5·6

C2 . 1 C2 .2 C2.3

Magic Polnts Spell Disperse FJu~ 6 Colour Cha.llenge 3 Combustion of Magic 8

WIZARDS IN CHAOS ARMY LISt:S Aflnies oC a Chaos Power may Include only those wizards oC an appropriate colour. When wizards are selected from the Chaos army LiSts their College should be determined randomly as Indicated on rhe Chaos Wizards Table. Players should provide wizard models painted In the correct predominant colour, as tbis will prevent any possible confusiOflthat rnlght otherwise occur. A wi2ard model may always be assumed to be a Dark Wizard wharever colour it Is palnted, although ideally Dark Wizards should be painted in dark colours or black.

CHAOS WIZARDS TABLE Power

D6 Roll

College

Slaanesh

1-3 4-6

Dark Amethyst

Nurgle

1-3 4-6

Dark Jade

1-2

Dark Golden Celestial

1Zeemch

3-4 5-6

W065

COUEGES OF MAGIC Cl.1 BONDS OF COWUR Spell l.cvel M~g.ic Points I R.2.nge Battlefield Magic S~ving Throw Yes This spell creates strands of coloured magic which sn~e their way across the battlefield towards an enemy wizard. As soon as chey touch their victim, the strands spin themselves into bonds, trapping and immobHislng the victim. The spell may be cast against any wizard of an inferlor colour, or by a Rainbow Wizard against any colour wizard. The Rainbow Wizard's spell does not receive the + 1 enhancement, and is cast only once as opposed to twice.

Oace bound a wizard may nO! move or do anything and may not casl further magic until he escapes. By expending D3 magiC pOints ia his magic phase. the trapped wizard may anempt an unmodified magic saving throw, and is free if successful, and may cast !tis own magic tbat phase. C1.2 CONCEAL COLOUR Spell Level I Magic Points 1 Personal R.2.nge Magic Saving Throw No This spell must be cast before the battle: 1 magic pOint is deducted before the players set up their troops. The wizard disguises his true colour by projecting a false image of some other colour of his choice. The magical flux that surges above him assumes the tint of his disguise and his clothes appear as the masking colour. To aU appearances, the wizard Is of a different college and a suitable model is placed on the table. However, the false colour is simply a mask which [s dispersed as soon as a spell is cast against the Wizard, or when tbe wizard casts a speU blroself. When this happens the model is replaced by one bearing its (rue colour and the nonnal effects of superiority and inferiority are applle~. C1.3 POCUS COWUR

SpeU Level Magic Points

Range

24"

Magic Savi1lg Throw

Yes

This spell concentrates magic of the wizard's colour Into h.imselfand the area around him, whiJe draWlDg the colour away from other pans of tbe battlefield. Streams of magic flow intO the wizMd until he is suffused with the energy of his colour. All ocher wl.zards of the same colour must attempt their magic saving throw, and any that fail will lose D3 magic points from their current total. The total number of magic points lost by other wizards is transferred co the casting wizard. If chere are ao other wizards of the same colour, the caster automatically gajns 06 magic

pOints. If the additional magiC points take the wizard's rotal to above his power level, his mind becomes dangerously overloaded. The wizard collapses to the ground, his body frothing and cburning with uncontrollable mllgic colour. The wizard loses 1 magicpoint during each of his following magiCphases, and remains lDlictive until his magic points are reduced to his pawer level. Wblle overloaded the wizard can do nothing - magic ofan inferior colour cannOt affect him, but other magic affects bim as normal . He may not use magic points co augment his magic saving throw when in this state. WD66

C2.l DISPERSE FLUX

Spell Level Magic Points Range Magic Saving Throw

2

6 Battlefield

No

Tills spell is used to drive away first one colour and then the remaining colours of the magical flux. To those with wlzudly sight, the battlefield becomes dull as the clouds of roiling magic fade and dissipate. As each colour disappears, any wizards dependent On it lose their powers and are unable to cast spells. The casting wizard chooses any of (he eight colours on the Great Wheel as the first colour to be driven away and roUs a D6. 1-2

D6 Colour Roll Chosen Colour 3-4 Colour antidockwlse 5-6 Colour clockwise

The colour indicated is dispersed immediately, and wizards of that colour can no longer cast spells. Durlng every subsequent magic phase, including the magic phase of the: enemy player, the colour adjacent to the most recently dispersed colour is also dispersed. Roll initially to determine whether dispersal proceeds clockwise or antlclockwise. D6 Direction Roll 1-3 Clockwise 4-6 Antlclockwise "

Once it has begun, dispersal continues In the direction Indicated until the entire magic flux has been driven from the battle area aDd no more spells may be cast. lUinbow Wizards can draw their power from any or all of the magical colours S() they can continue to cast spells until all of the flux has been dispersed. Dark Wizards are not affected by this speU as they drzw their power directly from the raw undlfferentlated magic of the warp.

-~ COlliCES OF MAGIC

C2.2 COLOUR CHALLENGE

C2.3 COMBUSTION OF MAGIC

Spell level MagIc Points

2

SpeU Level

2

3 Battlefield No

Magic Points Range Magic Saving Throw

8

Range Magic Saving Throw

This spell enables a wizard to challenge another wiza~ of the same college. This clash of wills draws colour from the flux In a spectacular bout of magical COnfliCT. Glittering rays of colour arc across the baetlefield and meet with a mighty roaf between the two wizards. Far above the struggling nugldans terrible beasts appear to leap from the twisting ropes of colour and tear at each other, ripping and clawing as the minds of the combatants lunge and parry . in their magical duel. As one wizard finds a weak point and slips inside his opponent's defences, the beasts transform themselves into the victor"s chosen speU and hunle towards the defeated wizard . Both wizards secretly nominate any spell from those they have and deduct the magic points cost of the spell from their total. They both then secretly put aside a number of their remaining magiC points as challenge points. Each wizard rolls a D6. ,"od t he highest scoring wizard adds the difference in dice scores 10 his challenge points. The wl1=l.rd who h:JS the highest numbet" of challenge pofl'/./s wins the CODlt'st :.ind his speU Is case against the other wizard. The spell is -DOl bound by raoge or other casting restrictions. and there is no m.agic saving throw. The loser's speU ls nOI C2Sl_

Mag{c points pu t into th( Colo ur Challenge by Ihe viCTor are regaiDed unmc.dt31d. .Uagic points PUI in by [he defeated l'>'izud ~

Battlefield Yes

By a tremendous effort of will the wizard harnesses and propels the colour of the flux corresponding to his coUege in a bill of bubbling magical fire of the appropriate colour. All local raw magic of that colour is burnt up by his efforts. If the spell is successful all wizards of that colour are unable to cast further spells for the rest of the battle. The raw magic converted is hurled as a ball of coloured

magical fiee against the chosen target· the target may be anywhere on the batclefield. The target is entitled to the usual magic saving throw. The spell may be enhanced by the caster, but the urget may not augtnent die save if he is a wizard of the same colour as the caster (aU the raw magic of tbat colour has just been used up).

If the target's magic saving throw is failed, he is struck by a Strengtb 10 hit causing 06 + 1 lJibunds. All models within 6" of the origlnal target are hit by a Strength 10 hit causing 03 Wbunds each. No saving throws apply. If the initial magic saving tbrow succeeds, the power of the spell is rebounded onto the casting wizard, coursing through his body and bubbling back into tbe flux . The magical flux is rescored and wizards may once again draw upon this colour. The casting wizard rakes 1 Wound automatically and is reduced to an ineffectual screaming heap until be can rolJ a 6 on a D6 at the beginning of one of his foHowlng turns. While out of action the wizard cannot do anytlting at all, including use any of his magical power. W067

HAOS CHARIOTS

As a Champion gains rewards he is likely to attract large or especially powerful creatures to bis retinue. In addition to the gifts of Chaos Spawn t Daemonic Steeds or Daemonic Hounds, a Cbampionts retinue may include creatures generated from the Retinue Table. Many of these creatures can be pressed into service to draw a Chaos Chariot for the Champion to ride.

A chariot cannot be gained directly as a gift - it must be built by the Champion's own followers. A Champion's retinue must include the workmen necessary to build the chariot. True to their heritage of craftsmanship and mechanical accomplishment, any Chaos Dwarfs in the Champion's retinue have the sklll to construct sucb a chariot.

BUILDING THE CHARIOT A minimwn of IWO Chaos Dwarfs will be reqlliced for lhis work. Though warped by of Chaos. lheS!: Dwarfs retain lheil" age-old skills and their fascinalioo with all mechanical contraplions. They can conslrucllhe chariot out of wood. iron. bones or any olher suitable malerial. binding it together with ancient inCaJllJllions • the Iypc of material ma\ces no difference 10 lhe chanot"s perfonnance. As well as two Dwarfs to build lhe ch.ariot. the Champion·s retinue mUSI also include a crealUre or crealUres to pull il. Ordinary ch.ariOts are usually pulled by horses, boars or wolves, bur a Chaos Chariot can be puUed by any crearure the Champion wishes 10 use, providing ;1 is Slrong enough. Although lhe majority of Champions prefer 10 harness large, powerful crearures 10 lheir chariols. some are prepared to give lhis task to olher. even intelligent. members of lheir retinue. Indeed, some "OP.ihippers would consider il an honour to serve as beasts of burden on behalf of Iheir master.

The Chaos Chariot may be drawn by any creature from the relinue with aSmmgth of 6 or more. Alternatively, the chariOt may be drawn by any two or more crearures of the same kind with a combined Slrenglh of 6 or more. For example. 2 Chaos Steeds with a Strength of 4 eacb are needed to pull lhe chariOl. but a Griffon with a Slrenglh of 6 may do so on its own. If a Champion's retinue includes the Chaos Dwarfs and draught crearures required, the Champion may immediately command thaI a chariot be built. The Dwarfs set to work on preparing the chariot for use in the Champion·s nellt conflict. The Champion may choose to ride his chariot into baltle in any following game. If the Champion chooses nOl to ride his chariol. Ihe crealUre/s usually assigned to pull it may be deployed nonnally as pan of his retinue. A Champion·s retinue may only include a single chariot , as only Ihe Champion is important enough to ride one. If the chariot is destroyed or damaged. the Champ,on may have h.is Chaos Dwarfs build him a replacemenl before the ne.JI.t banle.

SPECIAL RULES .......... FOR CHAOS CHARIOTS .......... Alllhe normal Warbammer Fantasy Battle chariot rules apply to Chaos Chariots. The number of creatures puUing the chariot Jruly vary: Ihe usual movement modifiers apply as shown below.

N.-ber of Cn:Mar8 ...... CIIarIIIt I 2 3 4 or more

Mcwe"

;

for the creature miDus 3M for die cteltUre mInus Z~ ilr the creaaure miDus 1M AJ for the creature ~

The Champion may ride alone in his chariot. or he may choose one of his retinue to accompany him as the driver. The driver must havc an Intelligence of at leasl 5 and must be physically capable of driving the chariot. This is left to the discretion and common sense of the players. Allhough the chariot may be driven by another character, the Champion's characteristics are still used as the basic for all p.ryclwlogy and roul teSts. A Chaos Chariot is constructed by the magical skills of the Chaos Dwarfs. Some of this magic is wrought into the chariot itself, protecting it and giving it certain magical propenies. Because of this a Chaos Chariot. including its crew and draught creatures. can only be harmed by magical atL8cks: ordinary non-magical attacks have no effec!. A Chariol may only be harmed by spells. attacks by Daemons. Elememals. Ethereal Creatures, CreatuTCSofChaos, and magical attacks from weapons. The same magic which protects the chariol also enhances its attacks. including those of i... crew and draught animals. All attacks are treated as magical. and therefore have full effect against creatures immune to non-magical atlaCKs (including other Chaos Chariots).

/0 fly if pulled by The magical propenies of chariotS ella creatures which are them$ewttI\ SI. Hllh.p, E._oo., Nornr NGta 3I!Y. "'... clleqU6S payolrl. lO Gam.. Worbhop lIOOtoge 'nd paddng 40" Imln Imum clI'lQO [5.001. Cntdi1 card ",dott MIy sent ,I,..an 8\ r»ot 0' II 40". whic)o' ..... I, cheapocc. 10 ordc:r Ih. new Co~ VO~ would ..k (or "Comtnls5an numbcN 401309. ~0131O . 401311. 401313 >rid 40)}14 ., U 99 (or 5 .. • ~own In Whl,e Dw:u. 114 : ' ~NGE/NAME COMM1~1t5 (with

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