White_Dwarf__103
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eve. _an the- m~t WwId tllild _ of the minor ones haw 'te'ms' of Warriors, mighty herOe. W1>obonte in _ ...... t", Orcs, Hanten., Dwarft.:
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Blood Bowl the game CNtB ~ in ~ 1'016 of • ~..... d, 21230USA. "" .... t a.""..".", CitadaI GmbH. _ ........ 41-43. 2000 Hamb""Q.
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Wha n you ... nl 10 infO,m UI of • chlnga of addra •• o. l ubscription ",newll. or If you h...... qUlI'y. pi. ... wrijl 10 G.tmII _~ Ct.Jwron Sir" '. HiIIrop, E.Ofwood; Nons. N GIS 3HY....:I moIresenlS the manner in which vehicles turn, linking speed directly to their abillty to comer. A slowmoving vehicle can tum a very tight comer; a vehicle tr.tvelling fast will inevitably describe a larger turning arc. Any vehicle is allowed to use an arc greater than its current movement if the play~r wishes. Vehicles with a TRR of 'I.t (such as bikes) art very nimble, and can turn tightly whilst travelling at considerable speed. O ther vehicles are cumbersome, and have a TRR that reflects their lack of manoeuvrability.
"TUrning On The Spot A stationary bike may be turned on the spot to face any direction. It is also possible to tum any tracked vehicle or hoverer in the same nrtanner, but the vehicle may only be turned within 90° of its OI:iginaJ direction. Moving Backvvarda Restrict the maxlm,um speed so that It is the same as the vehicle's accldec.
ELDAR ARTILLERY NEW ELDAR RAPID-DEPLOYMENT WEAPONS TEAMSI FEATURING THE SCATTER LASER, LAS-CANNON AND HEAVY PLASMA GUN TOGETHER WITH INDIVIDUAL CREW FIGURES. SUPPLIED IN RANDOM PACKS OF' TWO WEAPONS, EACH WITH ITS OWN CREW FIGURE AND MOBILE SUSPENSOR PLATFORM .
Sc;lUAT BIKES A SPECIAL MULTI - PART MODEL , CONSISTING OF RIDER ON EITHER A BIKE OR T.RIKE MACHINE. PLUS VARIABLE FRONT WEAPON / HEAD - LAMP MOUNTING . LONE 81KE GANGS. IMPERIAL GUARD OUTRIDERS , AND ANY NUMBER OF SPECIAL FORCES CAN 8E ASSEMBLED USING THIS MULTI-CHOICE SYSTEM .
HAPTER COLLISIONS AGAINST CREATURES The existing roles make it rather too easy to suffer damage
T he greatest
mUI
i" bul
~
ripple on the surutc of
Sp ICe:
w hen auem pliog 10 run down fl eeing Gretchin and other unforruruUe5 w ith large, hovy ,"ehides. 1b rectify this, vehicles
never suffer damage as a result o f hilting a nonn21 creature If the vehicle's toughness is two o r more greater than the c re:aturc's toughness. Othe rwise the ru les on page 40 of Warh:lmme r 40 ,000 apply.
Speed the enemy
Of
bolt that brings the and mend.
EQUIPMENT STOWAGE The current stowage rules allow litlle equipmttll to be carried. As we shall be inlrodud ng new eqUipment . this figure (Eq) sho uld be do ubled for all vehicles 2nd random gener:ltiOn statistics in WK4 01K and Chapter Approved, note - we ha ve already incorporated Ihis change in the Rhino's statistics. For
end
cwnple, asunci:mJ , heaVY lracked vehicle now has 12 points of equipment rathe r than 6,:md:l nndoml y gener:ucd tracked v~hicl~ will h :lV~ 7.06 poims of ~quipm~nt rather than 06.
WEAPON POINTS Similarly, the amo unr of weaponry a vehicl~ can carry should be doubled. T he generation is given below.
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3b9h 4b9h 1b'lCtl 2bliJ1 lb. lb. lb. lb' 'b~ ,,~ lb. .,. I~ IIlIiJ1 1.. ~ ~ lb. ~ lb"ho 2hlY 1b2hlY lilY 1bl'Iho 4hho Ib4Ill~ SIlho IbSllho !illY 1biiIIY 7hlY 1b7tl1Y fillY 1bllllY ltll¥ 1b1l11v 2t11Y 1bltlho lv llil'l lv 2t1lv 1b2t12Yl¥ lb' ~.
23
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3bl!1l 411101 lbll1l 2bl11J lbll11 1211 'MI1v !llho Illtl),o 4w
b - basic weapon, h _ heavy weapon, v _ verV heavy weapon. A vehicle wit h 10 or more weapon points may install e Defence Laser if it generates a very heavy weapon. However, Defence Lasers occupy 10 rather than 6 weapon points, so other weaponry must be subtracted to compensate for this. One way of doing t his is to deduct 10 pI)ints for the Defence Laser and re·roll any remaining points rendQmly. No vehicle may have more tha n 1 Defen ce Laser.
R APPROVED VEHICLE SPECIAL DAMAGE CHARTS
HIT LOCATION TABLE
,
Score (D6)
2
3 4 5
6
Affected System OCCUPANTS RUNNING GEAR STEERING AND BRAKES ARMAMENT EQUIPMENT MISCELLANEOUS
The new Sp(:ciaJ Damage Chans have been designed to replace
the o riginal damage chari on p39 ofWH40K. The new cham 2fe more detailed and make "ehides on (he ublctOp more durable. The main rules change is that "ehicles reduced tozero damage points are no longer destroyed autOmatically.
Whenever a vchide takes damage as a result of a hil, the player should roll a 06. If the vehicle received more than I poinl of damage from the hit, the p layer should add + 1 10 lhe d ice score for each additional point of damage sustained. U the
res ulting score Is 6 or more, then the shot has caused special damage. The player sho uld roll another D6 and refer to the Hit Location Thblc. Fore.xample, a vebicle sllj/ersa bit callS/llg 3 polms 0/ damage (2 oj wbicb are added 10 tbe D6 ro ll). TbeD6rollls4 (+2) =:- 6; tberejoretbe lIebideSlljjersspecial damage. The veblcle p la)'er must now roll WI tbe Hil Locatio" Table. If a veh icle is reduced to zero poi n ts of damage, subseq uent damage will automatically ca use specia l damage. The player s hould roll a 06 and refer to the Hit Loc al ion Table_ When Ihe system affected by Ibe hi t has been idemified, the player s hould ro ll a 06 and co nsul! the appropri ate Special Oamage Chart, Players should note down the result of special damage, together wit h an)' long term effects which result _ A separate sheet of paper should be used for each ve hicl e.
RUNNING GEAR - SPECIAL DAMAGE 1 LINKAGE SHATTERS Pan of Ihe linkage sh~uers and the vehicle IwiSts to lefl or rlghl before coming 10 a permane nt halt. Roll 3. D6 10 delermine Ihe track affected, 1-3Iefl: 4-6 right. Use:a clock· face chan with 12 o'clock in Ih(: dirC'ction of travel 10 delermine: the direcllon Ihc "ehide now bces. Roll a D6 if the right hand track is gone, a D6 + 6 ifl he lefl hand ' rAck Isgone, !fthe vehicle Is nOI tracked roll 2gain on this ch:an . 2 WHEEL BLOWS OUT A wheel dlsimegratCll in me bl:ast ~nd Ihe ''ehid e plunges down on irssuspel1!lion. digging imo Ihe ground and grinding 10 a halt. The "chicle skids fotwllrd for 03" :md SlopS. The vehicle ends it5 skid fucint!: in:a rAndo m direction - this can be establis hed with a 012 2nd a dock-face chart_ If the veh icle is nOI wheeled roll :;I. ain on rhis chan. 3 GRAVITIC MOTOR MALFUNCTION The b13.-'I fl'2c tures the main gravil ic vacuum chamber sending the motor imo an uncomroUable anll-gf;1villc te:lction, The vehicle cont in ues al I:he. nme speed and in the same direction, bUI rises by + iO he istn eve~ tUfn until it is iost for("\·er. If me ,-ehlcle is nOI a hOl'er' type roil aJ!ain on Ihis charI. 4 ENGINE DI'-MAGED The engine i,s badly d:amaged as a resull of t he h i!. Wit h :tn emb:arr:L'Ssing co ugh and distinctive plumes of white smoke, the vehicle 10nc!l:S reebly !O :a cnwling pace. Redu ce Ihe vehlcle's current speed by 4" per lurn umil it reaches 4 ". The vehicle may not accclernc' {uri her. and if It dece1cr.ues cannot accelerate again, not even 10 4iH. 5 DRIVE TfV~IN The. vehicle's drivetrain is shattered, sending II OUI of control nexl tu m before coming 10;t sudden h~1 1 :as pan o r the broken drive spe;trs Ihe b,xJ y. If it WoI5 moving at g reater than 10" before Stopping, eve'ry occu pant musl make their basic sa\'e or sllffe r 1 wOlmd_ T he vehicle will nOI mo\'e :al!;ain , 6 TRACTION The vehicle's main tt".lction suddenl y f:ails: wheels blow OUt; (r:.l.cks fl)' o ff: gnvll:lc te:lctors implode. The ,-ehicle pivOts :across Ihe ground , slidillg againsl lIS broken side and spinning d:angerously, The vehicle skids forw~rd tor 06" ending by facing:a nndomly determined direction. Any OCCUplllllS Illusr nuke meir basic saving roll or an: sl:llin. Items of we:aponry or equipment are rendered useless o n Ihe 0 6 roll of:t 4,5 or 6 .
OCCUPANTS - SPECIAL DAMAGE
STEERINIG & BRAKES - SPECIAL DAMAGE
, DRIVER DISABLED Driver hil and disabled. A tns ie uving throw mUSI be rolled o r he is sl:.!.in. The ,'C' hide: goes am of control for Ihe d urouion of the follow ing !Urn. If Ihe \'eh icle has ~n aUlo-'Chicle must accelerate by its maximum amount per lurn . HOWC'Vcr, If there i! :I. crcwmln :iI\':l.lbble, he may :mempllO rectify the pmbil::m at the Ixglnnlng or each turn. Roll a 06, if the 5COrt' is 5 or 6 the crew has frttd the: :l.ccder:l.tor and the vehicle ill:!.)' the n a(X:cientc and decderate ;1,5 normal. No[(,' thaI 11 vehicle may Ir:l" cl over il 5 maximum 5 ed, but Is then sub'cel lO t('ntild control loss. 2 ROLL
The shOl: throws the ,'ehlde 10 one side:, turning II m'u umil it bods o n ilS (1.2.3) side: o r (4. 5 .6) back. 1bc vchick should be
2 POWER FIELD SYNC:HRONISER The vehiclc's PFS is destroyed. If the I'ehicle hl$ no PFS roll :again o n Ihis chart . 3 POWER FIELD The l"Chiclc's PF gencr:;;Uor is Ocstroyed. If the I'e hick h:l5 no PF, roll the result on thc mjscellLmeous e harl .
mo,-cd 06" away from the source of the hit . o r in 2 r.tndom direaion if tlUs b not appropr\2Ie Any modd In the roUlng ''Chicle's p:llh is collided wilh l\.'I normlll. Occupant5 who nil to make their bulc u.vc are 5laln . Each wc:1pon or ilcm of equipment on the: \"Chlcle: 15 rendered ino tive: on the 06 roll of a 4, 5 or 6.
4 CENTRAL CO NTROL SYSTEM DAMAGED l1\e mot damagcs the: 1-cltidc'S coruroI5)'5rc:rns. This can h~"C many effects, send ing random surges of powc.r rU5hing lhrough Ihe vehicle's circuil5, melting delicate components. causing aploslons, random burn-oUls and control loss.
3 FUEl.
10 reflecl Ihis random :and often calaclysmic le\'c! of esc:alaling damage, throw e:ach turn . On a4. S o r 6 the vehicle takes another random special d:una~:e result . The only way to halt thiS cffect is to abandon the \"eh.i clc litQRcther.
The vehicle's fuel or power 5upply Is ruptured :md exp lodes. The \"Ch lcle I mm e:di~tcly bursls into name:s and goes OUI of comrol. The \'ehlcle: wiU explode at the: e:nd of any of Its mO\'es on the 0 6 Kore of6. Any occupams nmst make thei r basic saving throw t'2eh turn or be killed. 4 TURRET The IUIttt Is knocked 0111, destroying : m y associated wc~pon and ul mcm . If lhe- vchicle h:l5 no IIlrret. roll 1 ' n on this dun .
5 DOORS JAM All doors on the \'ehide (l,2.3) jun shill or (4 ,5,6) fly open and cannot be doscd.Jammc:ddoors can be opened If there lire troops inside. Roll a 06 at the end of t'2Ch turn , on the KO~ of a 6 the door-sarc priscd opc:n. lfdoors fl y open, D6 nndomly de:termined occupanl5 will be th rown out of the ve hicle and rna)' takedamage If the vehicle is u a\'e Uing al grc:ner Ihan 10". If the I'ehlc lc Is open topped and lhen:fore h15 no doors (eg II land speeder). a sudden Jolt Ihrows D6 randomly determined models overnoud. 6 AUTO-SYTEMS DESTROYED All auto-S)litems go completely haywire, oper:ning in a random manner. Thcsc tffecu (:2nnot be O\'cr-rldden by the vehicle's occupams. Auto-drive causes the \"Chide to move out o f conuol. Auto-aim units fire weapons:1I randomly determined CltBets. Autorae ly1tems omy Pfrmit Ihc U.K of an Itcm of equipment on the D6 role o f:l 4, 5 o r 6 made th:n turn. Doors may only be used on the 06 ro le ofa 4. 5 o r 6 made thaI tum.
ARMAMENT - SPECIAL DAMAGE 1 WEAPON DESTROYED t nndoml ' determined wea
n Is de:slro "Cd.
2 AMMO SLOCKAGE The ammo or power supply 10 one r:mdom ly determined WC1lpon is bloc~d o r 5C\"Cn:d . The \"Chlclc may fire once more with that WC"l n. mel" which thc We::!. n Is rendered usela;s.
reed
3 AMMO JAMMED The ammo feed or power supply to one randomly determined weapon is junmcd or fused . Every time the weapon fired from now on, the player ro ll5 a 06. On th e roll of a 6 the weapon explodes, C":Iusl ng D6 pointS of damage o n Ihe vehicle andspecill/ duma e as :a ro riale.. 4 DISARMED The "chicle's main armament is destro ·ed. Ii WEAPONS HIT D~
nndoml determined wea
os are dcstroved.
6 AMMO HIT The l"Chlcle's central ammo bin or power supply is ruptured open and dCllu"O}"Cd. The \'ehicle may no lo nger fire liS weapons. In addition the \'ehlcle lakes D6 pointS of da:m:lgc, and automatie:ally 11Ikes 03 further spedal damage effects.
Puise the SU D fhal hriogs the dl111'D Of our £iru l doom.
5 AUTO -SYSTEMS Damage to the auto-s)"lilem control unit destroy,:all on-bo:ard auto5)'lIlemS instantly including lu to-drh·e. auto' aim and aUlo-fac. If under auto-drl\'c wheo hit , the vehiclc goes OUI of control for Ihe duration of lhe. following turn (lSSUmi ng :a c l"'C"WtlUn an take m"Cr) o r permanently (if no crew :ue available to takc O\·er).
6 WIPE OUT Overwhe:lmJng damage to thecentr.lI control s)"litem results in t"\'ery item liMed as part o f Ihe \'ehlcle's equipment being n:nd e red Instamly un usable. If thc ~'ehicle is under :aUlo-dril"C when hil , :;ce ent ry 5 ab\:)I'e.
WisdOR\ is the beginning of feu
HAPTER APPROVED EXTRA EQUIPMENT
CONTRC'L LOSS
T h ~ nt~W
A vehicle may eithe r go o ut of contro l for otle turn or permanently. If a vehicle goes OUI of comrol permanently it is not possible to regain contro l - a vital mechanical component has been affected. A vehicle which has gone permanently put of control will accelerateldecderate and tum randomly as des.cribed in WH40K (pp39·40) until it either le:tves the table all' comes toa halt . The vchide will then remain stationary.
power field a nd fidd synchroniser rules described in White Dwarf 100 (see Chapter App roved - Dreadnoughts) :l.lso apply to n:hicles. Power Fields. POi,lltS cost 10 each per ' " rad ius. Power Fields of )" r-.adius are ass umed to cover the e ntirety of any small ur medium sized vehicle. A large ve hicle requires a 2" ....Idius fidd . Power Fidds of larger radii may be fitled, costing IOplS fur t:ach extra I " r.adius. A vchicle m:.ly carry several different
shidds. alt hough only one m ay be active al any lime. A Power Field may be lurnc:d OFI o r offat the start of the player's lurn . I! may not be IUrned on or o ff once the vehicle has been rendered immobile as a result o f damage. Once a Power Field b ac tivated a ,'c hicle may not fire weapons through it.
The presenceuf a Power Field arou nd a vehicle does not affect its 1l10vcnlt:nt . nor does it make any difference to the res ult uf ... wllision with another vehicle. The field is designed in suc h a way that it flows around obstacles in its path, otherwise the \·chicle would be in pemlanent coUision with irregularities in the terr,,!n. Power Field Synchronisu. Points cost 10 points each. These an: \~J l uable devil"t~s which :lllow a Power Field to flick off du ring the bridmoment it takes to fire a weapon . If a vehicle ha:. a Powa Field Sync hroniser it may fire weapons during ils OWII shooting phase, even t ho ugh the Power Field is on . Hvwel'cr. to represent the c hance of an enemy shot sne2ki ng through as Ihe field fli cks off, a ny shot against the vehicle in the enemy's following turn will penetrAte the Power Field on Ihe D6 sco re of a 5 or 6 . This does no t d esuoy the field: the shot simply by- passes it during its split second o f inacti vity.
SHIELD PENETRATIDN A.\ described above, a shield is penetrated on the 06 score of a 5 or 6 if it was fired through in the preceding tu rn . Alte rnatively you may divide the turn into s ix 'phases' 1-6. T he player wishing 10 fire a weapon secretly wri tes down the phasc in w hich t:ac h weapon fires. A/ollowitlg/ire we2pon mil y fire over several phases· one shot corresponding to one ph"A.Sc - but may not fire through more than 6 phases. The shield i" d o wn fur all t he I]hases in which the weapon fires. In the enemy's following turn, w hen we:tpons are fired against the shielded vehicle. the p layer must try to gucss the phase written down by the other player. Most weapons e ntitle the player lu one guess. If the guess is correc t, a nd the shot hits, the shield is penetrated . If it's incorrect the shield is hit as nurmal. Players whose weapons have an area effect are emilled 10 tWO guesses to rep resent the spread o f separate imfY.!.c ts at slightly different times. Players with following fire weapons are e mitl ed to one g uess the first time they hit , and each succ t:edin& hit adds I to the original number guessed . So, if your first guess i ~ 3 the second hit will be 4, a third 5, and so on. U a :.hielded veh icle is being fired al by several different allilckcr.., resolve each guess individually but allow the vehicle plilycr [u ch:.mge the nominated phase(s) in between each Of hi:. opponent 's guesses. This is a bit unrealistic, because t he .... capon ca n onl yr~l l y fire in one phase. However, it prevems th e allackt:r nominating s uccessive phases 10 his unfair ad\'amagc - impossible in the heat of battle.
'1 cry Ollt for troo ps Ind YOII give me , he [one - 1 plc~d fOI ~ n lmllni[ion lnd YOll give me speeches. 1 ask YOII aglin,
Conullindcr. whit un you pledge me?"
M /\ heloic delth. Captain:' Reported holocom conversltion betwee n Commandcl Gulim TltIci lnd Clpuin Roiml of the besieged Alharmo gnriso n sbortly before the final ark lSSlU h.
A \'ehicJe which goes out of control for o ne rum automatically regains cont rol ~n the following tum and may move under the full cont ro l of th e player. The o nly exception is if the vehicle goes out of control agaitl - e ither because it exceeds its maximum spVer of levitation . It allows its bearer to float 'up or down D6~n D6 yards per tum. but confers no power of sideways movement.
513-525 MAGIC ABSORPTION 'The blade is forged from a V::~~;;~'~::~[ FJeshhound ofKhome, bound iron and brass and quenched in the spinle IOf a Wizard .
:!
It absorbs any spell cast against its bearer, and the spell therefore has no effect. The spell is, however. retained within the blade, imd the bearer may release it (at no cost 'in Magic Points) duri ng a subsequent Magic Phase.
Only one spell may be retained within the Ibladeatonc: time, but acurrently held spell Imay be supplanted by a second spell al the bearer's discretion.
MAGIC DESTROYER - PIERCING 526-538 MAGIC DESTROYER If Ihis rune-carved blade scores a hil against a creature carrying one or more magical items roll a D6. On a result of 5 or 6 all the magical properties of o ne of the target's magical items are destroyed.
577-589 MIGHT The blood-Ted blade pulses with a life of itsown, and bleeds whenever it is parried. However, the bearer's Strength is increased by three when making attacks with this blade. The Strength of any other attacks made by the bearer is unaffected .
If Ihe target has more than one ite m randomly delermine the object which is affected.
539-551 MAGIC FORCE The blade (a fort:esv.Qrd) pulses with power and is highly attuned to the flow of magical energy. The bearer can expend Magic Poims (if he has any) to increase the sirength of a blow from !.he sword . Each Magic Point ex pended adds +I 10 Ihe Strength of the blow, and also reduces the target's Saving Throw by -1.
552-564 MAGIC REFLECfION Th the uneducated eye the blade is crudely made. poorly finished and rusf)'. Th any form of magicaJ power it is, however. the most perfect of mirrors. The blade can reflect any spell casl at its bearer back at the Wizard who casl it . The spell is only reflected back if the bearer manages 10 roll under his ~apon Skill on 206. The speUcaster suffers the full effects of a reflecled spelJ , although he is e ntitled to a Magic Saving Th row if this is normall y .. the case.
565-576 MAGIC TIflEF If a hit is scored against a crealurecarrying a magical Object this blade can steal the properties of the targefs magic item. Roll a 06: on a result of5 or6 the blade drains all powerS from the target item, bUlthose same powers pass inlo the blade for Ihe remainder of the battle (WFRP: 24 hoUl~) , and may be used by the bearer. Iftheurget ha s more than one item, randoml y determine the object which is affected.
5~-~2MIGHTYST~ Thisdull and unsharpened blade is forged from a sing le rib-bone of a Daemon (Greater or Lesser) , It allows the bearer to make one 510 hil during a single hattie (WFRP: within a 24 hour period). 1be bearer decides to use this ability after he has acrually hit a target bUI armour is taken into account.
~3-6J5
MINDEATER
This bone-like blade has a insatiable hunger for the thoughts a nd feelings of those it hits. The blade causes 00 physical damage when it hi ts a target, ie no Ubllnds are inflicted. Instead the target's Ld , Int. CI and WP are reduced to zero. The target becomes subject to Stupidit), immediately. and loses all skills.
616-628 NONFLAMMABILITY The blade has a hilt and pommel carved out of solidified lelifS from a writhing victim of the Chaos fires and lomenting Daemons.
It confers on its bearer an immunity 10 all fire based attacks, including Fi,~ &If spells, and Dragon breath .
629-640 PARRY The blade has been created by a weap{lf] master. It may aUlomatically stop one or more opponents' attacks from hilling ils bearer. The decision whether or nOI 10 parry a blOW" need o nly be taken after the 'to hit' die has been Ihrown for me altack. For each blow that is parried the blade 'uses' one of its bearer's Anac/cr. An Attack which has been used to make a parry cannot be used as an anack during me same Hand-tQ-hnlld Combat Phas~,
641-653 PIERCING The blade hunge rs for Ihe lifeblood of its opponenlS, and refuses to be deflected from Ihis purpose. Creatures wearing non·mag kal annour have no Savillg Throw against any damage caused by mis unnaturally sharp blade.
PLAGUE - RANDOM 654-666 PLAGUE
667-679 POISONOUS
The blade is infected with a hideous Chaos· wa rped disease. Du ring ilS forging . tempering and quenc hing, diseased
T he melal of the blade is tai nted and Vi:no mo us as a resu lt of its quenching in pt)ison and bile. Blows struck with this blade have a + 1 Strength bon us. No Strength c-an be raised above to by this blade's pr(lpert)'.
mUlAIlts were used 10 test the blade's edge, and its metal is tainted as a result.
Blades origi nally received by Nurgle's folJO'Ner.; are infected with Nurgles Rot. For blades of other C haos PQr.wers roll a D6 and consult the fol lowing tabl e to determine the Plague blade's effects. Whe never the blade hits a n opponent in
680-692 POWERSWORD
infection. No damage need have been caused by the blade. The target makes a Toughl1es.f test. and if this is fail ed the effects of the p lague are app lied
This blade is a tec hnolog ica l a nd a!Clachronistic marvel : a weapon of pure energy seemingly drawn from the heart of a slar. All attacks made with the blade have SIre/lgth :0; (rathe r than using the bearer's S), and cause one Wound, The opponent's Saving Throw is subjecl to a · 1 penalty.
immediately.
WFRP: O ne AP on the ta rget location is
hand to hand combat
it may pass on its
ig nored .
1>6
Plague The Shakes The plague causes terrible shaki ng fits, so that its victim can no longer
control muscles and limbs properly. Reduce WS by 1110 and A by I. 2
Eye Rot The plague causes the victim'S eyes to swell and distend. growing large a nd b ul bous with reta ined nuid , Reduce the v icti m's 8 S by 1/10,
3
Creeping Dubos The plague covers the victim's limbs in fo ul ulcers a nd lepro us sores. These restrict movement and caU/le g reat discomfort. Reduce the victim's Mow by one, and I by li lO.
4
Bone Ague T he plag ue c ha nges t he vict im's bone structure, caus ing uncontroll able g rowth in some bones, and a withering inner rot in o thers. Reduce Sand T by I each .
5
G~y Fever The plague causes the victim's brain to waste and eventua ll y dry OUI. This, in tum. brings senility a nd dementia . Red uce the v ictim's Inl. ld. CI and WP by 1110 each .
6
Green Pox The plague cau ses t he victim to break out in hideous green spot.« body is genenlly pale, often with a bluish or greenish tinge. but may be more brightly coloured or even patterned.
O·3( AOS DWARF WAR MACHINES
MODElS PER lJINIT: POINTS PER MODEL:
1·4
WEAPONS: DOUBlE·IIAro;OED WEAPON
V"-......;;
AIMOUI:
CREW: I
Il EAVY AR.\lOVk &.
BARDtNG
•
Alignment, Chaotic.
Base Size. 25 x 50mm. Sp ecial Rules
I . Bou Centaurs reui n tile legendary vigour of the Dwar...en
racC"S, and suffer no movement penalt ies for armour or for pushing their wa r machine.
.
2. Boar Centaurs are bred ror strength 2nd stamina. and arc, If anything, even less talented as Wizards than their two· legged kin. There are no Boar Cent2ur wizards.
3. In competition games, Boar Centaurs have D4 ·3 personal Chaotic Attri butes. In compet itio n games, aU Chaotic Attributes must be gener-,ued under the supervision of the GM. In non-compelitlon games, attributes may be gencnled ir the player wishes. 4.
When the Chaos Dwarf Boar Cenuur is engaged in handto-hand combat, it huone .....-eapan atl2ck and o ne stomp alt2ck.
Profile
Points (Basic): 34 + 50 (War Machine) _ 84. Boar Cenl2urs p2y for equipment at x4 basic cost. The war machine costs a straight 50 points.
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Handhook and the amazing Asrrogranirc pitch!
Can you survive in the world of DARK FUTURE? where hardened Outlaws fight ruthless S:mCliont::d Operat.ivcs along the desolate high ways of a droughtridd en America. The Game of Highway Warriors is packe d w ilh the very best ofGWart and miniatures.
Available Now
Summer 1988 Release
Bigger, betler, new! This is BLOOD BOWL · where
war is a whole new b:11J game. The pack includes: two highly detailed hand-sculpted plastic miniature Icams, basic and advan ced rules , Bloo d Bowl
,£19.99
•
WARHAMMER SIEGE covers every aspect of siege w.l1'fare, from fortress design 10 enemy assault in both the O ld World of WFB, and the stellar realms of WH40K . T his 140-page hardback book comes comple te with:l. ready-to·play siege, The Defelice of
,£19.99
The biggl.'Sl model rclcanfi" of the DU1'~GEONQUEST boardgame. cards and monster.; allow explor:ulon of the lower levels in search of the Drago n's Treasure Ch2mber. But be warned , the pe rils that lurk arc not for the faint of heart!
Three complete model Rhino Kits wait for your 1ech Priests to build them :md your Imperi.al Commanders to t:lke them into b~lItie. Whether you comm2nd Imperial GU2rd or Marine Units, 2 deuchment of Rhinos provides the extr:t killing power you need .
Summer 1988 Release
Summer 1988 Release
.£9.99
W:arhammer Fantasy B21dc (3rd Edition) ......... £14 .99 W:arhammer Fantasy Rolepl:l.y ............. . .. . £14 .99 W:arhammer 40,000 Rogue lhtder ....... . .. . ... £14 .99 Curse of the Mummy's Tomb ... . . . . ... £14 .99 Heroes for Dungeonques1. .. . ... . .. . . . £9.99 Expert Paint Set. . ... . .. . .. .. . . .. . . ... . . .... . £5 .99
.£6.99
Golden DeDl.on Tickets Tickets 2rt: aV2.il.abJ(: now for the Gr:tnd Final of the 1988 Golden Demon A-,;vards, 10 be held in Ihe Victoria leisurt: Cenltt, Nottingham)uly 30th. Tickets art: £1. 50 on the door, but you c:.ut get you.r.; now from Games Workshop Mail Order (2nd any Games WOrkshop retail shops) at a spccial2dvance price of £1.00 each! The number of tickets is limited, so to 2vold missing out on the day, order yours now!
ORDER.ING CITADEL l\t:INIATURES You can order any of the figures in this month's WHITE DWARF simply and easily, tither by mail or tdephone Cmilt Card on:kr. Our fast , oomputttised service is very rrlUble, and the majority of orders art: c:llspatched within 00(: working m :and s.OOpm
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OVDSW ("".USA) A.l1lMAII- Add ~o" tot Cani:aIction 26). or tbe AI. A52 or A6 From the South: MI OUJlCtioa 25 Of 26). 01' tbe A45J. A6 or A50/60
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CONFUSE THE LEISURE CENTRE WITH THE VICTORIA SHOPPING CENTRE!
_ YOUR lOCAL STOCKISTS OF GAMES WORkSHOP AND CITADEL M INI ATURES PRODUCTS _ VOUR l.DCAL STOCKISTS OF GAMES WORKSHOP AN D CITADEL
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with ..ppl.menllln' modules D .95 Gamma f r1lgmenl £5.95 [pll'on Cybo,gs 0 .95 0.. ...... _ _ ESOEVIUM GAMES lW3J
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