<<

Editorial Nick Johnson & Jason Hubbard 3 Skirmish Painting Competition Results 4 Painting Competition 5 Campaigns Venture 6 Tuk Tuk Will Kirkby 7 Dark Age Magic Jason Hubbard 9 Zulu War & Islandawa Jason Hubbard 11 Colonial Skirmish Rules Jason Hubbard 13 Dragon Fire Chris Hutchings 15 Tall Tales Taylor Holloway 18 Palm Crossing: A Frontier Town Dave Barker 26 Morae River Brynn Metheney 30 Pin-Up Art Ricardo Guimaraes 33 An Interview with Alessio Cavatore Jason Hubbard 34 Artist’s Showcase: Will Kirby Will Kirkby 36 Clothing and Zenithal Light David Heathfield 43 Chaos Trees Pat Ohta 46 Colonial British Table Top Painting Guide Dave Barker 50 Baron Petrochemicoli William Ford Jnr 54 Zombies: A Hunter’s Guide Dave Barker 55 With Musket and Tomahawk Dave Barker 56 New World Order E.B Hinton 57 Sablesinge Dave Barker 59 Clockwork & Chivalry Jason Hubbard 60 Mech Attack Dave Barker 61 Tea Wars Dave Jackson 62 Warheads Various 63 Russian Infantry WW2 Dave Barker & Jason Hubbard 66 Warhammer Battles Dan Lee 68 Legend of the 5 Rings 4th edition Nick Johnson 70 S-F Commander Scott Hockley 71 Flintloque Lite Rules 3rd Edition 73

2 Issue 7 Winter 2011

Irregular Magazine

Editors Jason Hubbard Nick: I’d like to start this month’s editorial off with an apology - I stated in the last issue that Nick Johnson we’d be releasing a city supplement for The Dresden Files RPG during November. Unfortu- nately, due to the amount of writing involved, this ended up slipping to the point where Layout we had to concentrate on getting this issue prepared, rather than getting the supplement Jason Hubbard out. It’s my project, so I’ll hold my hands up to this - we’re still going to release the supple- ment, it’s just going to be a bit later than originally intended. Proof Readers Nick Johnson Now I’ve got that out of the way, what’ve I been up to? Well, I was with the Sheffield Ir- Mamie Shafi regulars at two shows during October - Derby World Show and Fiasco - as well as attending the “Paint a Warhead” day during November. I was due to attend the Breast Social Media Manager Cancer Brawl charity event in early December, but unfortunately the weather intervened - Rebecca Hubbard a foot or more of snow will mess with your plans.

Cover Illustration On the painting front, I’ve been involved in an ongoing challenge over on WAMP - the Diego Gisbert Llorens gauntlet was laid down to paint a character and two units for an army by February 1st 2011, but I felt this was too easy. Instead of completing the challenge for one army, I ini- tially decided to try to paint six - Dwarfs for Warhammer, Romans for Warhammer Ancient Cover Layout Battles, Cygnar and Mercenaries for Warmachine, and Trolls and Minions for Hordes. Matthew Mella During December, however, I decided to stretch myself a bit, and added two more armies to the challenge - Khador for Warmachine, and Space Wolves for Warhammer 40k. I’ve also Comic Artwork been doing daily updates on my WIP thread over there, both to keep me motivated and to Will Kirkby keep people up to date. At this point, I’ve painted the general for five of my armies, and at least one unit for three of them. With a month and a half to go, why not keep an eye on my Contributors progress over on WAMP? Dave Barker Alessio Calvatore My rationing is going well, thus far, and I’m starting to clear out sections of my grey horde Mike Dodds - this has been at least partially aided by the Army Challenge, which has forced me to work William Ford Jnr. on some stuff for every faction I’d listed in the page. There’s still quite a bit to do, however, David Heathfield so I’ll keep pressing forwards. E.B. Hinton Scott Hockley Jason: Well, its been a funny old 3 months, with lots of shows to attend. There are plans Taylor Holloway afoot for a new venture starting next year and we’ve started preparations for IMP 2011 Jason Hubbard as well. What’s this new venture, I hear you ask - well, as of 2011 we will be publishing Rebecca Hubbard campaigns for roleplaying games and for wargaming. These will be on a separate page on Chris Hutchings the website, and yes these will be free to download. The first two will be the long awaited Dave Jackson Dresden campaign set in Sheffield and a Pathfinder campaign setting by Taylor Holloway. Nick Johnson The aim is to produce these on a fairly regular basis. If anyone has an idea for a possible Will Kirkby campaign setting for an RPG or would like to write a campaign background for a set of war Dan Lee game rules, then let us know at the usual email address - [email protected] Brynn Metheney Pat Ohta In regards to IMP 2011, we have a date for the event of July 17th, though further details Tim Ryder will follow in the New Year. What else has been going on? Well, we attended a number of shows, such as Derby World Wargames Show and Fiasco in the UK. I have started my 12 Artwork month miniature-buying ban, which is becoming hard with all those nice shiny goodies Ricardo Guimaraes that keep being released. I’ve also started making a go at painting my grey army, begin- Brynn Metheney ning with some War of the Roses miniatures. Will Kirkby Bradley K McDevitt There have been more plastics released for historical games, which have included Norman David North cavalry and British WW2 infantry. Also we see the release of the Space Josiah Daniels Cerberus Marine movie for those who are fans of the 40k background. Tamás Baranaya By the time you’re reading this Christmas will have been and gone, so I hope you had a excellent holiday and received lots of hobby related goodies.

Well that’s all from me folks, see you next time.

3 Historical Painting Competition Results

Last issue we challenged you to paint a historical Stéphane will be receiving a copy of Warhammer figure from any period of history up to and includ- Ancient Battles Second Edition from the Irregular ing WWII; it could be any scale between 15mm and Editors. 40mm and you came up with some great entries. Here are some other entries that caught the judges’ The winner is: Stéphane Renaut with his Old West eye. Trapper.

Here’s what our judges had to say about this entry.

The painting is really very good all over and the grain on the wooden parts of the rifle and fur coat are espe- cially brilliant! Dave Barker

This is a very good paint job, especially on the wood grain, very nice indeed. Jason Hubbard

4 Sci-Fi Hero Painting Competition We’ve got a new challenge for you this issue, For your chance to win this fantastic piece we with another great prize. want you to paint a sci-fi hero:

Hitech Miniatures are offering the winner of • Any manufacturer. this competition a stunning limited edition • Any scale (between 15mm and 40mm). 54mm resin Exorcist. • No dioramas or units please.

This model is something special for you to Please visit our website for all the details you paint up for your display cabinet, and at 2.4 need to enter this competition. inches from feet to eye level, he’s bound to stand out! The deadline is: March 1st 2011, so there’s plenty of time to get something built, painted and photographed.

Judging this competition will be award winning painter, Scott Hockley.

5 Campaigns Venture There are plans afoot for a new venture starting next year. What’s this new venture, I hear you ask - well, as of 2011 we will be publishing campaigns for roleplaying games and for wargaming. These will be on a separate page on the website, and yes these will be free to download. The first two will be the long awaited Dresden campaign set in Sheffield and a Pathfinder campaign setting by Taylor Holloway.

The Frozen North will be released in January.

Frozen North

Explore the Northern-most regions of Elysia - a place of frigid cold and high adventure with an exclusive supplement compatible with the Pathfinder Roleplaying System ®.

The Frozen North contains everything you need to run your own games - with a full historical write up of the region, towns, maps, friends and foes, as well as six ready to play NPCs pulled directly from Tall Tales - a short story appearing in this issue of Irregular Magazine!

6

Wargames Words : Jason Hubbard Words growth of crops, animal and human fertility animal and of crops, growth for consulted was times magic individual health. At would curses that example For nefarious reasons. cause infertility or ill health. Magi and priests functioned interpreters as dream a com- prediction was Astrological and astrologers. omens the Consulting magic. of ancient mon element practice. common another was or seeing the future observing by been done of have flights may This or the waters, reflective using a polished mirror, birds, use The bones and runic stones. of animal throwing included This practice. another common of spells was spells that to potions through everything love from cause harm. could contact the spirits they could of the believed Priests priests/magi of a popular request was This dead. a was There within the Northern Cultures. European within the with ritualsdeep association and magic inscription and oral used magic They Germanic tribes. which and religion within their ceremonies tradition deeply intertwinedwas of gods. with their pantheon shape into the ability shiftShape shifting, to one’s is another aspect of Germanic another creature, His shape shifter. a great Odin considered was magi. a cloak and tall hat disguise of an old man wearing whilst carrying image of the iconic a staff has become a wizard. most widely used aspectThe in Germanic of magic is the use of runic inscription. culture 9

People sought advice and help from the gods on a and help from advice sought People victory be for healthy could This in battle, daily basis. Magical services were available even for the most for even available Magical services were mundane of acts. curse tablets and Everything from writing of among the cuneiform found spells were is also a pleth- There Mesopotamian cities. the great Roman Viking sagas, in the evidence of written ora writings and among early Christianand Greek writing such as this Evidence describing pagan practices. within role an essential played magic that indicates and early society. ancient medieval It was also believed that some banners or flags and It that also believed was Vikings and properties. had magical some weapons runes carried powerful believed magical Saxons and weapons into be engraved would These powers. This shields and banners. onto armour and painted them powerful or any protection strength, give could other useful ability on the runes used. depending Omens could determine if the battle would go well go well would if the battle determine Omens could the A bad omen had the ability weaken or not. to their fight- reducing of the warriors thereby morale the omens if On some occasions ing effectiveness. and warlord the that it meant bad, significantly were in were the omens until fight to band refused his war their favour. During the Dark Ages, magic was considered an considered was magic During the Dark Ages, consulted Warlords partessential of every life. day a battle, check the omens before to priests and magi advice. powerful provide spells and to provide to Dark Age Magic Dark Age Invoke the gods the or God Invoke This of God/s. the power act invoke is to This magic of protection. or give enemy an strike down be to could A successful test. make a leadership must player The allowing the gods invoke to the player will allow roll unsuccessful re-roll character/unit to any the targeted per game. be used once can only This rolls. a 6+ is cast on This Spell List Spell of Strength will allow target cast on the intended spell when This 1d3 turns. for rolls a +1 on all damage on 4+ Cast Spell of Protection it will give on a unit/individual this is placed When on a Cast 1d3 turns. for rolls saving them a +1 on any 4+ Spell of Magical Protection throws +1 on all saving an additional will allow This on Cast unit/individual. 1d3 turnson the targeted for a 4+ Spell of Speed unit/ charging targeted any cast this will give When individual an additional 1d6 movement. on a 4+ Cast Runic Magic powers, magical for an item be added to Runes would than one can More or banner. a sword to example for a maximum of 3 Runes. up to an item be added to Runes of Strength a +1 on all damage rolls. will give This 10 points Cost Runes of Protection throws. an additional +1 on all saving will allow This 10 points Cost Runes of Power It priests and magi. rune can only be used by This unsuccessful make a re-roll them to on any will allow per cast. rolls magic 15 points Cost Rune of Accuracy the user with a +1 on missile attacks. will provide This 10 points Cost be looking on the high In raiding at part we’ll three plus some magic and weather weather seas, rules. additional campaign 10 PTS Ld 4 3 4 4 3 2 5 2 7 70 Magi Priest 4 3 4 4 3 2 4 2 7 70 Type M WS BS S T W I A Divination reasons. a number of different can divine for A player ambush divine for to want they may instance, For player The troops. hidden enemy or check for sites initiative against the character’s must make a roll per game. can only be used once This score. is cast on a 5+ This Any Priest or Magi can be upgraded to a level 2 a level to or Magi can be upgraded Priest Any of 35 points. a cost at wizards Special Rules fear Cause of the enemy Subject hatred to Divination and Pagan (this is only applicable to the gods Invoke Christian priests) Equipment and a dagger mace - staff, Priest dagger Magi - staff, Use these rules as a guide, you can limit the spell list you these rules as a guide, Use more to Christian priests or allow access if required and the ability cast more. to spells, Note - To use the magic ideas presented within this ideas presented use the magic To - Note in works article, magic an understanding of how along with is required, Battles Fantasy Warhammer Also rules system. the magic the ability reference to or Christian/ a Magi they are whether users, all magic and will know 1 wizards spells level priest are Pagan and Beasts. Life Fire, Heaven, lores: the following from priests the Death will also know spells from Pagan as well. lore I would recommend using the Celtic Shaman as a Shaman using the Celtic recommend I would pagan priest belief armies in pagan (the statistics Ancient Warhammer in the which can be found for and Picts Vikings, Rulebook), such as v2 Core Battles or which are armies using magi Those early Saxons. character from Christian use the appropriate in faith below. Magic These runes were placed on a wide variety of items, wide variety on a placed items, of were runes These powerful more them make or ar- to as weapons such Germanic Magic in protection. better provide mour to as in and evil, both good used for be could cultures early and medieval ancient from cultures other many periods Wargames Wargames Words : Jason Hubbard : Jason Words At 8am Zulu’s were reported on the high ground; reported on the high ground; were 8am Zulu’s At but he Chelmsford, to dispatched were messengers’ plan of action, his original from not deviate would and that exaggerated the report over was convinced force. the main Zulu following he was using Isandlwana camp at the impi attacked Zulu The tactic knownthe encirclement as Impondo Zenkomo with the camp close (Buffalo Horns).An hour later, of the word received Chelmsford being overrun, to com- under Chelmsford’s Harness, attack, A Colonel and dispatched acted initiative upon his own mand, of infantry and artillerya small force in support of a mile Chelms- it had moved but before Isandlwana, orders. original it’s to return it to had ordered ford by the British and to trap used were Buffalo Horns The Isandlwana. the camp at had captured 3pm the Zulu’s 1,350 of the over incompetence, Chelmsford’s Due to killed. the Once members were 1,750 camp original ammunition within the British exhausted, was camp It then was the British troops. swarmed over the Zulus close quarter bloody all which was to down combat, A bloody short very in was that quickly. over battle to down it was warriors, of the Zulu the favour Chelmsford crossed the Buffalo river ford at Rorke’s at Rorke’s ford the Buffalo river crossed Chelmsford Drift Chelmsford on the 22nd 11th January, on the of the 5,000 troops taking 3,000 over spilt his forces he presumed with, chasing what river the he crossed he left Isandlwana nearly At 1,800 army. the Zulu was Durnford. of Colonel under the command troops he per- what pursuing continue would Chelmsford after reports even army, the main Zulu be to ceived otherwise. proved Isandl- of the camp at charge in was Durnford Colonel Zulu reports confused to regarding in response wana, who troops, out mounted sent he movements, troop a mere impi of 20,000 troops stumbled upon a Zulu Reportsat Isandlwana. the camp from away miles five impi, but they of the Zulu Chelmsford to sent were ignored. were 11

Chelmsford invaded Zululand with three columns columns with three Zululand invaded Chelmsford Transvaal. and Natal and left defend behind to two fight would army the Zulu assumed that Chelmsford be unwilling would and nations like all other African by taking He hoped that a battle. a pitched fight to and territory Zulu force into this would force large surrender. to Cetshwayo encourage Frere and Chelmsford used a minor border infraction used a minor border and Chelmsford Frere a commission, to ruling elite summon the Zulu to which they knew an ultimatum they presented where dis- to was One of the major points refuse. he would be accepted, never which would army, band the Zulu society built upon a warriorbecause Zulu was culture. he and that they insisted refused Cetshwayo When European a danger to presented nation the Zulu the Zulus by an invasion and that in Natal, colonists take military need to they would Thus inevitable. was this. action prevent to The British Government and military British Government The back in London through- small wars in elsewhere over-stretched were afford nor could want and they didn’t out the Empire, Sir Henry that was problem BartleThe another war. Lt.General Chelmsford, be Lord and soon to Frere to way the only had decided that Thesiger Frederic power the Zulu remove to their objective was achieve knewThey military with they couldn’t base, action. sanctioned the govern- against the Zulus get a war by use they decided to Instead, back in London. ment any for and the time it took of distance the advantage their advan- to distance that travel to communication set in motion militaryThey action would that tage. the hand of King Cetshwayo. force The Zulu nation had become a powerful a had become nation political Zulu The Shaka. the warlord under and military By 1870 force was within the region expansion colonial European and as a result starting territory, infringe on Zulu to powers colonial the issue for this became a major British The the South region. African who governed whose plan was Sir Henry was governor Bartle Frere, settlers under and European all the native unite to or obstacle only problem The the rule of the Empire. of who had no intention Nation, the Zulu this was to being governed. Zulu War and Isandlwana and War Zulu the British between fought Anglo-Zulu was war The effec- would war The Nation. Zulu and the Empire over and dominance independence end Zulu tively tribe originated Zulu The tribes the region. in native North from inhab- the original displaced and of Africa of the Kalahariitants Desert. By the 17th century the known in the area as KwaZulu. fully settled were Zulus In the aftermath of the battle Chelmsford conducted In the aftermath Chelmsford of the battle as Chelms- Victoria, the help of Queen up with a cover He desperately Queen’s. of the a favourite was ford bury that tried to incompetence of his evidence the myth propagated He also fault. at he was proved short Isandl- were at of ammunition the troops that deal of blame on Durnford a great and placed wana, the camps died defending who the disaster, for centre. used Chelmsford and Both the British government Drift distract to the people of of Rorke’s the defence Its Isandlwana. at the disaster and BritainNatal from the military by importance and over-exaggerated was and South Africa. in London both politicians, for Cross Victoria the awarded were soldiers Several pre- Drift, 11 were in total their actions Rorke’s at surviving ranks to Mostsented of the lower soldiers. and died broken Cross Victoria the awarded who were a full General, to promoted was Chelmsford penniless. Tower of the Lieutenant along with being appointed died in 1905 aged 78. and he eventually of London, was there London reached of Isandlwana news When were and reinforcements a public and political outcry, reinforce- With crisis. deal with the Zulu to dispatched his forces reorganised Chelmsford on the way ments re-enterand planned to with the determi- Zululand On the 29th threat. the Zulu of eradicating nation on their camp at an attack the British March repulsed of Khambula,the battle the aftermath the attack of and this demoralised impi was the Zulu that showed of Zululand. invasion the second for the way paved after terms Khambula, sought but the Cetshwayo which Cet- surrender, unconditional British wanted Cetshwayo accept. his people wouldn’t and shwayo of Ulundi on the 4th the battle made a last stand at In the defeated. was nation July 1879, but the Zulu 13 up into broken lands were aftermath the Zulu pro- to given kingdoms, all of which were separate captured was Cetshwayo oversee. British to Africans exile. into and sent 12 On the same day Zulu reserves attacked Rorke’s reserves Rorke’s attacked Zulu On the same day 24th Foot 2nd battalion Drift, the men of B company Engineers) (Royal Chard of Lt. under the command 12 hours of held out for (24th Foot) Bromhead and Lt. were 140 men, of whom only 81 rifle fire. continuous warriors. Zulu over 3,000 held out against fit, fighting bayonet versus the spear, once that had happened in that once the spear, versus bayonet 20,000 strong The army. of the Zulu in the favour was of British of which a force had decimated army Zulu the until Though regulars. professional only 581 were had run out of ammunition they had inflicted troops all it was but heavy losses on the attacking Zulu’s, the British. impi closed with the Zulu once over Wargames Wargames -3 0-15 m 0-20 m 0-10 m 0-15 m 0-20 m 0-35 m 0-50 m Words : Jason Hubbard : Jason Words Photography: Dave Barker Dave Photography: Modifiers infantryVeteran Sharp shooter/sniper Behind Cover Partial +2 +1 CoverBehind Hard -1 Range Long is at Target -2 is Prone Target -2 Weapons Bow Crossbow Spear Pistol Musket Rifle Machine Gun Cannon Loading Breech 0-80 m Cannon Loading Barrel 0-60 m Pistols may fire twice and can be targeted at two tar- at two and can be targeted twice fire may Pistols many how determine 2d6 to Machine guns roll gets. will use a firing Grape Cannons targeted. are enemy template. flame Combat of 8 or on a roll use 2d6 and a hit is achieved Players more. Weapon Range Weapon = 1 inch) (1 metre 13 6” 8” 10” 14” 12”

Movement formation Square Infantry Trained Western 3” Volounteer MilitiaVolounteer Troops Native Boer Commandos 5” Warriors Zulu Cavalry 9” Camel 1 man = 1 miniature 1 inch = 1 metre This set of rules is designed to be a fast, quick and quick and be a fast, to is designed set of rules This medium scale skirmish small to easy set for battles. in a It can be played is a simple set of rules that in be played games to several lunch time or allows It and 28mm scale 1/72 is suitable for an evening. miniatures. Colonial SkirmishColonial Rules All movement includes firing and reloading. You may You may reloading. includes firing and movement All those this are to only exception The and shoot. move All armed with older muskets or crossbows. troops loading armed with breech troops trained western such as the Henryrifles, Martini, shoot may twice and then fire move may pistols move, if they don’t twice. +1 -1 -1 +1 -2 0 -3 3 3 4 3 2 Western Trained Troops Trained Western Militia Native Zulu Troops Conscripted Boer Commando 4 Officer Western of a 6” Within Cavalry by Being charged Impi Zulu by Being Charged Behind Cover of Commander Loss than 50% of Unit Less in the rear Attacked Modifiers giving the flag around can rally led troops Western will become This tests. a +2 on all morale the player and is under attack comes bearer a -2 if the standard killed. Morale checks are made using a 1d6. They will need will need They a 1d6. made using Morale are checks check. pass a morale to or higher equal roll to 14 +1 (Max+1 per attacker 3) Cavalry +2 to Close Combat Modifier Combat Close CombatLeaving In Cover than One Attacker More -1 Rear from Attack Cavalry Vs Infantry +1 Using 1d6, both players roll their respective dice and dice their respective roll players 1d6, both Using an equal roll If players both wins. roll the highest An next in the round. continues combat number then do so takes but to combat from break may individual a -1 modifier. Close Combat Close Troops under constant artillery under constant will need barrage Troops three If a unit has received checks. make morale to artillery from attacks then this is considered in a row barrage. constant Native and Militia troops will take morale checks and Militia will take morale troops Native troops Trained superior numbers. by when charged stand and fight. will always Morale must be checked once a unit has received a unit has received Morale must be checked once casualties. 50% or more Morale Wargames Words: Chris Hutchings The Dragonfire Illustration: Bradley K McDevitt

“Man overboard!”

The cry came out of the darkness, barely audible over the thundering wind that ripped at the sails and the waves that crashed across the wooden decks. Yan peered through the gloom in the direction the shout had come from, the fierce spray making it difficult to see exactly what was going on. A crowd of sailors had gathered on the starboard side and snatches of their shouted conversa- tion drifted back.

“It’s Hesslar! Hesslar’s been washed overboard!”

“Throw him a line, quickly!”

“I can’t see him! Where is he?!”

Yan winced as another flash of lightning lit the black clouds, illuminating the frantic efforts of the crew. The sun had been low in the sky even before the storm had blown in and now it was pitch black. He liked Hesslar, the old sail master, and was keen to help out, but as helmsman his hands were already lashed to the wheel and it was taking virtually all his strength just to keep the Dragonfire from the wet wooden steps to join him on the poop deck. turning side on to the high waves which would easily swamp them. “How’s she faring, lad?”

There was more shouting now, this time from Captain Pil- Yan shook his head. “The rudder must be stuck, Captain, lington. she keeps trying to turn, fighting me. If she carries on we’ll capsize for sure.” “To work, men, to work! Else we’ll all be lost!” Pillington gripped the railing as a particularly strong gust The sailors reluctantly moved away from the rail. Yan blew his hat off into the darkness. couldn’t see Hesslar among them. Pillington struggled up

15 *

* he shout intruded into the darkness of Yan’s mind. mind. Yan’s the darkness into he shout intruded of

immense for Yan to make out the words. The wheel The make out the words. to Yan immense for his knees him to on the bucked in his hand forcing the crack a fearsome With almost verticalnow deck. looked up in Yan the ocean. into mainmast toppled plum- come of water mountain see the white time to them. towards meting down * “Land ho!” T his out of salt water wipe to and tried to He coughed the still tied to his hands were that but found eyes as best he could He blinked the brine away wheel. had passed although a storm The and looked around. 16 Even as he spoke lightning struck the crow’s nest and struck the crow’s as he spoke lightning Even down the mainmast. of blue flame flickered a corona il- them was seascape around the rolling a second For the shouts and From blood froze. Yan’s and luminated the only on the main deck he knewwails he wasn’t port, just visible as the light- To one who had seen it. peaks high above white discern he could ning faded, giant was sailing beside them, as if the Dragonfire the light snow-clad that mountains wasn’t But it cliffs. as starboard to heavily listed ship The had revealed. shout- was Pillington lift began to them up. the wave too ing something but the noise of the sea was “Keep her steady, lad. I’ve tried calming the winds I’ve lad. “Keep her steady, weatherwork. my I fear for much too but it’s already storm.” this is an eldritch

Short Story Short Story Yan stared at him aghast. He knew the ship hadn’t He knew him aghast. at hadn’t the ship stared Yan then And turned back, great. too had been storm the back his way pushed Yan wave. The had… the wave still Pillington, he reached until the crew through the prow. at silently standing cap- should have We last night. wave that “Captain, at lost half the crew should have We or worse. sized, How happened? What half our stores. not just least, be here?” to did Hesslar come the first time and him for turned towards Pillington Cap- the deep within reflected fear his own saw Yan eyes. tain’s lad.” dead, “Hesslar’s “But he…” quietly. repeated Pillington dead.” “Hesslar’s “Then dry. suddenly his throat hard, swallowed Yan we..?” too.” Us aye. lad, “Aye, keel sound as Dragonfire’s a scraping was There shore. the gravel over dragged Captain?” “Then we, are where his gaze and lowered shook his head slowly Pillington them ashore. washed as the wind and the waves “The last frontier.” 17 “I was, sir. The wave took me overboard and I saw and I saw me overboard took wave The sir. “I was, half the sail on. I must’ve swallowed Dragonfire going under I Southern myself Sea but just as I felt turn about. Dragonfire saw back, come sir, you saw died.” the storm just as me a rope threw Captain The “I thought you were lost?” were you “I thought “Aye, sir?” “Aye, The sail master turned a haggard face towards him, a towards face turned a haggard sail master The in his hands. of rope coil “Hesslar?” Yan nodded and the two men stood in silence for sev- for in silence stood men nodded and the two Yan rocks The closer. crept coast as the grey minutes eral and shoreline a stony to way gave facing them slowly shivered, Yan plains beyond. glimpses of desolate He turned his of foreboding. a sense by overcome the wheelhouse. and started back towards away gaze he stopped the crew through his way he threaded As stump of the mast. next the shattered to “I know, lad.” Pillington answered without turning answered Pillington lad.” “I know, make need to but we like it either, “I don’t his head. in pieces ship’s The carry on like this. can’t We landfall. the that half of the stores has ruined and the seawater take.” didn’t storm “Captain,” Yan spoke quietly. “The us off blew storm spoke quietly. Yan “Captain,” Civisia, from us away it took but undoubtedly, course, no land this far “There’s He paused. it.“ not towards south on the charts.” The Captain was leaning against the railing as Yan, Yan, as leaning against the railing was Captain The ap- his wrists, around sores the red still rubbing at had risked on some sail putting Pillington proached. him in and snapped above fluttered and the canvas the stiff breeze. The cry came again, from Captain Pillington. He’d He’d cryThe Pillington. Captain came again, from a hand towards waving and was climbed the foremast direction looked in the and was Yan the south east. Heav- line not far distant. surprised see a dark coast to it. towards turneding on the wheel he the Dragonfire “Land ho!” strong wind still rocked the ship on a swollen ocean. ocean. on a swollen the ship still rocked wind strong beyond skyThe somewhere cloud but a mass of was a lit by was risen as the scene must have it the sun upright - the decks pulled himself Yan light. dim grey bar- Boats, virtuallywere empty. of the Dragonfire although sailors away been swept had and cargo rels from hatches through emerge to beginning were most of them looking decks, as bemused as below felt. Yan Words: Taylor Holloway Taylor Words: Illustration: David North & Josiah Daniels Josiah North & David Illustration: telling me about the time he managed to kill to the time he managed me about telling all his little that after owning a year in less than livestock up north.” ranch She table. and joined the pulled out a chair girl The the tankard of ale and turned her happily accepted killed a by they were me that told “You Gregir. to gaze big wolf.” he squashed the butt his smoke, a final pull from With tankard. his own a drink from and took in the ashtray It a monster.” was Dayle. a wolf, “It wasn’t startedEveryone the bartender that, laughing at included. me telling you “Are Dayle. looked directly at Gregir Villiverikantaa?” of the heard never you’ve that poke and tobacco Gregir’s to over reached girl The Wyldabear? “The a smoke of her own. began rolling a story old Gauldurfolk that That’s Gregir. Oh please, a legend.” It’s sleep. so they go to children tell women across slid his pack of matches Gregir eh?” “Legend, makes me a legend- that I guess “Well her, the table to ary slayer.” monster laughter. everyone burst out into Again, the story tell me to or not?!” want “Do you closed his eye, from away wiped a tear Bren “Alright,” his breast into his book and tucked his glasses away story.” your Tell bite. “I’ll pocket. another smoke. leaned back and began rolling Gregir taking of his ale. a swallow He paused dramatically, the ranch, after“It months I had purchased three was learning I was the tricks going well. and things were me had visited Vlend Questyer and of the trade. the make sure to me how earlier on, and had shown Rath had just the winter. for secured animals were the in Northleft, arrive before to determined Haven fell.” first snow 2. had seen in all Gregir It first snowfall the worst was being remember he could of his twenty or so winters the sky It from not in casual flakes, fell a witness to. began to that clumps of snow in urgent but rather the frosted a thick blanket as it touched into weave had gone outside Gregir day, times that Three earth. he the barn where his home to from a path shovel to as naught, be for Itkept his livestock. to all appeared he inspected the barn. the damage to 18

Bren stood up, walked to the bar and motioned the the bar and motioned to walked up, stood Bren is here “Gregir rounds of ale. server fill up three to “What are you two arguing about? You’re going to going to You’re about? arguing two “What you are up all the patrons.” wake A door closed upstairs, preceded by footsteps com- footsteps by preceded A door closed upstairs, A young room. the common the stairs to ing down She was as she descended. the two looked at woman a wool and she wore short, blond hair, with cropped were Her features skirt sweater. a thick cotton with – which were her eyes aside from small and pinched, be mis- they could that so light and a brown large, in some lights. yellow taken for “Probably – by a city boy named Gregir Tailenson.” a city named Gregir – by boy “Probably “They were murdered.” Gregir said, theatrically, while theatrically, said, Gregir “They murdered.” were smoke. exhaling The big man laughed, put down his book and put down big man laughed, The That’s “Oh. glasses off of his nose. pinched the reading kill to managed livestock mean you all your You rich. successful a previously of operating in less than a year operation?” ranching Gregir tapped his cigar into the small glass ashtray. the small glass ashtray. tapped his cigar into Gregir livestock.” my all lost I jerks wrong. assumed you “Well, Bren shrugged. “We all assumed it was because you because you all assumed it was “We shrugged. Bren We work, Gregir. hard was cattle raising that realized work.” about hard feel all know you how The speaker leaned back, The pulled a pack of matches of tobacco and lit a roll his faded denim pants, from you tell Did I ever “Whatever. his lips. he held between I sold it so shortlywhy after it?” I bought “Yeah, I remember that. It lasted a whole, what, eight eight what, It that. a whole, lasted I remember “Yeah, about it?” What months? The man named Bren looked up from whatever book whatever looked up from Bren man named The a big man, who was He reading. currently he was of hard- he had seen his fair share looked as though His skin was the end of a sword. at ship – usually dealt pinched tight was and his hair of walnut, the colour braids. into “Hey, Bren – remember the time I bought that ranch ranch that the time I bought – remember Bren “Hey, just east of North Haven?” Tall Tales Tall 1. common warming the clicked and snapped, fire The unusu- were patrons The Black Rose Inn.The of room cold gusts of reflecting on the this evening, ally quiet the exterior pounded against relentlessly winds that of the establishment.

Short Story Short Story Gregir nodded. “I can’t say I wasn’t tempted to go af- to tempted I wasn’t say “I can’t nodded. Gregir I and was fresh, Rath trail but the ter get him first, and it get away.” let about to wasn’t 4. in the freshly follow enough to easy was trail The he found miles of his ranch, a few Within fallen snow. finish to stopped have must creature the where spot a gore Fresh this far. it had dragged that the cow eating saplings and felled as a few marked as well the spot, Strangely scat. in semi-frozen covered area a large sort of any smell like the refuse of enough, it didn’t but it was before, had encountered animal Gregir a Fighting senses reeling. send his enough to strong bout of nausea, he pushed on. fresh It short and though quiet, The was ended quickly. day on the grasp hold its tenuous managed to the snow started melt to seasonal temperature the above land, dark- With above. the canopy littered that the snow camp. set up a spot to found ness settling in, Gregir He quickly food. to find was business of first order The in the snow by been untouched had some that found and out, that Dragging a small deadfall of branches. a manageable hacking logs into some of the larger it out on laying he carried the camp, it back to size, shel- of business was order second The a canvas. be and with it would picking – the wind was ter up, kill enough to low him should he catch temperatures task of piling snow. began the tedious Gregir a chill. and and with those hours came more Hours passed, he amount, with a decent Now, piles of snow. more a decent out the structure into began hollowing the to bring it down he managed to When shelter. and out crawled he then ground, and frozen rough was the fire Once building a fire. the business of set to quickly and off all of his clothing Gregir took burning, Saying a private to dry the fire them off. hung it over else along on this anyone invite he didn’t thanks that donned his pack and through he rooted journey, briefly donning his He debated clothing. some fresh chainmail shirt, himself out of it – it and then argued him out attack going to was unlikely anything was wilderness anyway. in the remote here a dry have logs so he would a few over Dragging posses- his prized then produced Gregir sit, to place Cicerellian called a percolator coffee sion – an iron in Khenmoor some he had purchased from Press He put a a small fortune. for damned Sethe merchant few hand- a a pot, into coffee ground handfuls of few let to some hot coals it onto and placed fuls of snow, he picked up the pot boiling, it was When it steep. the press. into the whole of the contents and poured pushed it to plunger and slowly the he took Then, tighter, packed down grounds coffee The the bottom. upwards. pushing warm black coffee 19 Dayle butted out her smoke. “So, you went after that went you “So, out her smoke. butted Dayle yourself?” thing by The bartender gave the group a look of silent con- silent a look of bartender the group The gave his business. back to and went tempt Gregir chuckled. “It wasn’t a bear. It wasn’t anything anything It wasn’t a bear. “It wasn’t chuckled. Gregir have it might first I thought At seen before. ever I’d to waste usually lay don’t but dragons been a dragon, barns without burning everything ashes first. to the was This in packs. typically – dragons Also travel one at stealthy yet and a large, of one animal, work that.” The bartender picked up another tankard. “Y’know... bartenderThe picked up another tankard. Idiot.” them bears with tails. one o’ Bren looked to the bartender. “What kind of bear has the bartender. looked to Bren a tail?” 3. “Every- bartenderThe piped in. boy.” “It a bear, was of a bear – killing sign described sure is fer thing you leading us You’re with it. prey sport, a bit o’ dragging o’ better got the imagination damned – yer a trap into tall tales.” tellin’ yer and now you Going back to his home, Gregir grabbed his travel- grabbed Gregir his home, Going back to and his crossbow. ling pack, on his sword, strapped on look great going to was had done this Whatever his mantle. The slaughter was spectacular. It though what- was spectacular. was slaughter The the barn had killed into broke everythingever the to Moving food. simply for not because it moved, and marks, bite the a hand over ran Gregir corpses, not only exces- startledwas were see the teeth to He quickly also dagger straight. but were large sively marks dam- and the bite the distinguished between would he first glance, At the claws. age caused by or bear had inflicted cat these a great thought have some it was believe he began to but now wounds, the beast had leftsort the tracks Looking at of reptile. huge – and the it was he guessed that in the blood, the gashes left from in the dirt away facing and hay the Following tail. a dragging indicate would tracks of make out splotches he could out the door, tracks had that of snow the thin layer warm blood beneath and now. the time of the massacre fallen between He took a long pull from his rolled tobacco. The The tobacco. his rolled from a long pull He took the crackledpaper he investigated and he inhaled, as ripped barn as though it was door looked The hinges. at the jagged he looked Hunkering down, clean off. his slaugh- and then to wood, marks in the wet claw more that them, and realized counted He cows. tered missing. were than a few Then the twig the Then snapped. feet to his leapt The orc a flurry was There of activity. near his back. was that One of up an axe and picked of a beard, with the shadow a small man the humans, back and other stepped while the a sword drew knocked in his bow. arrow an sword out of the shadows, sheepishly moved Gregir lowered three The his feet. at but pointed still drawn the ready. but kept them at as well, their weapons “Peace?” his but the man to in his throat, low growled orc The “We shoulder. his companion’s right put a hand on Terran.” speak a little make a camp decided to you “Mind why explaining here?” see now could which Gregir human with the bow, The the “I should ask you forward. stepped a woman, was the Kainulainenn land belongs to This same question. people.” and put up both hands. his sword, sheathed Gregir I this place. I am new to know. sorry – I didn’t “I’m northwest – a little of North Elysia from here travelled Haven.” Tiiho- “I am arm extended. forward, man stepped The left is my and the lady to Yrjo, nen. My is friend here Marja.” strong it two clasped the hand and gave Gregir “I am Gregir.” away. moving before pumps, nod- Gregir take a seat. him to man motioned for The from over on the log he had dragged down sat ded, resumed but the other two stood, orc The before. he realized the orc, a good look at Taking their seat. been overpow- have he would if he had fought, that heads taller than Gregir, least two at He stood ered. the by twice as much. Judging weighed and probably use. it’s to no stranger he was he carried axe, that way something to muttered Yrjo but He extended a hand, his sides. hands to green keeping his giant Tiihonen, to are if you you for of advice piece “Yrjo has a great sheath- smiled, Tiihonen living in the north.” continue weapon. ing his own and retracted himself, pulled his legs closer to Gregir yeah – “Oh the fire. hold them closer to his hands to that?” what’s for “He says It Marja who responded. the woman, was learn Galdur.” to Gregir, you, 20 At the fire sat three figures – two were discernibly hu- discernibly were two – figures three sat the fire At the tone by Judging larger. was man, though the third They an orc. probably it was he gathered of his voice, discussion, though in the midst of an animated were what catch quite he couldn’t they spoke so fast that speaking in. language they were – he quickly up a strategy thought Sizing them up, and then taking first, down the orc which involved smartThe do thing to dealing with the other two. them while their catching quickly, attack be to would – disable them first and ask ques- down was guard tions later. 6. at the jumped crackled and Gregir fire outside, The the reassur- and felt over He reached sound of voices. Sitting on the handle of his sword. leather ing worn only for designed was as the shelter easy, up wasn’t from he crawled comfortably sleep in. Slowly, him to line. along the tree and crept hut, his snow Gregir smirked. “There nothing boring is about Cicer- smirked. Gregir in technology.” ellian advances Dayle reached into her purse and pulled out a hand- into reached Dayle leave you that on the condition it, “I got ful of copper. the boring parts in.” on here out from “You shut your mouth, or that’s the last time I make the last time mouth, or that’s shut your “You retorted, handing Bren Gregir road.” on the coffee you if it’ll another round you cost “And his empty tankard. hear the end of the story.” to want you Bren laughed and got up. “He can’t go an hour with- “He can’t laughed and got up. Bren know.” you didn’t it, out mentioning “Waste almost half an hour describing to us how you you us how almost half an hour describing to “Waste your thrice-damned in made a cup of damned coffee bed.” to and went Press Cicerellian Gregir took the last pull from the bottom of his ale, “I of his ale, the bottom the last pull from took Gregir what?” didn’t 5. finger. shook a stern Dayle just didn’t.” no – you “Oh Gregir pulled himself into the makeshift shelter, and the makeshift pulled himself into shelter, Gregir sleep long before It wasn’t his bedroll. curled into him away. snuck in and stole Trying to sate himself on a meal of cold jerky wasn’t jerky of cold himself on a meal sate wasn’t to Trying afterwards Gregir helped. though the coffee easy, of better but then thought the fire, dousing debated trouble, was and if there Itit. beasts away, keep would moon- by than of a fire by the light fight rather he’d light. Gregir then poured the coffee into a tankard, and put and a tankard, into the coffee then poured Gregir cool. to it aside

Short Story Short Story Tiihonen smiled, and stood as well. “And we should should we “And as well. and stood smiled, Tiihonen It night. at hunting is busy work sleep. to be getting We Gregir. with us, fire sharingyour for you Thank visit us in you should generosity, your forget shall not Kainu.” pro- and even visit, he would that promised Gregir mark could Tiihonen so a map of the region duced thanking After again for it was. them where down began packing Gregir up his things the hot breakfast, and stick huts. their hide to retired while the hunters his map as he left, at look he also a second Taking friend had his new found another thing that noticed the creature he believed where – a site down written lurked. 7. his deep into muttered, Bren convenient.” that’s “Well, tankard. second them both and began ignored snorted.Dayle Gregir tobacco. some more rolling me.” believe don’t the map if you “I still have finished his tankardat the bartender, and looked Bren the bartender and then back at Gregir, then back at few for a fished in his pockets sighed, again. Gregir farthings, copper the server to and motioned more to tankards of ale. more bring three be buying the the story telling – I shouldn’t “I’m drinks too.” If it the story. telling always “You’re laughed. Dayle anything.” for pay wouldn’t you you, up to was as about are two you help it if “I can’t frowned. Gregir entertaining as tits on a bullfrog.” Bren see that.” to buy a round “Tits I’d on a bullfrog? piped in. began to Gregir before silence an awkward was There finish his story. 8. moun- the snow-covered loomed out from cave The make out nothing could Gregir Squinting, tain-side. pulled he past the first turn in the darkness. Sighing, place This his sword. and drew lit it, out his lantern, to house a monster. enough looked sinister definitely forward aloft, move Holding the lantern he began to 21 The orc cocked an eyebrow, as if he was undecided as if he was an eyebrow, cocked orc The Gregir or not. being sarcastic was whether Gregir – I “Well up. grin, and stood toothy flashed him a on while the day camp and get a move should break is young.” Gregir nodded, as solemnly as he could. “Thank you, as solemnly as he could. nodded, Gregir heart to advice I will take your – both pieces.” Yrjo. “My friend says that his grandfather slew a Villiveri- slew a his grandfather that “My friend says kantaa menacing his clan. It was that is a danger- seek,ous beast you can only be killed that the by truly kill If wish to of warriors. you such a bravest kill it is easier to that it should be remembered beast, of the size A creature is lying down. something that can deal – if you a great must weigh Villiverikantaa a against stand a chance may you moving, it from stop such a beast.” Yrjo glowered. It was in this moment that Gregir real- It Gregir that in this moment was glowered. Yrjo tusks actually menacing those just how looked. ized rolled Tiihonen in Galdur. He said something angrily his eyes. “My friend speaks of a legendary creature – in your “My friend speaks of a legendary – in your creature It is no name. though – does not exist language there with.” children it is a story frighten old ladies to for Gregir looked puzzled. Marja laughed, and Tiihonen Tiihonen and Marja laughed, looked puzzled. Gregir Yrjo. held up a hand to “Villiverikantaa.” Gregir looked to the sky, and saw that he had slept that and saw the sky, looked to Gregir be think he would and didn’t than six hours, more for the He recounted sleep this night. getting much more who listened and his companions, Tiihonen story to looked the orc he finished, When throughout. intently and said one word. Tiihonen to Tiihonen nodded. “So, what brings you so far from so far from brings what you “So, nodded. Tiihonen Kainulainenn out into lands?” home, His first thought was to refuse food from these these food from refuse to Hiswas first thought of hot fowl the thought but even people, strange please.” “Yes, made his mouth water. “You will eat with us, Gregir?” with us, will eat “You The orc finally relented and sat back down. Marja back down. and sat relented finally orc The and plucked had three that spit a wooden produced some- said Tiihonen on it. skewered cleaned birds a and then put thing in Galdur Marja, to who scowled, fourth on it. Gregir laughed, as did Tiihonen – but the orc re- the orc – but Tiihonen did as laughed, Gregir “That I’ll is good advice. as ever. face mained stoned heart me.” a friendtake it to who can teach have – I 22

Short Story Short Story Gregir was not prepared for the horror that he wit- he that horror the for prepared not was Gregir nessed. a saw He the corner. around lumbered creature The sense no made utterly that creatures of combination snout - a long crocodilian creature one mashed into un- not eyes, red large eight sharp teeth, full of razor neck The maw. it’s glaring above like those of a spider, that mistaken for be and could in fur, covered was and powerful large eight it’s for if it wasn’t of a bear, hairy A long as it moved. pushed it forward legs that as the beast pushed the corner around tail stretched in long terminated past him. Each of its paws way it’s which looked capable of puncturing black claws, breastplate. through like a man scream to back the urge fought Gregir would tail, head to from creature, The gone mad. easily dwarf seen. It bear he had ever must the largest and the shoulder, of a man at the height stood have past him It times as long. moved least three at was he could times that at so close – it was without care coarse the creature’s out and stroked reached have black hair. gone. it was moments Within 23 Quietly, he crept down the long passage ways, using the long passage ways, down he crept Quietly, walls. his off hand as a guide against the It seemed he – until kept on forever as though this passageway lumber- large and something up ahead, a grunt heard the darkness. ing through A small shaft of daylight giving him enough of ceiling, the flashed through and hairya glimpse of something massive coming a and discovered around he felt Panicking, his way. the he slid into in. Carefully, hide thin niche he could and waited. crevice shouldn’t cause him any problems, but he knew but they problems, cause him any shouldn’t and One false move, the harbingers of disease. were host and probably in guano, be covered he would Thinking illnesses. thousand and one different a to and let his eyes he blew out the lantern of it, better and then the darkness. just scout, adjust to He would come would he up against, he was what he saw once necessary. if it was – with an army back prepared quickly. Whatever had killed had inside of was his cattle Whatever quickly. out what find not to far too come he had and here, noticed thing Gregir first The was. that sort of creature to seemed the horrible that was stench the to wandered His eyes walls. the from permeate to clinging bats of hundreds and saw of the cave, roof so they dormant and hibernating, were They the roof. In a daze, Gregir glanced around the monster’s den. den. monster’s the around glanced Gregir In a daze, to looked of which many bones, with It littered was to here who had also come of adventurers be those the skeletons, through Rummaging the beast. slay and could balanced well was that a sword he found He also dis- serve off. cleaned of the rust was if some a few and some jewellery he pocketed, that covered Looking at back himself out of here. get to torches he knew realized the and then he sighed, the corpse, Tiihonen perfect of back the generosity pay to way and his companions. 9. skin “It to me most of the day damned thing. the took parts easy enough, but the head The with fur were taking finished, a Gregir a bitch.” and the legs were it out in the butting his smoke before from long drag ashtray. then?” is the trophy where “So, smirked. Bren I Tiihonen. Kainu to and met with I travelled “Well, could them the skin they I figured of the beast. gave than me.” use it more us tell You Gregir. just like you, “That’s laughed. Dayle we so if a bullshit story of charity, and then add a note Nice.” look like the assholes. we make fun of you, it “Though, standards, my by she got up. that, With entertaining.” pretty was Both her hop up the stairs. watched and Bren Gregir the gold necklacenoticed had been doubled up that her ankle. from hanging was that taking asked, the remain- Bren make it up?” “Did you in his tankard. remained ing mouthful that good of a not that “I’m a wry Bren smile. gave Gregir story teller.” good. pretty was it did, if you “Well, chuckled. Bren Making the necklace me notice around wrapped ankle touch.” a nice was Dayle’s want.” you what “Believe “I big warrior picked up his book and his glasses. The Gregir.” Good night, will. own his a drink from and took Bren toasted Gregir Bren.” finish this – good night, going to “I’m tankard. bartenderThe left room had long since the common sitting which only left a lone adventurer and retired, 24 The other half was firmly lodged in the creature’s firmly in the creature’s other half was lodged The heart. Then there was silence. Gregir closed his eyes and closed his eyes Gregir silence. was there Then be horrible how it would wondering himself, braced and He waited, him alive. devour monster this have to mustering Finally it seemed an eternity had passed. still creature The he opened his eyes. up the courage, Wiggling moving. though it wasn’t had him pinned, the entire that he saw underneath the beast, out from and the oil, burning was in lantern of its face front under He reached smouldering. fur on its back was it jammed and found his sword, fetch to the monster only to He pulled it free, ribcage. in the creature’s it had snapped clean in half. that discover Impact! Gregir felt hundreds, if not thousands of if not thousands hundreds, Impact! felt Gregir he screaming, of him. Still land on top pounds, and forth his blade back yanked worked it was until creature the and felt blood, He tasted his hands. from further and thrash, scream crushing him underneath His shirt were and face smelling fur. a blanket of foul incredible. in his chest was and the pain wet, The creature screamed with what seemed like one with what screamed creature The and his teeth, gritted Gregir thousand mouths. remembered He the flank of the creature. to moved creature The its heel. and slashed at Yrjo, of the words steps kept two the pain, but Gregir whirled towards its tail and hacking its at ahead of it – leaping over and rose roared Villiverikantaa the Enraged, other leg. backwards. topple legs only to four remaining on it’s the kill. in for and moved warrior smirked, young The While he was going through the macabre lair, he lair, the macabre going through he was While Turning behind him. grunt a snuffling suddenly heard It defi- full glory. was in it’s the creature he saw slowly, lookingnitely looked hungry. him, and it definitely at and reared creature The paralyzed. screamed, Gregir do did the only thing he could Gregir leaped forward. aloft in and held his sword it, at the lantern – he threw of himself. front Lighting his lantern, he quickly continued down the he quickly his lantern, down Lighting continued he finally running, Almost had come. the creature way a dead end, opening – which revealed a large came to aloft Holding the lantern bones. along with piles of sift he began to through the ready, at and the sword he recog- creatures of the bones were them. Many – though most disturbing deer moose, – cattle, nized quicklyones he could as human. identify Gregir pushed himself out of the crevice and began and began crevice out of the himself pushed Gregir – it he came the way leave couldn’t He wildly. cursing him- trust didn’t and Gregir there, down still be could littered floor, the cave noise over any make self not to the way was go to way only The debris. with as it was out. a way for and he prayed came, the creature

Short Story Short Story 25 The fire clicked and snapped, warming the common warming the clicked and snapped, fire The and reflected sat Black Rose Inn.The Gregir of room relentlessly gusts of winds that quietly on the cold in the night. howled by the fire. Once he heard Bren close and lock the Bren he heard Once the fire. by and exam- he pulled out his sword his room, door to ran his hand along He the dancing flame. ined it by He chuckled, it with his thumb. and tested the edge, when he put it back in its sheath about to and was made a Gregir near the hilt. a spot of rust noticed he and decided that clucking noise with his tongue, Tiiho- north, see how get a horse and travel to would holding up. were nen and his companions Words: Dave Barker Illustrations: Cerberus Palm Crossing: A Frontier Town Traveller RPG This article is a description of both Palm Crossing and Flathead’s Romance. Palm Crossing is a frontier town to be found in the outlands of Flathead’s Romance, a rural, but developing world that I created for use with Traveller RPG.

Palm Crossing is a place where my adventurers can return to rest and recuperate, to find adventure and generally just be a starting place for adventure. However, Palm Crossing is explicitly not a starport, although there is a C class one some distance away. Being set on a developing planet in an area where starships cannot land, gives it a more of an out-of-the-way feel, rather like the Old West with some technology.

Flathead’s Romance isn’t specifically located anywhere in space, but should be able to be dropped into any cam- paign where you’ve got space for a planetary system. But, whatever you choose to do with the ideas in this article in for a very, very long time. Originally discovered thousands your Traveller campaign, I hope you can have as much fun of years ago by corporate sponsored explorers, Flathead’s with Palm Crossing as I have! Romance is an agricultural world most notable for pro- ducing a variety of fruits and grains in bulk, together with I had the Mongoose version of the Traveller RPG in mind some fine spices and premium textiles. It is also known for when I created the locations and other bits and pieces in being home to some of the finest Antarian Horse breeding this article, but I hope that it will be of use to any Traveller stables in the sector. The main illegal trade off-world is the Referee. high-end narcotic, phallox that is manufactured from an indigenous plant.

Flathead’s Romance C786664-7 S Ag Ga NI Ri Phallox is a minimally addictive aphrodisiac with some anagathic effect, affordable only by the richest and most The planet of Flathead’s Romance has been a backwater exclusive of users.

26 RPG Palm Crossing Palm about 5,000 located centre is a trade Crossing Palm Starportkilometres from on the mouth of the Lion- of heart in the centre be found Red River which is to and second, Romance’s of on Flathead coast the west of only its population Despite Silvan. continent, lesser, of it is the cargo-handling centre thousand, about two the whole continent. and respect that off-worlders are initially accorded on on accorded initially are off-worlders and respectthat Flatheaders. of dress common and the meeting first by so- is thought off-worlders to respect shown The It from comes sources. three from derive to ciologists occasionally and knowing is owned the planet that from off-world; from those who come inspected by the discovery of that prophecies one of Guru Singh’s ArtifactThe an off-worlder; be made possible by will exhortations the many to the Guru’s as from as well enlighten- to their road pave they can faithful that Romance Flathead’s to Visitors with knowledge. ment and with a large deferentially often treated are unless they of respect interest and genuine amount taking by not worthy of such treatment they’re show way. of it in some advantage is mostly driven of Flatheaders dress common The Being a warm planet with very low the climate. by a for common it is quite radiation, of ultraviolet levels above anything without wearing dress to Flatheader apartthe waist the most minimal of decoration. from without distinc- is observed styleThis all, of dress by In fact, age or religion. the whole of tion of gender, with nudity unconcerned is quite culture Flatheader no wear and an individual who chose to in general comment no more raise would all one day clothes at head- fully from dress than someone who chose to greatly valued hairstyles ornate are However, to-toe. it can be their hair long so that and most people grow whether it is a simple long braid styled in some way, or a virtual their head. atop sculpture Scout ServiceThe orbits a base which also maintains it has but moon, Freya, single Romance’s Flathead a beyond with the local population little interaction supplies. for of trade small amount 27 About 20% of the population of Flathead’s Romance Romance Flathead’s of 20% of the population About a substantial including practicing Dragonists, are proportion Most Flatheaders, of the ruling class. is though, see them as a little bit odd but the Church everywhere and the planet be found throughout to of many that has meant This of society. in all levels gen- into made their way have beliefs the Church’s most obvious the two Perhaps society. Flathead eral the odd distance are off-worlders to beliefs Dragonist But the drive to explore the system’s six asteroid belts six asteroid the system’s explore to But the drive Flathead’s concerns. economic by is not driven of the Dragon the Church is home to Romance ago thousand years two founded Incarnate, Prophet called Guru Sikh eccentric mystic a charismatic, by Lionheart Singh who had a vision of a mighty ancient artifact being gemstones of valuable composed belts of the Flathead’s the asteroid in one of found to Bearing little resemblance system. Romance modern Dragonism Sikh philosophy, its founder’s in find enlightenment to its followers encourages - - but not excessive regular knowledge, wealth, tithe to a regular providing of course, hedonism and, Incarnate. Prophet of the Dragon the Church Despite this, the planet has managed to develop itself develop the planet has managed to this, Despite with a healthy TL7 economy a self-sustaining into vast majority The plan- of the surplus. trade off-world etary engaged in of about nine million are population poorer of some kind considerably agriculture and are notably urban areas, The than the urban population. the starport, built up around boast have those that robotics industrytechnology and that a significant the RatherTL9. unimaginatively, be considered could This Starport. named this conurbation, locals have industry services largely the automation but it also sector, of the agricultural requirements boasts the ability build interplanetary to craft are that system’s used in the small-scale mining of the this activity at is break-even However, belts. asteroid best. Flathead’s Romance has never been in control of in control been never has Romance Flathead’s has passed its ownership although destiny, its own noble families different of many the hands through of which each centuries, the over and corporations – to the planet goal for the same has had essentially mini- a world from the from profit the maximum reap Count is owner legal current The mum of investment. Vesetust, von Kelserech Adshykal Rothradshy Leopold in the same sector as Flathead’s live even who doesn’t quietly to happy is currently Leopold Count Romance. the gov- planetarytake his cut of the leaving profits, the locals so long as nothing of the planet to ernance threatened. his monies aren’t gets out of hand and a democracy, is technically government current The political partiesalthough the six main vie for who planetary a different by each sponsored are power corporation. Due to the nature of the weather and the fact the of the weather the nature Due to and rough mountains by is surrounded Crossing Palm is all-but the town to direct-from-orbitterrain, access impossible unless the landing craft is equipped to the port. and can dock at land on the ocean Crossing Palm be expected might of such a place, As but it is centre, and mercantile has an active trade with services the hard- also populated for catering the from down working who come men and women port. or sail into mines, Drinking and gambling dens establishments discrete as more as well plentiful are All of needs. relaxation to other to cater offering the Mayor by and controlled regulated this is largely She is also the Jennine MacPhee. Crossing, of Palm Depu- dozen of two force Sheriff and her small town’s without crime, a town It isn’t ties keeps the peace. usually safe. most people are where but it is a place 28 The innumerable islands of the eastern of the eastern islands innumerable The said are of Silvan archipelagos and fjords of the many where be the hiding places to cultivated. are phallox for ingredients raw However passenger traffic doesn’t have to wait for the wait to have doesn’t passenger traffic However A seaplane the money. sail if they have to freighters island service will hop from that is available travel Starport. back to Ocean Lovecraft’s island across to of the atmospheric the nature due to However, on the up so easily and violently which brew storms make to days or four it can often take three ocean often grounded as the seaplanes are such a crossing islands the stopover However, storms. these avoid to this and make the accommodate the facilities to have journey comfortable. Palm Crossing has a sizeable warehouse and docks warehouse has a sizeable Crossing Palm various mined The district alongside the waterfront. the agricultur- gems and metals as well precious ores, from here is transhipped of the continent al produce the bring the goods into that the local watercraft freight- transoceanic the 10,000 tonne and onto docs, Love- across will ship the goods all of the way ers that redistri- Starport for to Ocean in about 10 days, craft’s or furtherbution there off-planet. transhipping Silvan is home to Flathead Romance’s main area of area main Romance’s Flathead is home to Silvan fairly and mountain- inhospitable in its central mining small are of these mines many However, ous region. local operators by small run and financed operations as the industries, needs of Starport’s meet the that tied up in the large the planet is mostly money on real trade. off-world for produce agrifarms that corporate on the run scale farms some smaller are However, fertilemore north of the continent. and south plains RPG RPG * A local businessman and trader, Julian Flixx, Flixx, Julian trader, and businessman * A local He is looking for party the approaches in a bar. … trust to some he can rival by a business for problems 1. … cause sinking skiff a cargo containing an incoming be- anyone without the mines, from load of ore the wiser. ing any a small body of Dragonist 2. … help train to in the hills who want extremists camped of Flat- elected the government overthrow Revenge. head’s Starport to on his behalf and pick 3. … travel up some particularly an off- luxuries from rare that so and bring them back safely trader world who thinks he no longer his wife he can impress her. loves a violent himself from 4. … help him defend kill to him if he doesn’t rival who has threatened Crossing. Palm leave artifacts5. … smuggle a number of small alien an off- in his mine to been found have that there in orbit. Although currently buyer world is no restriction on the sale or export of such of the Church want artifacts, doesn’t he really find out about Incarnate to Prophet the Dragon his mine to sell him to force them as they’d them. last him with an alibi for 6. … help provide his girlfriend with when he as he was night was But what been with his wife. should have to? up really Flixx 29 Plot Hooks and Adventure Ideas Adventure Hooks and Plot that ideas adventure many are there Although the above had reading already you’ve sure I’m of All more. a few just are here descriptions, least start at to intended out in Palm these are Crossing she’s by rumours * Sherriffconvinced is MacPhee a particularpicked up that seaplane passenger phal- of refined a cargo be smuggling is going to Starport. back to the partylox She hires take to really is find out what place, passage on the same they all of the evidence going on and turn over counterpart, her Lekisha Floe, to Officer gather … upon arrival Starport. at However Floe is a part1. … Officer gang and of the drugs the party what the smugglers has told up to. are on their lives must survive attempts They several Starport. back to on the way being smuggled aboard no drugs are 2. … there which they find but the island on the flight, in is attacked a storm by stranded themselves emerge that creatures by the middle of the night the sea. from see if Sherriff to 3. … the whole escapade is a test entrust- MacPhee can trust the characters before importanting them with a much more mission. but smuggling drugs, 4. … the gang aren’t smuggling psionics off-planet after are instead an illegal institute at training they’ve received Fjords. hidden in the Eastern and try amateurish rather 5. … the smugglers are some them offering help by and get the party’s helping them for of the drugs or money in return Floe on arrival. get past Officer pick up extra to stopover the second 6. … at all of the suspectspassengers, and their luggage Can disembark; and then the pilot dies suddenly. the partyto the suspects up find out what are in? pilot is flown a replacement before Words & Illustrations: BrynnMetheney Words on my thesis I had moments where my frontier frontier my where moments thesis I had on my be- a world created never I had expand. would this “Wait, thinking I remember myself, to fore. in a exist which would on a planet, exists place in a galaxy…” exist which would solar system, and so forth. sitting back in my I remember I had begun terrifiedchair and being of what It I became that in this moment was create. to me. to meant this frontier of what aware com- it became more the Morae grew, River As “Ex- Barlowe’s Wayne I had discovered plicated. the planet Dar- in which he explores pedition”, as though the and I felt detail, win IV in great seem it to I wanted vague. too Morae River was classify the fauna I began to realistic. more the kingdompast the family and up into and I used the same kingdoms, phylums, phylum. on Earth use here we that classes and orders refer- that, After using Linnaean taxonomy. the family, produce would words Latin ring to finding characteristics that genus and species, relate to I wanted the species. to relevant were on here animals found back to the creatures I would example, earth For language. through in- to under the class reptilia classify a creature that creature a cold-blooded it was that dicate eggs. birth laying by gives young to some problems. produced of course, This, crea- to the creatures relate to I wanted While intended familiar with, I had never are we tures I genetically. them be related actuallyto have the same for words own my creating that felt take more and would redundant was terms I began writing viewer. my for explaining about the fauna, none information extensive of which has been published on the actual kingdoms, all for new words I created website. about every I wrote species. to down the way be- and it’s physiology aspect of the creature’s start, mainly on the Mardiks I focused To havior. trying find out to and their family Pernixidae, inside and out. they worked how exploring be- with detail, forward I moved As in of the creatures and the physiology haviors disenchanted become depth, I began to more 30

I started with thinking mass up the continental build outward and began to named Orcura tundra plains, forests, I found the river. from our similar to was place This and coastlines. Earth, about it of strangeness but had a touch would began on the fauna that Work as well. habitats. and the surrounding inhabit Orcura with minimal began as pencil drawings They confident incredibly the time I wasn’t At color. working I was and so the draw- with the way workingWhile all in black and white. ings were In spring of 2008 I decided that I would create create In I would spring that of 2008 I decided been interested always I have frontier. own my college I entered Since in biology and animals. film for creatures design I knew to I wanted working I was on a portfolioand games. of and it clients potential send out to to creatures designs put my to I wanted all seemed aimless. and to relate they could that a context into they seemed less random. with so that evolve of idea on the concept my center I decided to exist would that and the environments a river ex- be my Morae River would The it. around It the next also years. project two for ploration thesis my for the requirement supplemented in illustration bachelors degree obtain my to semesters on it in the last two and so I worked of college. “Space: the final frontier”. We all this know final frontier”. the “Space: rings out into voice Shatner’s William quote. all of about only wonder can We the cosmos. the him and await worlds that the different about was Trek Star of the Enterprise. crew to it meant and what this unknown frontier perme- spirit of exploration This humankind. and our present our dreams, our stories, ates everything in an age where seems Even lives. look to frontiers find new we be explained, to or imag- physical whether they are to, forward about daydream I’d as a child I remember ined. pretend during class and math worlds magical and go home lunch, only to a dinosaur at I was some- out there about other worlds wonder imaginaryThese backyard. my beyond where the with fascination unknowns fuel my would up. as I grew world natural Morae River RPG RPG which by its own nature is supposed to be is supposed to nature its own which by same The killed of it. the wonder mysterious, The movies. monster be said for thing could it’s the threat, and show explain you moment have don’t not so scary you because anymore working imagination with you. the audience’s and imagination same sense of wonder This pushed humanity keep to has always is what the edges of our explore We looking more. for meaning, discover boundaries in hopes to and per- who is out there, is out there, what I think what However, it all works. haps how the answer really it isn’t is that realize fail to we I but perhaps the unknown want itself. we out all figure to were we if one day, suppose, would us then we has for space of the secrets with it. disenchanted become planet. It our own happen to has begun to we and that know it works how think we We on moved surface.know So its entire we’ve in the cosmos looking are toward we and now We Earth. an exotic exciting of a more search humans where movies and create stories write new of a planet and explore this dull rock leave offer. things to with better worlds 31 In my opinion, nothing was worse for the Star the Star for worse opinion, nothing was In my ex- was than when the force franchise Wars something, for Giving an explanation plained. After I had left the project for a month or so I I had left a month After the project for too giving that I realized had a breakthrough. of the wonder from away took much away the project. Explaining everything about the the away took they existed and how creatures unknown factor had about them and what The in the first place. made them interesting in world Morae River began as an experiment and ultimately, design building and creature of what a personal exploration it turned into there While be a good storyteller. it means to to the Morae River, narrative a definitive isn’t of with the tone the language of it is written makes what that realized I soon a field guide. and interesting fictionscience writingexciting some things untold. is leaving with the idea of The Morae River. It seemed so Morae River. The with the idea of and and less about the creatures formulaic, so I had become about the information. more forgot- with the writing I had that concerned about the art,ten I started the reason the proj- to a The came Morae River ect in the first place. unorganized. stand still and remained within a single night. It isn’t ever explained explained ever It night. a single within isn’t from. come they where this or they do why as unknown listed be- was the gender Even At little is knowncause so species. about this like this nervouswas a creature first I show to more that carried night but as the on I found about the idea excited were viewers and more or why for explanation not being an of there show, a complete As existed. this creature how Some sense. make more to the fauna began than others more explained were creatures a the writing and presentation and this gave if it was existed have couldn’t that texture nice fashion. same formulaic in the all explained don’t We a sense of reality. also created This know everything our planet and it’s about a collection look at to If one were inhabitants. some animals would Africa, from of wildlife known about them information more have actively ex- to viewers my I want than others. bestiary own and my perience same way in the in it. about the creatures more imagine project. Morae River is still a growing The think I will carry its on with it in I don’t While much after served 2010, it has form original as as that I feel learning experience. an invaluable I carry on with projects like these I will try keep a sense of mystery about to harder things. 32 I recently had a show in my hometown of hometown in my had a show I recently was show that writing for The Ca. Lancaster, for shows it had been then what very different I left of the All things out. and books prior. in my exists about these creatures information only publish I chose to writing; however, own and the the show for so much information in particular One creature represented viewers. Umbor made its The of thinking. this new way giant This blind at the show. first appearance bask to Tul of on the Southernarrives Coasts disappear only to a certainfor number of days, I saw the same cycle happening in my own own same cycle the in my happening I saw everything explain I would I knewwriting. The Morae River of and fauna flora about the weren’t perhaps they out that find only to as remarkable when I knew was as it only to want so I didn’t about them and so much mystery had The with them anymore. work to the motivation and so had disappeared the solution me, For about them. learn more pull some to projectwas my reactivating to keep the flora of it to out of the information recently I have and evolving. and fauna alive the continent the Moraefrom River moved I changed the Tul. the Island of to of Orcura of the project. Is- the mystery add to setting to of evolving had unique ways always lands have in the project as I that capture to and I wanted writing has also changed. The forward. moved RPG

An interview with Alessio Cavatore Words: Alessio Cavatore & Jason Hubbard Photography: Jason Hubbard

We were really lucky to bag an interview with one of the biggest names in the gaming industry, Mr. Alessio Cava- tore. Up until recently he was a stalwart within Games Workshop where he worked on games such as Warham- mer 40K, Lord of the Rings and Warhammer Fantasy Battles. He left to work on his own games company, and recently was responsible for developing Mantic’s new games system, Kings of War.

How did you get started in the industry? In 1996 I moved to Nottingham to work for Games Work- shop, translating products from English to Italian. We were based in the design studio and that meant we were working very closely with the designers. Amongst oth- ers, the two I harassed the most with rules questions and proposals of my own ideas were and Tuomas Pirinen. Eventually, worn down by my endless pestering, they gave me a job as games designer. It helped that by then I had won two Warhammer staff tournaments and had had some of my short stories published in the Dogs of War book. if you count board games too, then Shuuro has to be the one! I’m also very proud of my work on fifth edition 40K What was the first you played? and strategy battle game. I started with the little games you find at the back of Andrew McNeil’s Battlegame Books, followed by Avalon How and why did you become involved with Hill’s Afrika Korps, role-play games and finally Warhammer Mantic Games? fourth edition, my first proper miniature wargame. After leaving GW, Ronnie and I had a chat at Salute and we agreed that Mantic was ready for a game system of its Of all the game systems you helped design, which own! Warren of Beasts of War played a part in that conver- one are you most pleased with and why? sation too, and some depth charges I was drinking at the Kings of War without a doubt! It’s the one that is more time. Another way of finding out how it all happened is to ‘mine’ than any other wargame I have designed. Of course, watch the ‘A Cunning Plan’ series of videos on the Mantic blog and the ‘River Horse 1’ video on YouTube.

34 Community Are you painting an army at the moment, if yes if yes the moment, at an army painting you Are choose that did you which one and why particular army? through even So, painting! - I hate a secret you tell I’ll many many armies for fully painted many many I own of them myself. any painted I haven’t game systems, them, build and assemble I do is to what see, You up with a I then come much) myself. (not too convert of the the background matches scheme that colour but then pay/bribe/blackmail paint someone to army, me. it for think will be big in gaming in do you What 2011? Apart the corny from War! and Kings of Turanga Easy: both are that convinced really I’m self-promotion, I? wouldn’t that, say very But I would good games. of the hobby? see the future do you How and and more as is normal in times of recession Well, inevitable it’s the market leader, leave ‘brains’ more like Mantic will dynamic realities smaller, new, that go- It’s supremacy. and challenge that the fray enter times! be interesting ing to What’s your involvement with River Horse, and with River Horse, involvement your What’s them as a games hold for does the future what company? majority and shareholder founder, River Horse’s I’m it?). doesn’t (sounds grandiose, director managing line, the Shuuro be expanding we’ll I said before, As and boardgames more also be producing but we’ll go into t really other types I can’ of products. even and visit Mael- peeled eyes Keep your detail yet! buy our product buuuuyyy to website Games’ strom voice>. oouuurrr proooduuucts!

Community Tutorials Words & Photography: David Heathfield David & Photography: Words

This reveals the areas in light and the areas in shadow. in shadow. the areas and in light the areas reveals This especially where One thing important note, thing to have creases is the effect that clothing is concerned, on light. dark to light a sudden change from cause creases The the model. when painting must simulate which we do not go of the shirt, the top at however, Creases that and it is this the bottom at as dark as creases an uninformed, model from a well-painted separates model. amateur-painted to shade every temptation crease the must fight You this is simply not how life as in real the same level, to same can almost The reacts with the cloth. the light the at be stronger to which tend highlights be said for true as some folds - although this is not always top and this rule the light catch stand out far enough to details and to attention draw to slightly can be bent other areas. the first sectionSo from I base using the techniques some and finally glaze highlight shade, the model, simu- of the clothing to the bottom into blue/green sharper up the surface. how dust and break Note late quickly highlighted and with are and folds creases smooth areas. than large contrast more 43

To get an idea of where the light should be placed should be placed the light get an idea of where To such source under a light can hold the miniature you as a lamp. Light use an they generally paint most painters When We such as the sun. imaginary source, light overhead down- and it shines source light call this the zenithal it way the model whichever equally all over wards of deciding way is the most common This is turned. placed. are and shades highlights where Clothing and Zenithal Clothing and Zenithal Now I add the glazes to break up the area. break to I add the glazes Now The original colour has a lighter shade added to shade added to has a lighter colour original The first The two made brighter. it and is gradually very colour the original are highlights close to in the last picture, shown with the final two, the contrast convey to being suddenly lighter these the less, Never areas. the creased around blended. carefully still are areas Stage 4 Stage Stage 3 Stage 44 . Now I return to the original colours and begin to to and begin colours the original to I return Now smooth the blends The basecoat is on and I begin to shade by shade by to and I begin is on basecoat The the mix. to adding a darker colour tage 2 S Stage 1 Stage Tutorials Tutorials 45 Although these glazes can simulate dirt and light some material shows signs of damage and dirt signs can simulate shows these glazes some material Although and light on the miniature. can also be simulated too This - most notably with old leather. wear Stage 5 Stage Words & Photography: Pat Ohta Pat & Photography: Words Pick out a torso piece and glue it onto and glue it onto piece out a torso Pick need to you Now the base with hot glue. Place start the look of the tree. designing parts tryingvarious branch on the tree, dif- out what and figure combinations, ferent joints have of the figure Iflooks best. any fix the join in use CAto glue move, that place. Cut a small base out of foam board a small base out of foam Cut Stage 3 Stage Stage 2 Stage 46

You will need to have a collection of toy ac- a collection of toy have will need to You Spooky and evil lookingtion figures. ones the best will work Start in a mild all of the figures washing by any remove will help to This soap solution. oils on the figure. Use doll. dismember the entire dry, Once aparta rotary break to or clippers tool the should also You and head. torso arms, legs, bags and other accesso- capes, any remove will not look very as these items ries, good on the tree. the body partsSeparate trunk and into torsos are Good trunk pieces piles. branch are Good pieces branch and thick legs. arms and skinny legs.

Stage 1 Stage

Materials Needed: Hot Glue Super Glue Rotary Tool Knife Hobby Saw Hobby Clippers Hobby Sculpting Tool Nylon Wash Cloth Action Figures Board Foam Sculpt Apoxie Aves Scenics Hob-e-Tac Woodland Armatures Tree Scenics Woodland Clusters Scenics Foliage Woodland Cement Scenics Scenic Woodland Basing Material Chaos Trees Chaos on place to trees new set of chaos make a to I wanted board. swamp my Sean made by ones I saw by inspired were trees These P. very and will add lots make are easy to versions These board. your of character to Tutorials Tutorials Choose an armature and twist the branch- Choose an armature Be sure like. you a shape that es on it into them up them out and bend spread to start it best to the I found from or down. and twist some bottom clockwise, moving up and some down. branches Add these armatures to your chaos tree. chaos tree. your to these armatures Add then the trees, drillingDo holes into this by place. into glue the armatures Stage 7 Stage Stage 6 Stage 47 The main part of your tree is now done. To To done. main part is now The tree of your onto add smaller branches fill out the tree, Scenic’s Woodland Use the main branches. made are armatures These Armatures. Tree bendable plastic. a wireless out of K-Resin, types of armatures different three are There per pack. Once you decide on the look, you use a rotaryOnce then each branch, make a hole for to tool in place. hot glue the branches Stage 5 Stage Stage 4 Stage When the tree is dry, prime and paint it prime and paint is dry, the tree When Bevel the edges of the foam core base, and base, core foam the edges of the Bevel the base. onto glue rocks Sculpt bark using a sculpting tool, or add or add Sculpt bark using a sculpting tool, a pressing Sculpt by the Apoxie to texture it. cloth into wash nylon Stage Stage 12 Stage Stage 11 48 Use Apoxie Sculpt to cover all of the areas all of the areas cover Sculpt to Apoxie Use parts to each joined are the different where will help blend the partsThis into other. the finished piece each other and make like a tree look more Mix equal portions Sculpt parts of Apoxie A - the branch the mixture over Spread and B. Sculpt so the Apoxie it in well Press es. out the Spread the branches. to adheres Sculpt with mixture and blend the Apoxie the tree Stage Stage 10 Stage 8 Stage Stage 9 Stage

Tutorials Tutorials Break up the clusters and place them all in place and up the clusters Break a container. Dip the tree into the clusters. The clusters clusters The the clusters. into Dip the tree Roll the will start the Hob-e-Tac. stick to to Use get the best coverage. to around tree the onto the clusters to press fingers your branches. using seal the tree done, are you When Heavily Scenics Scenic Cement. Woodland This on the tree. Cement the Scenic spray and help the foliage will be absorbed into the tree. it bond to dry to the tree overnight. Allow make some quick know to you how Now and easy chaos trees! Stage Stage 15 Stage Stage 16 49 Next break apart Woodland Scenics Foliage Foliage Scenics Woodland Next apart break dif- in several come clusters The Clusters. and I used a mixture of light colours, ferent dark greens. Now it’s time to add leaves to the tree. To To the tree. to add leaves to time it’s Now Woodland Hob-e-Sceneics first add do this, Hob-e-Tac armatures. the tree glue to Tac Al- extremely tackyis a fantastic adhesive. dry the glue to or until 15 minutes low for clear. Stage Stage 14 Stage Stage 13 Words & Photography: Dave Barker Dave & Photography: Words It worth is never skipping save to this step miniatures time as it will only make your as chip off their paint have likely to more games with them. your playing you’re undercoat. chosen a white I’ve In this case, who fanatics not one of the undercoat I’m a certain over can only paint insist you a particular have prefer- and I don’t colour matter, that for or black - or, white for ence for chosen white I’ve or brown. grey even Britishmost of the because these Colonial – model will end up being bright colours to – and I find it easier or red either white get a bright finish when starting a from base. white the painting partiallythe painting assembled miniatures bits painting you’re just means idea: that be seen! will never that plastic sprues before wash to forget Don’t - the agent the release remove assembly to make manufacturers use to that substance out of the molds easily. the plastic come particularly was sprue I chose The greasy, an old toothbrush and water but soap, long I had easily sorted out and before that assembled models. five Stage 2 Stage 50 The first thing to do is to assemble the do is to first thing The particularThese Brit- Colonial miniatures. lots of having the benefit of ish do have painting I’m When assembly. options for truck with any have I don’t the tabletop, for

Stage 1 Stage I was asked me to paint some Colonial British for this British for Colonial some paint asked me to I was but they left of the choice Editors, The by tutorial Factory Wargames I settled on the me. models up to not because I particularly British plastics, Colonial like perhaps of the worst some they are them – rather, Factory BritsWargames on the market(sorry Colonial the kind – but because they are but it is true) of guys, for pick up to often tempted we’re cheap miniature then sit on the shelf still on a whim, but that an army before years) ages (sometimes even for in their box paint. see any they ever The five miniatures that I’ve painted for this article painted I’ve that miniatures five The exclud- hours, of less than five in a total painted were should you ing drying this rate at so hopefully time, looking turn out nice be able to miniature tabletop squad of least one more got at have You quickly. quite drying, whilst these are right? paint to miniatures The basic premise I use when painting miniatures miniatures I use when painting basic premise The each shades of use two is to the tabletop destined for the is because for This the model. most of for colour is looking them, majority at vast anyone of time that away! feet least four at they will be doing so from look a little better make the miniatures to However, when they do get picked up and inspected closely, effort the partsI put a little more into of the model people do actuallythat closely. look at Tabletop Painting Guide Painting Tabletop a quite find managed to I’ve years Over last few the that miniatures stylequick painting produces that I’ve that - good enough look good on the tabletop be I won’t article, this write been asked to anyway. tabletop with my competitions painting winning any the some of the ideas but I hope that style, painting painting! tabletop in your thought for food provide Colonial British Colonial Tutorials Tutorials When the hair on a miniature is just around is just around the hair on a miniature When especially when the back of the head, then this a helmet, by is mostly covered much. But these chaps too matter doesn’t a bit so it requires plenty of facial hair, have attention! more for these colours hair different I chose three with was created Each of which chaps. five colour: and a highlight a base colour Mid-greyBlack hair: highlight Black base, Bestial base, Brown hair: Scorched Brown highlight Brown d’Arms Coat base, Blond hair: Bestial Brown Desert Sand paint, d’Arms Coat any have If don’t you to a similar colour is Yellow then GW Desert Desert Sand. d’Arms Coat Now that these miniatures have good have these miniatures that Now are of the miniatures looking the rest faces, of much simpler colours. composed and boots: Black Trousers GW Red Gore Coats: Yellow Helmets: GW Desert slightly a like seem might Yellow DesertGW of the helmets on the face for odd choice helmets look but it will make the white it, and packs, to their straps different slightly which will also be white. Stage 5 Stage Stage 6 Stage 51

Faces are something that the eye looks to looks to the eye something that are Faces so the skin, espe-be right on a miniature, will be the on these figures cially the faces, only parts than more which I will apply to Workshop I use the Games colours. two (GW) because they work here colours paint skin white and being for together nicely painting! speed up the premixed Flesh. skinThe first with GW Dark I painted of highlights successive I applied two Then each and then GW Elf Flesh, GW Dark Flesh of the previous a little more time leaving should only need to You showing. colours in very small amounts use the GW Elf Flesh on the highest highlights. Bleached Bone is a good alternative. Finally Finally Bleached Bone is a good alternative. with a of the eyes I picked out the centre small dot of black. This is the one step that I do consider I do consider that is the one step This to something but it isn’t optional, completely improve rapidly A little practice and you fear. can always you make a mistake, – and if you re-do mistakes 3 (skin) up any step patch to can get eyes if you However, paint. or excess immedi- miniatures looking then your good, look so much better! ately start picking I always by eyes, painting When socket with GW Scorched out the whole eye bigger slightly makes the eye This Brown. but of scale, out than needed and slightly it is like stage make-up a distance – from it actually I then pick out the looks right. with a very themselves grey, light eyeballs visible all of the a line of dark brown leaving In this case I used the old Citadel around. way to is difficult This Grey. Waste Ash colour but GW as it is no longer made, obtain now Stage 4 Stage Stage 3 Stage This next step completes most of the detail next completes This step of with the exception on the miniatures, to highlight by adding the white their rifles, pouches and their helmets their rifle straps, showing a little of the base colour leaving in each case. The facing colour indicates to which to indicates facing colour The British miniatures Colonial your regiment be- to miniatures my I want Since belong. whose of Foot, the 24th Regiment long to and Rorke’s Isandlhwana at soldiers fought green, Drift, be to I need their facing colour be specific. to GW Snot Green chosen Other have I might facing colours the gold for the 58th Foot; include black for - Foot the 33rd for or red 88th or 90th Foot; Regiment. Wellington’s the Duke of (highlighted with blue, as per the trousers as per the trousers blue, with (highlighted do this as didn’t I However, step). in the last up lookingI was these miniatures paint to the add I also didn’t not perfectly. quickly, of the trouser the outside stripe down red legs either. Stage 9 Stage Stage 8 Stage 52 These Colonial Brits have white rifle straps rifle straps white Brits have Colonial These picked these out so I’ve and pouches, the facing around with the lace together and epaulets with on their cuffs colours Grey Codex I perhaps should have If being picky, I was pouch in black their expense painted After the base colours for these areas, I these areas, for colours the base After the raised to colours, highlight applied the parts, of the base fair amount a leaving showing. colours Blue Lufthansa Revell Trousers: Red GW Blood Coats: Luf- colours, Revell any have If don’t you thansa Blue is very GW Midnight to similar Blue. this stage their helmets at highlight I didn’t a bad habit of holding a because I have painting the head when I’m by miniature but knowing I that do this, I shouldn’t it. in the I left later until the highlighting do, process! their boots at to add a highlight I didn’t to their look them a different give to all, the looks how who ever Besides, trousers. painted? are boots of a miniature Stage 7 Stage

Tutorials Tutorials I finished off the bases in a simple manner, manner, I finished off the bases in a simple take as long as although this seemed to because of the miniatures the rest painting dry!to stuff for waiting of all the time spent raised I first smoothed out the gaps and on the bases with household filler areas then after this had dried I glued fine sand after Again, glue. the bases with PVA to dry to the sand it for waiting I first painted drybrush- before Brown with GW Scorched then with GW ing with GW Bestial Brown Desert Yellow. glue small patches to was last step The taller and a slightly grass static of green of the pre-glued patches brown and more Both of these were variety of model grass. glue. with PVA glued in place be really shouldn’t that final step, The be using your going to skipped if you’re your varnish is to games, play to miniature is importantThis because it miniatures. wear from paintwork your helps protect about during moved as they’re and tear games. the subjectAlthough of varnishing is I almost worth a whole article itself, to to gloss varnish first, usually use a strong the miniature to protection a strong give dry it and when this is thoroughly I follow varnish of matte layers with one or more the the shininess that remove to in order gloss varnish gives. Stage Stage 11 53 : Canteens, Rifles and other detail : Canteens, their to strapped which are canteens, Their model and parts the back of the at waist I painted wood. made of of their rifles are and high- Brown these with GW Scorched them with GW Bestial Brown. lighted as they the rifles, this is not it for However, metal The metal components. also have I picked out with black and components all Since Metal. with Boltgun highlighted bayonets have of these miniatures five I added a to the end of their rifles, fixed of Mithril the sharp small amount to Silver make it stand out a to edge of the bayonet little more. left only bit of painting is an The now optional little bit of detail on their uniforms clasps on their rifle and the – the buttons I picked out with black and These straps. with GW Burnished Gold. highlighted Stage Stage 10 Baron Petrochemicoli Words & Photography: Willian Ford Jnr Slaughterloo 2nd Edition

This model is a limited edition 28mm metal cast and can be used as part of a Toads of Nepolise army. It is a nicely packaged miniature that, if you are a newcom- er to the Slaughterloo game, has a nice description on the back giving a brief background story of the world of Valon, the world on which the game is set and the races contesting it. There have been only a thousand casts of this model so if you’re thinking of purchasing one it will have to be sooner rather than later.

The model itself is very good quality with smooth surfaces and no pitting. It is a detailed sculpt that comes in two parts, a large main body and a single arm which is holding a telescope. There was quite an amount of flash on the arm and a noticeable mould line, but not enough to be a problem. The joint for the two pieces is a simple pin and socket that will need gluing and the hole on the body will need drilling out slightly. A small amount of filler may be required to smooth the seam between the back of the arm and the jacket.

This miniature is full of Napoleonic character with stereotypical wig and finery. If you would like to paint the baron to the studio colour scheme as I did, then pictures can be found on the Alternative Armies website. The paint scheme consists of one odd feature and that is the blue skin of the baron. This is explained by the fact that he is of royal blood and therefore a different colour to the average toad soldiers who are green or brown. All in all this minia- ture is full of character and, for a figure from a game system I have never seen before, it is a big success!

54 Reviews Words : Dave Barker : Dave Words Illustrations: Osprey Publishing Illustrations: Osprey to sleep! Clearly she’d not just been reading about not just been reading sleep! Clearly she’d to I fin- since also been inspired I have zombies!! atomic mod- dig out some of my this book to ished reading games and I definitely ern/conspiracy playing role detailed in this use some of the background to want modern zombie/conspiracy adventure title in a future of some kind. It for nostalgic also made me rather game. board the Zombies!!! playing odd title for it seems a rather although in all, All very I do Osprey much hope that Publishing, Osprey imprint with further the Darkexpand Osprey titles in In heartily the mean time I would the future. recom- who likes anyone Guide to A Hunters mend Zombies: especially in general, genre or the horror zombies is whether that games, of zombie a player if you’re It game. is defi- RPG or computer tabletop, board, an inspiring should grace fun title that and nitely got a few already especially if you’ve shelves, anyone’s got have you And library titles in your zombie already. need it when right? Because you’ll library, a zombie arrives!! Z-day Joseph A. McCullough, Guide, A Hunter’s Zombies: 978-1-84908-395-9 ISBN Publishing, Osprey 55 When Zombies: A Hunter’s Guide appeared before before Guide appeared A Hunter’s Zombies: When I about how minds in two I was this review, me for who someone As this title. reading about feel would sci-fi and as fantasy, as well wargames historical plays for a good appreciation have I already games, horror always and I’ve ranges historical existing Osprey’s of detailed amount a great they give that found about illustrations with fantastic together information about a book the subject under discussion. However, and a departure is something of Osprey Zombies for the gap between guess how to begin really I couldn’t history solid for titles and the reality their reputation be bridged. going to was of a title about Zombies would be in the whether the book wondered I first History Graphic great series, same style as Osprey’s books; or whether it would like comic more which are drybe some strangely dissection genre of the zombie series of Osprey in line with the Men-At-Arms more very was I through first browsing on Instead, books. a exactly it is pleased find that the title says: what alternate slightly in a hunter the zombie guide for zombie where of hidden conspiracies, world - a reality contained but largely an increasing, are outbreaks problem. book details each of the main types The of zombies world reality alternate in the be found to are that history It the described. each type gives of how of and they can be identified how be, came to zombie the particular and are, they strengths dangerous how as tips on as well weakness of each type of zombie, of each kind. Some outbreak a zombie preventing too, hunters, zombie to is also given consideration as details as well with tactics covered and equipment zombies. hunt who regularly of some organisations in the book also hap- covered of zombies range The seen we’ve of zombies range the same cover pens to fiction. about in zombie and read in the movies One aspect particular that me about this impressed the artworktitle was the book, throughout which the From of the subjectis very matter. evocative the to cover on the front moonlit shambling horde on a attack zombie of an atomic two-page centrefold and the well line drawings the great to through diner, very to works each piece well chosen photographs, the particular into you aspect and draw of zombies is being discussed in the corre- that hunting zombie sponding text. be book to I actually the that found I should confess reading the title in two I read read. a gripping quite wife been only one if my have which would sessions, go had not made me turn so she could out the light Zombies : A Hunter’s Guide Guide : A Hunter’s Zombies Publishing Osprey - Words : Dave Barker : Dave Words Illustrations: Tamás Baranaya Baranaya Tamás Illustrations: part gives the narrative a real vitality. vitality. a real part the narrative gives to lead could have that of powers fine balance The conflict,to the vast the outcomes different many the skirmishes of small across array occurred that with the harshness of campaigning wilderness region and cruelty the horror of such warfarein such terrain, which the American Revolution and the closeness to are failure ended in ignominious easily have could as being very possibilities. highlighted real of maps and a few a couple book only contains The of reenactors, and photographs pages of illustrations However, the text well. but these serve illustrate to one of the things that me, for are, good end-notes make a good military history an excellent title into verytitles and I was in pleased with the end-notes through the way All Tomahawk. Musket and With that end-notes rich and expansive are the text, there further giving serverefer or the text explanation well, of additional information. sources to ences books about real like reading If know don’t you you going to then this book clearly isn’t events, historical tried never or if you’ve do, liking. But if you be your or indeed if you this type of book before, reading 18th of the late in the wars kind any of interest have this book. recommend strongly I would then century, Case- Logusz, Michael O. Tomahawk, Musket and With 978-1-935149-00-2 ISBN Publishing, mate 56 With Musket and Tomahawk Musket and With title that a gripping is Tomahawk Musket and With in 1777 of the year battles and the events covers of Independence Ameri- - or the War the American the famous, with - together War can Revolutionary and not a few of men, unheard and largely infamous Campaign. the Saratoga in who fought women, military a proper read It I’ve a while since has been fantasy distracted by been far too history title as I’ve Toma- With Musket and reading and and sci-fi of late, much I enjoy how realised I’ve this review for hawk history proper books. missed reading and have abso- 1777, which was of the year of the events All United critical of the newly formed in terms lutely the English Crown, from gaining independence States in an almost order detailed in chronological are diary-like Starting style. and with the planning events getting before the campaign politics leading up to the the British underway expedition Canada, to from rich and characters and stirring descriptions of events into reader, the me, conflict draw as the overall as well really ever I didn’t that such an extent the book to put it down. to want in the book, the compel- proceeds the campaign As and tactical ling descriptions of both the strategic the aspects smoothly into combined of the campaign took of those that personal detail and experiences Reviews Reviews Words : E.B Hinton : E.B Words play out after spending just a couple of hours reading of hours reading out after couple spending just a play the book; long. through which is only 30 pages actions determining plenty and of tables for are There well as tables as read, find and easy to are that tests weapons. for can dogs’ ‘top the to the game is that benefit One nice This skills and gain more gain experience and abilities. wind up could as you RPG-feel the game a slight gives with some very long powerful if they live characters, enough. them give and dogs’ ‘top help flesh out these To a each given they’re a deeper sense of character, such as being cowardly, a character trait, ‘gimmick’; wind could means you That kill, to etc. hard twitchy, as nails or as weak as tough up with a character that’s noodle. as a wet help get things book to in the scenarios are There you can started, enough that but the game is flexible own. your easily create learn, with the game is simple and easy to Overall, help plenty to and opportunity of diversity growth for stale. becoming keep it from 57 The rules are laid out very well and broken up in sec- laid out very and broken rules are well The find it I didn’t navigate. easy to pretty are tions that would how a game grasp of to get a at all difficult In the book, they suggest you have different colored colored different In the book, have they suggest you dice. ‘Guts’ and ‘Brains’ ‘Brawn’, sets of are as there dice in different dice being using different you’ll Therefore, referred are also what In are addition, there situations. perform to dice use two you where rolls, ‘D66’ as to unless a problem does present This or action.a test a game starts. before implemented specific rules are Like other skirmish games, in addition to figures, Like other skirmish figures, in addition to games, need the basics like a ruler or tape measure, you’ll on and some scenery play to or other open space only other The obstacles and buildings. for items as pretty dice, some six-sided need are things you’ll much everything rolls. by is determined You spend points to assemble a crew, with a number assemble a crew, to spend points You ‘top than, the number of or greater of punks equal to, can use you sound of things, the look and From dogs’. with the NWD come that either the paper miniatures models. own book or use your As a skirmish game you won’t need a massive amount amount a massive need a skirmishAs won’t game you fairly are Crews play. to and miniatures of space a to usually referred basic and made up of a leader, also are There run a crew. need to you that ‘kingpin’, the higher-ranking minions of the ‘thugs’, and ‘bosses’ dogs’; ‘top as to referred characters are These kingpin. gain experience. the only ones that as such, they’re ‘punks’, the ladder are of the violence the bottom At hire. basic muscle for just your which are In this setting there aren’t any magical creatures or creatures magical any In aren’t there this setting of physics, laws the manipulating forces supernatural see in a mo- as we’ll people, just people - or former live. - their guns and their will to ment The main setting is Angel City, a massive urban sprawl urban sprawl a massive City, is Angel main setting The it is here and coast, western most of the covers that the majoritythat place. take of the game seems to At first glance, NWD comes across very comes across much like NWD glance, first At with mega-corporations run- complete Shadowrun, scenes. of the and in front ning things both behind in the employ some gangs of thugs, roving are There their and others simply out for of the corporations survivalown and benefit. New World Disorder Core System Core Disorder World New a new skirmish (NWD), Disorder game World In New filled with is Intermedia, near-future the Precis from bleak opportunities and short unless you spans life - and carry about you wits keep your a very large firearm. In addition, your characters, if attacked, can become become can if attacked, characters, In your addition, survive, to have So do you not only as well. zombies get turned in don’t you that make sure to have you put into Otherwise, you’ve the process. all of the work make them a killinga character to machine is gone. a turned sometimes character can retain worse, Even and skills,their abilities dan- making more them even run-of-the-mill than your gerous zombie. with paper models to Both come of the expansions to well as scenarios as filling out the table, use for help provide to great are These ideas. you help give characters. challenges for and more diversity more 58 There is a minor change to the rules in ZA in that ZA in that the rules in is a minor change to There inter- The swarms. zombie control characters can now on the placed are counters zombie is that esting facet ‘spotted’ they’re until activated but they aren’t table, however, activated, Once opposing characters. by not just a number of zombies, becomes each counter one. the opportunity a major amount creates This have to off against. face characters to for of zombies In Zombie Apocalypse (ZA), characters face the characters face (ZA), Apocalypse In Zombie some of the roam now of the living dead that hordes on warm looking feast to City, of Angel darker areas human flesh. New World Disorder: Zombie Apocalypse Zombie Disorder: World New This expansion pack gives additional ‘gimmicks’ for for ‘gimmicks’ additional pack gives expansion This or either make them stronger can characters that also a new gear There’s twitchier than usual. even and cybernetic weapons additional implants. table for In CyberZone, a section of Angel City, commonly commonly a section City, of Angel In CyberZone, have people that by is populated Town’, ‘Freak called In fact, every themselves. mechanically augmented has some kindperson living there mechanical im- either minor or major. plant, CyberZone is an add on for New World Disorder oper- Disorder World New is an add on for CyberZone under the same basic system. ating New World Disorder: CyberZone Disorder: World New Reviews Reviews Words & Photography : Dave Barker : Dave & Photography Words 59 At the time of writing, Sablesinge is priced at £5.50 Sablesinge at is priced the time of writing, At a for price reasonable and I think this is a pretty If like you of this size. metal miniature white quirky, just you’re or a little bit different, are that miniatures really big the afford always but can’t a fan of dragons you! for be just the miniature then this could ones, I found the miniature to take paint easily and I really easily and I really paint take to the miniature I found as the him of painting the process enjoyed rather apply paint, detail almost brings itself out as you base and on his of the wood whether it is the texture on his base or the detail the spilt paint his scales, box, a lovely form to together - it all comes in his face miniature. Sablesinge comes in three pieces: the body and the pieces: in three Sablesinge comes and each arm is one piece base are sculpted integral the partsverytogether fit However easily separate. extra- flash or other no discernible was and there the His wings, neous metal on the one I ordered. he is holding in his right hand and the paintbrush not quite is sitting on are he metal edges of the box but the detail liked, have as I would as cleanly formed than compensates more of the miniature on the rest this. for Sablesinge is the only miniature produced and sold produced Sablesinge is the only miniature who normally sell Heroes”, “Miniature by exclusively of new as ranges as well hand miniatures second who John Pickford, Sculpted by and paint. miniatures Otherworld for he has also sculpted Hasslefree, and of a small dragon example executed well is a really the 40mm high, including standing around miniature the scales – very paid to attention great with base, full of char- important – and with a face dragon in any painting. on his concentrating acter, Miniature Heroes Miniature that quirky of odd, a lot miniatures and cute are There to want may which you the moment at available are a soft had a bit of always honest I’ve and if I’m buy, even painting themselves are that miniatures spot for me to initially drew is what This smaller miniatures. dragon a painting because he is a dragon Sablesinge, he the dragon it appears that look closely, and if you too! something, is painting is painting Sablesinge Words: Jason Hubbard Jason Words: Magic in ClockworkMagic in and Chivalry of takes the form meaning that based, which is elemental alchemy of the right sets - it requires occur just doesn’t magic objects create into and it can be imbued to elements, powerful or potions. items talismans or magical clockworkThe aspectthe technology, of the setting is machines use clockwork in mechanisms just where but in a much more watch, as a pocket the same way for developed been Machines have manner. complex some of all sorts are though machines of war of uses, the most common. gain to within the book is enough background There but it is really a good understanding of the period, their own create to the GM and the players to down fun begins the real is where This of the period. version can change history you - as it is an alternative setting, which will impactthings about, happens and on what setting. shape your to help you about I like the ability play to like this setting, I really For scenarios. “what if?” with history and try some had happened if the war have would what instance, be- longer or if Charles wasn’t out even dragged worth well a It’s endless. headed - the possibilities are as a PDF or softback.bash, and its available 60 Character creation is different from the usual RPG - it from is different Character creation determining past, the character’s is done through RPG’s most Whereas in. they believe who and what off jump hooks or seeds to for use the background in Clockwork and Chivalry from, far more they are important. At 192 pages this book has all the information players players 192 pages this book has all the information At rules of Rune- the core for and GMs need - except introduction, The get up and running. Quest II - to of the setting sets the tone style, done in a narrative the turning of the point to players and introduces English War. Civil The core books provide background information that that information background books provide core The players, both the GM and for set the scene helps to off the get a campaign to enough meat providing it period, it being set within an historical With ground. plenty about Britain of books written are means there additional duringCentury the 17th provide can that material. Clockwork Chivalry and setting for is a campaign history an alternate set RuneQuestprovides II - it quite could though you War, during the English Civil play setting to rules within this the core easily use the magic, without campaign historical a straight and clockwork machines. alchemy Clockwork Chivalry and Cakebread & Walton. Reviews Reviews Words: Dave Barker Dave Words: There is also a nice little tweak to the alternate activa- the alternate to little tweak is also a nice There left always aren’t means you tion mechanism that units remaining has the most that with the player and firingat the of his or her units with half moving end of the turn. can you so that also given rules are Some advanced can use buildings that units, custom own build your you give and even on the tabletop be destroyed enemy that mech into recklessly your to ram chance close! gets too tank that taken with this small, am rather I really Overall, twelve-page It it it that set of rules. has enough to but it is simple can be a tactically game, challenging with unnecessary burdened rules. it isn’t enough that I can see plenty of opportunity be able to me to for house own with my the core this game from expand create be able to and to do so, to should I want rules, battles. for scenarios own plenty of my you, to all interesting sounds at of this review If any to heading over recommend strongly then I would for and buying a copy the Armor Grid Games website yourself!! Mech Attack, Armor Grid Games and Miniatures, 2009-2010 61 There are some nice little features in the rules, in the rules, little features some nice are There servethough, that make the game just a little bit to of dam- patterns do different run: weapons to nicer which mech or vehicle the armour your on age to whole chunks of a luckymeans that can strip hit away doesn’t really big weapon or sometimes that armour, do as much damage as normal. Game play is based on an alternate unit activation Game is based on an alternate play a simple alongside quickly, mechanism, which flows units – especially details of your The turn sequence. on of armour is left tracked the amount that - are charts which bear a superficialto the resemblance do need to You kindWarmachine. of charts used in although mechs, build-up in your heat your watch turn, can do in a you just limits the amount this really be the crux of this game; really armour to but I found runs out of armour it mech or vehicle your and once much longer! be around going to isn’t The rules themselves are compact and straightfor- are rules themselves The to than enough examples but include more ward, templates The learn. make the rules clear and easy to and charts the game also make the included with your run through after you’ve play quick to rules quite couple of games. first It clearly feels inspired by a number of the more more a number of the by It inspired clearly feels on the known games mech combat popular and well hold its does manage to market, Mech but Attack to the provi- be down I think this might flavour. own which can be used with sion of paper miniatures text or details of any is no flavour as there the game, with the rules. provided world background Mech Attack is a smartMech Attack game that little print-and-play Unlike some PDF. a downloadable as is purchased though, Mech Attack games, other print-and-play compact and with a neat not only set of rules, comes be can easily that miniatures but with a set of paper all of the differ- represent and assembled to printed and infantry vehicles you that of mechs, variants ent see no reason I can that, Despite can use in the game. other suitable minia- not use any could you all why at this game. play to have already might you that tures Mech Attack Armor Grid Games and Miniatures Words & Photography: Dave Jackson Dave & Photography: Words This, coupled with the wide choice of heads avail- of heads wide choice with the coupled This, within your of variation a good range for allows able, the rifle bodies have ready/firing three The collection. of add weapons to you on allowing moulded stock So far they supply sprues of the ubiqui- choice. your Martinitous Henry a sprue rifles and automatic rifle, called contraptions gun hybrid of super soaker/zap aether weapons. tag price with a bit of a come does this versatility All it attach the weapons the way Due to unfortunately. A poses. unconvincing slightly to can sometimes lead this somewhat bending can alleviate bit of strategic have to better been but part have of me thinks it may natural a more the bodies for the guns moulded on to looking fit. recently the basic squaddies BP have from Aside featuring an officer, command pack their first released operator and a bugler/wireless bearer a standard as a kind called a steam as well of special weapon tunic and is elaborate has a more officer The lance. bearer. armed with a service as is the standard pistol, of the favourite my is probably operator wireless The word is perhaps the wrong “wireless” bunch, although in a kind with cables culminating of festooned as he’s Presumably on the bottom. staff with a spike copper some form to be stuck in the ground to this is meant the steam BP first mentioned When kind of aerial. some kind I had visions of spike lance driven of piston In horse. powered the back of a steam wielded from be some kind to it seems reality of infantry deployed jets to fire meant which is presumably flame thrower Nasty! the enemy. at steam of super heated in at weighing about average they are Price-wise, 4 multi-part £6 for Multi-pack around metal models. some savings. allowing also available unit deals are range formed is a small but well Wars Tea in all All one I for development. future for potential with great Time of some cavalry. the release am eagerly awaiting on. get the brew to 62 Instead of diving right in with the weird and won- Insteadweird of diving right in with the derful start BP wisely decided to By with the basics. first they bloody infantry” “poor out their bringing which to startmake it possible to force a cohesive basic in- The can be added later. specialist items weapon fantryman parts; in four torso, comes legs, sets of each of the legs four are There and head. legs and one standing/advancing three and torsos, reloading. bodies and one ready/firing kneeling, three As a fledgling company, background information is a information background company, a fledgling As seems but the basic premise bit thin on the ground the stalwart conflict a of the lads involving involve to Dastovi- against the dastardly pitted British Empire a snick- a bloke with led by probably ans - who are these of who mention no real There’s ering hound. pickelhaube other than they wear yet are Dastovians a guess, at - which, tea” foreign “funny and drink make them some kind would of Prussian/Russian with premise is a basic steampunk There type nation. a new fuelled by of the day contraptions the steam this Whether as aether. to referred of energy source be wishful do with the actual to may tea has anything think to thinking part, be great on my but it would humble your to leaves adding a pinch of tea that of un- a source it into transform boiler could steam power. imaginable “Teapunk; it’s like steampunk but without the but like steampunk it’s “Teapunk; S and M.” I have been known to wander round shows and con- shows round been known wander to I have sporting veryventions so when pith helmet my own Wars” “Tea Black Pyramid’s review Jason asked me to opportunity the I relished range see them first to Victorian plenty producing of outfits are There hand. Black although the moment models at steampunk a range produce be aiming to (BP) seem to Pyramid than just the rather build whole armies can from you odd adventurer. Tea Wars Wars Tea GamesBlack Pyramid Reviews Reviews Photography; MikePhotography; Dodds bard, Jason Hubbard & Mike Hubbard Jason Dodds bard, Words: Nick Johnson, Tim Ryder, Rebecca Hub- Rebecca Ryder, Tim Nick Johnson, Words: Friar John - Reviewed by Nick Johnson by John - Reviewed Friar a distinct visual style have miniatures Warheads The the body of the to heads compared with over-sized ‘heroic’ your standard so than - much more figure also fairly simple minia- are They style of sculpting. no extraneous is them which detail on There tures. the output of some change to makes a refreshing other companies. came with its that sculpt a single piece John was Friar fairlyone mould model was clean with The base. own and some flash inside the figure line running around paint to nice really model was The right arm. his bent to I wanted planned out how I’d its simplicity. due to with my the session and just went him before paint the studio colour landed me fairly close to This plan. scheme. game yet, Warheads the play to not had chance I’ve a nice It made the figure. painting but I enjoyed I paint the usual style of figures from change of pace of us all working on a group have fun to and it was recom- definitely I’d them. If get the opportunity, you one up. mend painting 63 As the day progressed, the miniatures were swiftly were the miniatures progressed, the day As A lot of the based. even in some cases, and, painted the game how intrigued as to now were painters seeing it in action. to and looked forward played was away and everyone went well went the day Overall, of the range. some more paint like to they’d saying next of the game in the issue of will be a review There a full rundown Irregular Magazine which will feature of play. The day consisted of painting and chatting about the and chatting of painting consisted day The Most people said us. in front merits of the miniatures the miniatures. initially taken with they weren’t that in their hands and painting them afterBut, having really fun and they were that them, everyone agreed after that paint- a consensus was There paint. to nice they actually liked the fact they that Warhead ing a to normal gaming minia- different completely were had put them off. that though originally even tures, On the 14th November 2010 we decided to hold a decided to we 2010 November On the 14th prepa- Sheffield in at day Irregulars Warhead’ a ‘Paint the next issue for miniatures of the a review for ration allowed only were Painters of Irregular Magazine. the day. the models prior to and undercoat clean to 3pm to 11am until had from they that meant This members total of seven A Warhead. start finish a and There midday. with one member turningarrived at up things due to make it who couldn’t more a few were seven were So there like the arrival a new baby. of cleaned and out a miniature, picked all having of us, arriving. before undercoated, Warheads Urban Mammoth Jack Shady - Reviewed by Mike Dodds Mike by - Reviewed Shady Jack and in reviewing interested Jason asks me if I’m When knows he’s him, he always for a miniature painting of the choice been given having So, got an easy yes! ‘proper to select, one with a figure Warhead which obvious. of facial hair was manly amount’ at first glance in that different slightly are Warheads ‘bobble-head’ or ‘deform’ something akinthey are to normally partialto. I’m and not something figures about ‘je ne sais quoi’ this one had a certain However, him. a decent mail coif, he had a nice Looking him over also holding a He was as well. helmet and a good face had very the sculpt Overall, little in the way crossbow. Oswald - Reviewed by Rebecca Hubbard Rebecca by - Reviewed Oswald a monk, he would I thought because I chose Oswald, in robes covered mostly as he was paint to be quick Myspend long on him. to initial want and I didn’t with genuine replaced soon the model was dislike of look may sculpt The a lot of fun. He was enjoyment. start to sweeps with, but the simple uninteresting The and highlight. shade to of fabric a joy made it There chunkiness of the model goes in its favour. to fit the spots awkward no fiddly details or were I appreciated the more I painted, more The brush into. In the sculpt. a short had gone into that the work time with. than happy more job I was a paint I produced of these more will happily paint and convert a I’m figures. 64 I’m now actually now looking some painting to forward I’m try and I plan to paint- of these guys hand at more my when they’re ing some of the animals and monsters The an- these figures? I recommend Would available. planning on introduc- especially if you’re is yes, swer of gaming and painting the world to ing a youngster As soon as I started soon As this guy I changed my painting mind - I actually started with the even like them, to up really paint They bobble-type over-sized head. It them and they paint actually was to well. a joy sculpt and cast The paint. quick to also really were clean off the bare much to wasn’t There excellent. are a bonus. which was painting model prior to The miniature I decided to paint was Toland the Sex- Toland was paint I decided to miniature The Church Oswald’s for sexton works who a grumpy ton, I wasn’t little character. a great in Monmouth. He’s on these first clapped eyes when I enthusiastic overly of the the benefit them give I’d but I thought guys doubt. Toland - Reviewed by Jason Hubbard Jason by Reviewed - Toland Reviews Reviews appreciate the miniature for itself. One of the reasons reasons of the One itself. for miniature the appreciate Models with pose. the was Sir Penhaligon I chose and this is no cool two-handed always are hammers and chain- helm with a full face Coupled exception. try I could I felt a model some great made for mail this I was of painting on. On the day metal techniques helmet would a white guy so I felt a good he was told up really be perfect, show would chipping any plus well. detract from didn’t basic hands and feet quite Having sharpness of the details on all.The at the miniature this. up for than made more the helmet and hammer have chainmail could The a good sculpt. it’s Overall about the only defined but that’s been a little more a fun, pushing it. It’s find and that’s criticism I could techniques few basic With a to paint. simple figure a have really could base you and a well-modelled other models The characterful band. your model for to distin- and its easy too, well with each other fit in and baddies. the good guys guish between the packaging look at to on painting I got a chance of a thick DVD style in the form which comes day artwork, some great It with good plastic box. features This can get. of the characters you examples painted a set example. to paint like to if you is a good feature can build money as you for sets seem good value The while still getting up the collection in increments the individual boxes. need in you most of what 65 As I said it was quite different to most things I’ve I’ve to most things different quite I said it was As I began to but when I got past that painted, At first when I was asked to paint this little chap, I was I this little chap, to paint was asked first when I At the kind I’m of miniature isn’t as it really reluctant and fantasy painting I enjoy While painting. used to cartoon-style from away I usually stay sci-fi models, I knew of the nothing of the background miniatures. so I was of the range or the rest the company game, a the figure I received a little in the dark. However, my on so it sat of painting, the day before weeks few notice to me a chance and gave monitor computer its character. Sir Penhaligon - Reviewed by Tim Ryder (TwoSoc) (TwoSoc) Ryder Tim by - Reviewed Sir Penhaligon Foundations of War After painting him up I’d made him look like Jamie made him up I’d painting After as he has a serious struc- ‘Mythbusters’ Hyneman from hair! of facial in terms him to resemblance tural of ‘flash’ and only two noticeable moulding lines run- lines moulding noticeable and only two ‘flash’ of the with scrape quick VERY A the helmet. across ning some wet wipes with sharpedge of a knife a few and and dry completely lines were paper and the mould gone. be the to I took what me was for only confusion The in fact was the of the tab, on the rear name sculptors a dope!). what characters name (Jack Shady… Dave Barker Dave Words & Photography: Jason Hubbard & Jason Hubbard & Photography: Words Painting these guys was really fun, because they are because they are fun, really was these guys Painting because was this for reason The paint. so easy to detail is of in quality so good the level that they are the with fighting aren’t you that high meaning really most other 1/72 Also on them. get paint to miniature flex- more a softer, made from are scale miniatures This isn’t to paint. difficult which is really ible plastic, as paint as easy to are really they the case with these, manufacturers. other from 28mm scale figures one and paint two into split the box to decided I’ve WW2 other half will be Russians and the half as Redruth The militia, backed Cornish as Soviet painted War. British Civil Very Socialist Red Shirts a Brigade for who to anyone these recommend definitely I would that also say but I would games in the 1/72 scale, also check in 28mm to play gamers who generally the new scale is becoming This them out as well. popularity such as 28mm for and with companies excellent producing and HaT Valiant Soldier, Plastic WW2. play to this is the scale plastic, in hard results WWII Russian Infantry (28mm) in Summer Uniform Soldier Plastic Company from 66 “So what are they actually like?” I hear you say. These These say. I hear you they actually“So are like?” what an exceptional- cast to and are sculpted well are guys is comparable on these guys detail The ly high quality. they are 28mm - yes, at other plastics produced to was liked about these figures, I really What good. that each of the sprues. which is on medic/NCO the female and she actu- is a very miniature, This sculpted nicely and not some this scale, at ally does look like a female couple of blobs on her chest. with a figure random to paint. I decided also the first miniature was This 20mm Hubbard Jason art the box that were of the box My first impressions the minia- for is very As and it is clearly labelled. nice of 1/72 models you £10 per box for themselves, tures or Non-Commissionedget 6 junior officers Officers 45 riflemen/sub-machine (SMGs) and gunners (NCOs), an machine guns (LMGs) with loaders - that’s 6 light plastic. in hard 57 figures impressive Russian Infantry WW2Infantry Russian SoldierPlastic Company I bumped in to Militaireyear this Euro at down Whilst company behind the new miniature the man William, me with a box presented he where Soldier, Plastic I in Summer Uniform. & 28mm Russians of 20mm and scale ones myself the 20mm review decided to Dave. to over hand the 28mm ones Reviews Reviews that was a little lost on me when the miniatures were were me when the miniatures a little lost on was that when plastic started well just bare rather jump out to the base to washes of applying my the point I got to these min- that say go as far as to In fact,colours. I’d that perhapsof gaming figures the unit are iatures I’m and now this year most fun painting had the I’ve on the them off show to looking an excuse really for gaming table! a box for of £18.50 price their current then, at Overall, very offers set definitely this boxed of 57 miniatures of get a force to want if you money for good value WWII the gaming table in 28mm scale Russians onto get is better you and the quality of the miniatures think I definitely the price! expect might for than you be picking of these Russians to I’ll up another box gaming table! own my grace on, to an eye company Soldier a Plastic is definitely include; releases especially as future WW2 German Infantry Late 1/72 1943-45 WW2 British Infantry1/72 1944-45 WW2 Russian Infantry1/72 sup- in summer uniform port pack German InfantryWar supportWW2 pack. Late 1/72 67 Once I started painting the models, my opinion of I started my Once the models, painting are They a lot. of detail changed quite their level of the detail and a good amount paint fun to rather Of the miniatures themselves, on the whole with Of themselves, the miniatures the sculpting is pretty exceptions, or three only two of Russian Infantry. good and certainly representative with mix of men with rifles and SMGs, is a nice There on each sprue and a mix officers LMGs and two two are although there of heads with helmets and caps, of the simple customisation for options not many head on each is just a single spare There miniatures. just a are sprue and a good number of the miniatures the assembly of the multi-part However, single piece. with the parts going a breeze, was really miniatures was I quicklytogether well. and easily and fitting just a little though, and only myself restrain able to have I would (1 sprue) so that assemble 19 miniatures this review! them and write paint time to The box of 57 miniatures contains three identical identical three contains of 57 miniatures box The seen each. I had also 19 miniatures sprues containing as Jason is the same product in 1/72 (20mm) scale, My gut instinct these. the 28mm that was reviewing just not as good as the 1/72 ones were miniatures with scales being identical, with the sprues of the two of scale. the exception The box looked the business, although too often in although too looked the business, box The than the min- the better has been the past the box the back of the box see that pleased to I was iatures! really this feature I found guide. has a simple painting WWII plenty of painted as although I’ve useful, rather actually any never painted time I’ve in my miniatures It instruc- is not a detailed painting Russians before! which parts you tion, but it does tell of the miniatures of two with photographs colour, in what paint to examples. painted When I first received these miniatures for review for miniatures these received I first When only close The sceptical. rather I was in their box, of plastic trend the recent had of I’ve experience has been with the fairly poor initial 28mm miniatures had plenty I’ve but Factory, Wargames from offerings old with some of the veryof experience quality, low a variety of different from 1/72 plastic miniatures manufacturers. 28mm Barker Dave Words : Dan Lee : Dan Words Illustrations :Tamás Baranaya Baranaya Illustrations :Tamás longer. Some scenarios have their flaws, particularly flaws, their Some have scenarios longer. that say I would certain but overall for armies, in 8th edition. change positive another are scenarios than in 7th streamlined more is slightly Movement is terrain However unchanged. edition, but is largely random can have terrain Mysterious different. quite a unit enters until determine can’t you rules that special terrain many included for them, and rules are monoliths and wizard’s such as arcane features, make the to included these were sure I’m towers. and certainly add an interesting table more playing is found I’ve But what the game. to of fantasy element used as simply aren’t features these extrathat terrain looking up extra during rules the game. they involve hills, with woods, just play we our gaming group At Woods ground. and difficult building the occasional deter- them randomly which gives mysterious are but in practice this means when the first mined rules, con- to playing stop to have we the woods unit enters sult the rulebook, the special rules find that only to no game effect as the unit then passes through have to relevant aren’t or the rules themselves the wood, but interesting rules are the terrain say Sothe unit. I’d it only slowing the game, adding to aren’t ultimately down. to 7th different Magic in 8th edition is fundamentally is cast spells to the power edition, both in the way The themselves. and the spells available generated cast spells is randomly to available of power amount ability to opponents’ each turn, as is your generated generally both sides are that ensures This spells. resist often but they are phase, in the magic matched well The very that matched little actually so well happens. powerful often more when they are spells themselves powerful. perhaps too do get cast; some of them are and interesting, balanced are magic rules for core The which - being fantastic, - when it works with magic game. a fantasy for is appropriate say would many certain items is that magic specific problem army The very create rules to magic with the new interact combinations “broken” powerful and possibly even is system new magic The which can ruin a game. to but it is no longer viable different, refreshingly or at wide level either on an army depend on magic, take cer- particular unless you any in the battle, point to - which not every items has access tain magic army you the number of tactics to available - and therefore is reduced. as a player or less the same as in 7th edition. Shooting is more and been eliminated have weapons Guess-range hit as they now effective, more are weapons template units tend On the other hand, every model touched. have don’t I myself quicker. close combat get into to 68 he first two questions should apply to any game to any questions should apply he first two The scenarios themselves also add variety to battles also add variety battles to themselves scenarios The for will help keep 8th edition fresh sure and I’m The core rules of 8th edition now include six sce- rules of 8th edition now core The pick your randomly supposed to are and you narios, a great is This afterscenario list. picking army your as you lists, balanced encouraging mechanism for objectives will be before your what be sure can’t picking army. your In 8th edition army selection is slightly different in In selection 8th edition army different is slightly of the a percentage restricted unit types by that are 25% can be up to lords example, - for cost army total the limitation before - whereas cost army of the total in a one lord up to have could - you slot-based was bal- this helps to ways In many game. 2000 point core more have to most players forcing out lists, ance extremes go to though some armies can now troops, say I’d possible in 7th edition. Overall weren’t that so isn’t This note: (Editor’s change. a positive this was 6th edition, - prior to much of a change as a reversion selection army operated.) how this was Warhammer, in a nut-shell, is a fantasy wargame wargame is a fantasy in a nut-shell, Warhammer, a certain selects to an army point each player where an opponent and then fights army, that deploys size, cast spells, move, take it in turn to Players in a battle. Each player combats. close shoot and then fight victorytypically has six turns before are conditions checked and a winner is determined. T both questions to as if the answer play, you system second The game! that play shouldn’t you yes, isn’t I had about based on some apprehensions were two some the new edition early on, specifically that or four, turn three by be over would games I played and some spells looked so powerful they could that the an- provide I’ll cast. just swing the game once review. the end of my these questions at to swers

• Did I have fun? • Did I have fun? have opponent • Did my quickly? too • Did the game end a powerful by spell? dominated outcome the Was • Last issue I reviewed the Warhammer 8th Edition 8th Edition Warhammer the I reviewed Last issue (GW),Workshop but I Games by produced rulebook it as I thought the rules review didn’t deliberately been out They’ve now judge them. early to too was twenty around played and I’ve about half a year for - so I think I others played many games - and seen deciding Since assessment. them a decent can give been asking questions after four I’ve a review write I’d of the answers. keeping track each game and been asked: I’ve Warhammer Fantasy Battles Fantasy Warhammer Games Workshop Reviews Reviews moment we got our armies out, I could see I had no I had no see armies got our I could out, we moment away went never feeling and that of winning chance those on armies I fought The played. was as the game be as powerful to designed as pos- were occasions edition happen in any could This weren’t. sible: mine responsible hold 8th edition so I don’t Warhammer, of None of those games. enjoy fact the I didn’t that for some scenarios Yes early. ended too the games have victory which condition the game now” “end an have shortcan lead to but typical six turn games, battles Not a single of those or six turns. five usually get to a single powerful by fourteen dominated games was the rules look like this can be a On paper, spell either. dominate just doesn’t but in practice magic problem, certain combinations. item go for magic unless you not used those have played have people I The in a fairly friendly as I play environment. combinations is an Warhammer 8th edition say I’d conclude To some of the Yes, play. and fun game to interesting “What at?” GW playing are think changes make you some armies Yes, the better. for But other changes are no fun can do some horriblenow things which are has always But that against. the guy they play for Warhammer. for the case be, been, and will always 7th was done in what from different things are These books new army edition, and will no doubt change as against people with a playing If are you released. are as yourself, the game” play to “how similar opinion of the At battles. your fun and enjoy will have then you counts. what that’s end of the day, 69 And now for the key test: how does 8th edition stand how the key test: for now And important played four questions? I have my up to start I decided to fourteen games since asking those had fun opponent Of my questions. those games, in every of them. two game and I had fun in all but the from no fun because, games were two Those Perhaps the most striking 7th Perhaps change between me-The edition and 8th edition is in close combat. to units tend changed much, but now chanics haven’t to behind the first getting with ranks be much bigger, attacks flying in each direc- to more This leads fight. much bloodier are fights and therefore tion in melee, each phase - I’ve rolled are dice in 8th edition as more as in 7th times as many or three least two at noticed far the by phase is now close combat The edition. victorymost important where or lost. phase, is won unit will perform also means your dice Rolling more be letting you their statistics, for average” “on more fight of a straight on the outcome confident more I think these changes are Again, units. two between with bigger look grander Battles an improvement. so a unit can faster resolved are and combats units, of the course melees over or three in two be involved one or two. than rather battle shooting in my army and my opponents haven’t used haven’t opponents and my army shooting in my further. any comment really much, so I can’t it that Words : NickJohnson Words game as your group of samurai defend the Kaiu Wall Wall the Kaiu defend samurai of group game as your al- I would in the Shadowlands. of Oni the horde from what making players your recommend it clear to ways within L5R, as run to intending sort of game you’re Winter Berserker and ending up in a building a Crab normally fun; much isn’t Crane Court the by hosted is going to Wall courtier a Crane on the Kaiu equally, playing that say to isn’t This time of things. a bad have the play- that those characters is impossible - merely may face. they of the difficulties be aware ers need to pickingrecommend up the 4th edi- definitely I would game. Rings roleplaying of the Five tion of the Legend as a very a very as well to rich gain access world, You’ll from resistance any get - and if you capable system to them force it, running before gaming group your if they object. then see Samurai, Seven The watch review off without finish this really I couldn’t Finally, a starting Drag- He’s use. to you including an NPC for wield his blades in to a bushi ready on Clan samurai, of his Clan and of his Empire. defense Mirumoto Vedau Clan Samurai Dragon Mirumoto Bushi 1 Insight: 131 Rings Air: 2 Earth: 3) 2 (Stamina 3 Fire: 2 Water: 2 Void: Honor: 4.5 yumi, 20 daisho, clothing, sturdy armour, Outfit:Light arrows Skills - 3 Defense - 3 (Courtesy) Etiquette Iaijutsu - 3 - 2 Investigation Kenjutsu (Katana) - 3 - 1 Kyujutsu - 1 Shugenja Lore: - 1 Theology Lore: Meditation - 2 Advantages - Balance - Language (Yobanjin) Disadvantages - Ascetic 70 The Legend of the Five Rings setting offers a variety a Rings of setting offers of the Five Legend The Court Winter a political from a campaign, options for a Chinese ghost story through as spiritsgame, enter an all-out to all the way combat another realm, from 4th edition retains the Roll and Keep mechanic from the Roll and Keep mechanic from 4th edition retains X d10, and keep roll you where editions, previous being the value some or all of them, with the total you Attacking with a katana leave roll. might of your 6 dice roll you’d indicating with a 6k3 Kenjutsu roll, can system This to. want you that and keep the three more character can have of your the traits mean that to contribute than his skills, influence as the traits skills gain certain abilities However, multiple skill rolls. - known as Mastery abilities - when a character has skill,ranks in that which means it is as impor- specific skills traits. optimise your to as it is your tant The core rulebook for Legend of the Five Rings is a of the Five Legend rulebook for core The five split into tome 400-page hardback full colour, sections. is titled after Each book one of the classical Earth, of Rokugan within the world - Air, elements of element the most mysterious Void, and Water Fire, the setting; Earth, Book covers the or Air The them all. advanced Water, character creation; rules; Fire, core The Games Master information. Void, mechanics; and index. book is clearly with a comprehensive laid out, - hav- the CCG A lot of the artwork from is reproduced and Argyle Steve Baker, the likes of Drew ing said that, artists, and it is a pleasure all great are Kreiter Heather see their artworkbeing able to scale. in a larger Legend of the 5 Rings the 5 of RPG Edition 4th Legend EntertainmentAlderac Group or L5R as it is often Rings, known, of the Five Legend Originally 15 years. for which has existed is a setting of game the collectible card for as a setting created game, seen a roleplaying it has since name, the same and be produced, novel line and graphic miniatures in the future. game is talk of a board there Legend of the 4th edition of the the release 2010 saw with the core game, Rings roleplaying of the Five Enemies of the Empire, book and first supplement, fortunate I was summer. the since hitting the shelves core review the to the chance be offered enough to Enemies of the Em- bought since rulebook and have myself. pire I start take a to Before looking I want the books, at in clarify thing - Rokugan, one to moment the word Rings is not just a is set, of the Five which Legend it certainlyWhile has strong Japan. version fantasy many from elements are there Japanese influences, create been used to which have cultures other Asian as if of this, aware should be players Your the setting. they try norms Japanese within the setting, to play to coming unstuck. find themselves they may Reviews Reviews Words & Photography: Scott Hockley & Photography: Words to deal with. It the that to on assembly also appeared base is partThe of the amazingly long! are forearms of the model and possibly the best component cast, which makes some sense as the company actually, for resin bases different make several appears to models. It also worth is maybe this model is 40mm noting that and about the eyeballs, the sole of his boot to from which of base, bottom of head to top 50mm tall from if you - as a commander tall - even is a bit too I feel marine force. a space add it to wish to filing, hours of dremelling, after a good few Anyway, I at a stage that was the model sanding and filling, Some it. of the parts paint could be left just had to in cleaning and days gone on for have the end as I could in the sink it a good wash I gave rectifying this model. spray, grey fine light Tamiya and then primed it using by! a primer I swear that the from I initially kept the armseparate assemblies I decid- and assembly later. painting ease of body for bit of fun with metallics and inks on this a have ed to Vallejo with all of the metallic areas and base coated Model (VMA) Air working the blue before Aluminium, ink along with Games purple red and with blue, areas (GW)Workshop Ogryn and some Blue, Asurmen Flesh Blue Highlight. P3 Cygnar chestnut and done with yellow, were areas brassy The with some GW the aluminium along ink over brown ThrakaGryphonne Green, Sepia, Ogryn a bit of Flesh, Red a bit of Baal and even Purple a dash of Leviathan done Highlighting was of the brass and there. here used On the blue I with some GW Burnished Gold. (VMC) Model Colour Vallejo Metal Mediumsome 71 First impressions are of a nicely packaged of a nicely in are model, impressions First pack, insert,a clam shell blister with a foam printed The itself. the miniature insertcard of course, and, of the package and you sheer weight a surprise, was Euro your for getting a huge quantity of resin are my heart on unpacking the figure, However, here. I what not the model itself was sank somewhat; itself feels resin The cast. “high quality” call a would – but the soft, hard not too not too – strong, nice includ- soft looks too in places, sculpting immediately and counted, I fingerprintsing two in the cast that just was required was of cleaning up that the amount inciden- little or no mould lines, were There not funny. been have this model appears to that as I think tally, extra bits and blobs but the bubbles, moulded, drop lettering – like the and loss of detail in places of resin just tiresome the hem of the cloak – were around I’ve long been a painter of space marines and vari- of space a painter long been I’ve so I am fairly armour, in powered ous other big chaps and inaccurate scale creep the issues of used to anyway, But, territory. with the come that anatomy this model… onto I’ve never gone as far as buying one of these figures of these figures gone as far as buying one never I’ve be fairly unlikely I would that and I am afraid before, the future. in to Hitech Miniatures Hitech is the type Miniatures new model by of This in the ilk of about, often wondered I’ve model that marine conversions, space the Scibor press-moulded the sci-fi morphed into since that knights have that the miniature sold in various guises around now are making scene. S-F Commander S-F Commander As the painting progressed I kept finding bits that I kept finding bits that progressed the painting As im- nigh on were made no sense and other bits that with the finest brushes. even get to, possible to It this model. recommend I couldn’t In summary, project, but the com- “bedroom” smacks of a bit of a It the model. asking is good are dollar for top pany a myriad are but not a good sculpt and there resin, doing much are that other similar models out there sorry say. to I’m or better, the same thing as well do a to the invite My Magazine toIrregular thanks for and I hope the magazine, for and model paint review be back soon! to 72 Job done. Probably about 12-15 hours painting time about 12-15 hours painting Probably Job done. partsI especially as I enjoyed of the painting, total. in blue very paint but I choose to often all, at don’t the model itself. I enjoyed that say can’t I added a bit of freehand here and there, most of and there, here I added a bit of freehand base The which I did with a bit of sponge weathering. with some and black very using greys was simple, Ogryn and Gryphonne Flesh Sepia add a bit of to the pipe cap. over and Dark Flesh tone, The sortThe Non-Metallic of Metal the big sword effect on and on Frostbite to Blue Highlight down Cygnar was Grey. Silver to The Space Knight’s skin was a mix of P3 Khardic Flesh skin of P3 Khardic Flesh a mix was Knight’s Space The and P3 HammerfallTan Khaki, with Deck highlighted and shaded mostly with GW DarkFlesh. The cloak was initially painted with P3 Cygnar Blue with P3 Cygnar initially painted cloak was The with P3 Exile Blue and a bit of black mixed using Base, Cygnar of P3 and highlights to shade, tone a flesh Blue Highlight and P3 Frostbite. The fur on the cloak was largely drybrushed VMC drybrushed largely fur on the cloak was The a mix very GW Charadon similar to over Tan Deck VMC Silver- with the top at then highlighted Granite, grey. mixed with P3 Exile Blue. You do need to use strong use strong do need to You with P3 Exile Blue. mixed coloured get a decent to with metal medium colours metallic. Reviews --- THE LITE RULES OF NAPOLEONIQUE WAR ---

Welcome to the free Flintloque Lite rules; its time to prepare for Black Thirdly, these rules are fairly complex when compared to traditional Powder war. In these pages you will find all the core mechanics needed board games such as chess. However, there are examples and to play Flintloque the Skirmish along with the meanings of all illustrations to aid in your understanding of the game. terminology used in this section. For seasoned war gamers, these rules will probably be refreshingly Remember the aim of the Flintloque game is enjoyment, fun and tactics simple to understand compared to many miniature games. But don't let whither you are an Elf or an Orc or any other creature of Valon. All that fool you! These rules require a great deal of skill to implement disputes between players (Gentleorcs) should be settled by the toss of a successfully; they reward tactical play. To those of you who are old hats coin or by contacting Alternative Armies directly using the addresses at Flintloque. You will no doubt be intrigued by the quite significant here. We are always happy to hear from Flintloque players. changes that Alternative Armies have made to the Flintloque game engine. A result of years of comments, playing and feedback we believe Alternative Armies that 3rd edition is the best evolution of Flintloque possible for today’s Po Box 8207 gamer. Girvan, Scotland KA26 0YB Between the two designers of this book, Gavin and Mike, we have been +44(0)1465 841 677 playing the game of Flintloque since its inception more than fifteen [email protected] years ago and we have loved every moment of it. As a result of this www.alternative-armies.com commitment to what we think is one of the best and most unique games in the world we have made 3rd Edition even more engaging and deeper Notes on the Free Lite Edition in terms of character and section development. These Lite rules cover skirmishes with mortal Infantry and Cavalry and We would like to take this chance to say how happy we are that you have are suitable for the Catalucia and other Uropean theatres of the decided to game this Lite 3rd edition of Flintloque: The Game of Mordredian Wars. Use them in conjunction with the other free PDF’s Napoleonique Skirmish. from Alternative Armies such as these (those marked with an * are needed to play). In Flintloque, players take command of a ‘Section’ (between five and Flintloque 3rd edition - The Master Mortal Racial Stats Tables. twenty characters) of soldiers, of their own design, that come from any * and all of the diverse fantasy races on the World of Valon. With your Flintloque 3rd edition - Section Roster sheet Section, you will fight many skirmishes (scenarios) in the hopes of Flintloque 3rd edition - Counters and Token sheets. securing victory for your nation, and achieving fame and glory for Flintloque 3rd edition - Solo Play bolt on. yourself and your soldiers.

Flintloque is a unique game setting, loosely based on our own history of These Lite rules are all the mechanics you need to play single games of the early nineteenth century and a certain tyrant who sought to conquer Flintloque and are taken from 5025 Flintloque 3rd Edition - Catalucia. the world. We combined this with our love for fantasy creatures, adventure, humour which in this day and age is sadly often lacking and The 5025 book contains much, much more than these Lite rules of course the reek of musket smoke. As the infamous ‘loquer saying including Section Creation, Section Development, Character creation goes ‘ how many buttons are on an Orc redcoats jacket?’ , we reply ‘its along with skills, traits and flaws for every nation in the Catalucia theatre fantasy, its as many you want it to be.’ plus the background to the war in that area of Valon and more than ten scenario seeds. Look it up if you want to take your gaming further. If you are unfamiliar with tabletop war games, there a few things you should know before proceeding. Firstly, this game requires and is So, our thanks to the thousands of players over the years who have supported by a large range of metal miniatures. played, fought and even laughed to the point of hysterics; to you, to all You will find information all our Flintloque miniatures on of you we present Flintloque 3rd Edition Lite. www.alternative-armies.com . You will also need percentile dice. Gavin Syme & Mike White 2009 Secondly, tabletop war games require the use of model terrain (not unlike model railroad terrain you may have seen in toy and hobby stores) to add to the tactical interest and visual spectacle of the battle being played. The Alternative Armies website provides links to excellent terrain making sites and has a regular periodical with new tips on constructing beautiful terrain.

1 Flintloque 3rd Edition ‘Lite’ Rules Terms & Definitions Hit Token: A token placed after making a ‘Steady Check’ that represents a In Flintloque there are terms and definitions used to explain the rules. They are wound. However, Hits do not actually become WOUNDS until the wound listed here for you to read and learn thereby making the following rules more resolution phase. Since everything in a game Turn more or less happens simulta- familiar. neously and within a very short time frame, a hit represents a possible wound that happened at some point in the Turn. Hits never stay on a character past the Activation: The act of performing 1 or 2 Consecutive Actions with any given Wound Resolution Phase. figure on the table. Modifier: A number which will either add or subtract from the total of a die roll. Activation Token: Any marker or counter placed next to a figure that indicates Modifier usually account for such things as the effect of terrain on firing a figure has already taken actions this turn. A figure with an activation token on weapons, being outnumbered in combat, or how brave a character is. Modifiers it may not take Actions. are usually classified as permanent or situational. Permanent modifiers are Adjacent: Figures are adjacent when there is 1cm or less between them and they usually calculated before the game and added to a character's profile on the are not in Base to Base contact as defined above. This is important, as some roster sheet or reference card. effects & abilities affect adjacent figures. Movement Rate: Depending upon racial type, each figure will move a specific Base to Base Contact: Occurs when two figures are in physical contact and the rate in centimetres. There are four movement rates available: Double, Quick, larger side of one base completely covers, from corner to corner of one side, the Slow, and Half Step. Though the same names will be used for the rates, the contacted edge of the smaller base. In the case of equal base sizes, this means actual distances moved with vary from race to race. the entire frontage of the two bases will meet and the corners will touch. If this Movement Shift: The movement & firing chart for each soldier will contain 4 exact condition is not met, the figures are merely adjacent. This distinction is columns. The rules will often tell you to take a right or left shift for movement. important for different effects in the game and for determining who is involved ALSO A column shift always means to move over one column on the chart. Right is in melee. However, a figure in base to base is considered adjacent for the generally a penalty and left is a bonus. A given condition will only ever cause one purpose of special abilities. shift. All shifts are cumulative. Chance to hit & Impact: Every weapon (except melee) lists two numbers Percentile Dice: A pair of 10-sided dice. One is marked 0-9 and the other is separated by a slash. The number on the left of the slash is the percentage chance marked 00-90. When rolled together, these dice will generate a result from 1-100. the weapon will hit. This is the number you must roll equal to or less in order to 00 and 1 are read as 1 and a roll of 00 and 0 are read as 100. You will generally successfully shoot an opponent with a ranged weapon. The impact is the severity roll these dice in the hopes of rolling equal to or lower than a given number in and potential damage from any attack. In firing, the impact will be listed in the the rules. weapon's firing chart to the right of the slash. In melee, the impact is equal to SUBTRACTED the difference of the combat rolls. The impact of an attack is Points Value:Every soldier, skill and weapon has an associated point value from a player's dice roll when making a Steady Check. attached. These points are used during competitive play to provide a reasonably balanced contest between players. Character: Any figure in the game that represents one of the soldiers in your section. The terms character and figure will often be used interchangeably Reload Step: Each black powder weapon from pistols to muskets etc take a throughout the rules. They mean the same thing for game purposes. certain amount of time to load. A reload step represents one figure's Turn worth of activity to reload that weapon. Most firelocks have a Reload Step of one. Command Points: Every Section Leader gets 3 points per game that can be More complex firelocks such as a Bakur Rifle or the 7 Barrel Volley Gun have spent on different effects during the course of the game. Any remaining points two or more steps. also get added to the initiative roll every turn. It will be convenient to track command points with either tokens or scrap paper. Certain rules may increase Rolling Doubles: When rolling the percentile dice, if the 10's digit on the die or decrease this number. They should be spent with care. labeled 10-00 is equal to the ones digit on the die labeled 1-0, the roll is considered a roll of DOUBLES. D5: Roll a D10 counting 1-2 as 1; 2-4 as 2; 5-6 as 3; 7-8 as 4; and 9-10 as 5. Section Leader: This is a character named in your section roster or nominated D10: An abbreviation often used to refer to a 10-sided die. on the base of the miniature as the commander of your Section. Almost always For this game, a 0 result is read as a result of 10. an Officer and you should also nominate a second in line Section Leader, a Engagement Range: Area that extends a distance equal to the longest side of Sergeant, in case of death or severe wound of your Section Leader. The Section a figure's base from the base edge of a figure. Therefore normal foot figures have Leader is the most important member of a Section. an engagement range of 25mm, large foot figure (Ogre, Trolka etc) a 30mm, and Shaken Token: A token placed next to a figure when a particularly traumatic An enemy figure may not move through an engage- mounted figure 50mm. event happens on the battlefield such as being wounded, losing your command- ment range unless it intends to come into base contact with the figure and er, etc. close for melee. Special Rule: A special rule is a rule that exists outside of the core mechanics Experience: Each character in the game has an experience level which in this book. Special rules will often contradict or change a core rule and these represents the amount of combat exposure they have had. The experience levels Special Rule’s always overrides the core rule it contradicts. Skills, Traits, Flaws, are: Raw, Average, Experienced, Veteran, and Legendary. These experience and Magicke Abilities are all Special Rules. As are official expansions to these levels will be discussed in detail later in this section of the book. rules published elsewhere, though these expansions are not required to play this game. Figure or Miniature: This means a metal model from Alternative Armies in 28mm scale for use in Flintloque which depicts a single character in your Section. Status: The characters status represents the level of training or the style of fighting to which the soldier is accustomed. Among the different status' are: elite, Heavily Wounded: A condition that results when a figure has lost at least half regular, militia, guerrilla, marine, light, and irregular. These are explained in of its starting wounds in the current game. detail later in this section of the book Fire & Movement Chart: The chart on a character roster sheet that shows the number of centimetres that character moves at the four different movement rates and also displays the statistics of their firearms.

2 Flintloque 3rd Edition ‘Lite’ Rules THE CHARACTER PROFILE In Flintloque the Skirmish there is a system for determining just how fast, how strong, how reliable and how skilled a character is in play. All EXPERIENCE RATING RAW of these values and others such as level of training and experience in The least experienced troops, they can be quite unpredictable in battle are quantified with numerical values. combat. They have a tendency to lose heart if the battle goes against them. Here are the tiles given to all of these numerical values along with their meanings in the game. The numeric values for each of the Fantasy Steady -1 Races in Flintloque can be found in the Racial Statistics Tables. Discipline -1 Steady: Melee -1 This value determines how difficult it is to inflict bodily harm on the Accuracy - 10% character. This represents a mixture of mental fortitude, physical toughness, personal courage, and even a bit of luck.

Wounds: EXPERIENCE RATING AVERAGE This value determines how much physical damage the character can actually take. Larger, tougher characters will generally have a higher Average characters are accustomed to the battlefield. Solid and wounds values. Once a figure has received a number of wounds equal reliable, they are well equipped to meet their foes. to its wound factor, it is considered unfit to continue fighting. It does No Special Rules not necessarily mean however that the figure is actually dead. Whenever a figure has 0 wounds, it is removed from the game table and place to the side for its fate to be determined at games end. EXPERIENCE RATING EXPERIENCED Melee: This value is expressed as a positive or negative number and is used to A character who is experienced has fought in many skirmishes help determine the outcome of hand to hand combats. The higher the and is a cut above the average soldier. A good officer. positive number, the more skilled the character is with hand weapons. Steady +1 This number ranges from -2 and up. Discipline +1 Accuracy: Melee +1 This is expressed as a negative or positive number in multiples of 5% Accuracy + 5% percent generally ranging from -10% and up. This number is automati- cally added to the applicable of the four columns of the character's firing chart for each shot the character makes. EXPERIENCE RATING VETERAN Discipline: A value ranging from -2 and up which represents the soldier's ability to A highly experienced soldier who has survived everything the carry on and follow orders in spite of the fear inducing chaos of the Enemy has thrown at him. Natural leaders and deadly fighters, battlefield. Veterans are the best of normal soldiers. Steady +2 Discipline +2 EXPERIENCE RATING Melee +2 Experience means the battles the character has seen (and survived!) and Accuracy + 10% the overall ability of that character to cope with black powder conflict. Every single character has an Experience Rating and this confers the following automatic alterations on other parts of their Character EXPERIENCE RATING LEGENDARY Profile which must be adhered to at ALL TIMES during play. These Characters are legends, the finest of the best that there Note each character’s Experience Rating on your Section Roster, will ever be. There are VERY few of these characters and they are all famous to their own peoples. Not at all average fellows! Remember that if a character survives in play, there is a chance between games that he will increase in Experience Level and become better. Steady +3 This is explained in the Section Creation and Between Games parts of Discipline +3 the 5025 book. Melee +3 Experience Ratings have the following automatic modifiers in play. Accuracy + 15% Wounds +1

3 Flintloque 3rd Edition ‘Lite’ Rules TROOP TYPES THE WORTHY AND THE CHOSEN In Flintloque the Skirmish every character also has a Troop Type. This The following troops are the troops most often seen on the battlefields is their position in the world, their trade, typically in the armed forces of of Valon. They are the trained, professional troops of the Valonese their nation. It shows any training they have had or specialist conditions nations. that apply to them. All troops listed have at least had adequate training under the direction Most characters are Regular troop type, this is the default type if you of career soldiers and are reasonably well equipped and supplied. They cannot decide on another troop type for them. are listed in more or less in the order of the commonality the field of battle. These are the only troop types that players can also have the Characters must choose a troop type that fits with their background in ELITE troop status sub-type as an added option paid for in points for your games of Flintloque. For information on Troop Types for your their character. chosen race look to the Army parts the 5025 Flintloque book for ideas and examples.

TROOP TYPE REGULAR TROOP TYPE CAVALRY The mainstay of an army this type are the typical Line Infantry and the bulk of all troops. They have been well trained, but still require the direction of firm commander to make sure they stay Characters who are trained to ride on a horse or other mount; in line. If in doubt of a characters type they are Regular. cavalry do not fight like infantry do. Only Cavalry may ride on a mount in Flintloque in most circumstances.

Important Effects in Play for this Troop Type Important Effects in Play for this Troop Type

Regulars must stay within 30cm of their Section Leader or they suf- +3 Melee instead of the normal +1 WHEN they INITIATE a melee fer a -1 Steady and -1 Discipline modifier AFTER moving in the same activation.

Due to their height and speed Cavalry IGNORE Engagement Range areas of all characters on foot for both movement and shooting; but TROOP TYPE LIGHT TROOP they still enter Melee in the normal manner.

Light Troops, also called Light Infantry are specialist skirmish- If mounted a Cavalry type character must deduct 10% from ers trained to think on their own and to fight apart from the every shot they fire to represent the difficulty of shooting from regular troops. horseback. Ignore this if the character is stationary for the Turn of shooting. Important Effects in Play for this Troop Type They may not use Muskets, Blunderbusses or Grenade types of weapons only Pistols and Carbines. +1 Initiative if majority of section is Light +5% Accuracy. +1 if every figure attempting to perform a Coordinated Action is Light.

ROOP YPE RENADIER T T G TROOP TYPE GUNNER Made up from the strongest soldiers this troop type is taken from the biggest troops in a battalion and are often first into These characters have special training which allows them to battle. operate all kinds of ARTILLERY in play with no penalties. Rules for artillery can be found in the Grapeshotte book.

Important Effects in Play for this Troop Type Important Effects in Play for this Troop Type

Grenadiers must stay within 35cm of their Section Leader suffer -1 to Discipline. May only use melee weapons and PISTOL type weapons (no other firearms) in play. They gain +1 to Melee and +1 to Steady. They also suffer a -1 in Melee. They must reduce their MOVEMENT rates in centimetres by 20% rounding down at all times. They may use GRENADES.

+5% to hit when throwing a grenade.

4 Flintloque 3rd Edition ‘Lite’ Rules TROOP TYPE MARINE ADDITIONAL TROOP TYPE ELITE Regular soldiers trained to serve and fight aboard ships but also This is an ADDITIONAL type than can be selected by to fight on land when needed. Worthy and Chosen troop types to ADD to their main Troop Type. You choose a Troop Type such as Light Troop and then pay the extra points (see Racial Tables) to make that Important Effects in Play for this Troop Type character Elite as well.

Elite represents the finest soldiers of their respective Must stay within 20cm of their section leader or regiment or battalion. they suffer a -1 Steady modifier.

They gain a +1 in Melee. Important Effects in Play for this Troop Type

They may not operate ARTILLERY +1 Steady, Discipline, and Melee modifiers. They may use GRENADES. +1 to Initiative if majority of section is ELITE. +1 To Coordinated Action roll if all figures being activated are They automatically get the BOARDING TECHNIQUE skill. ELITE. Not cumulative with the Light Bonus for this.

Seeing as they would rather die than disgrace their uniform of their nation, they suffer a -2 on the Post Battle Status Chart. In other words, they are more likely to be dead than run away! THE FORLORN AND THE DESPERATE The following troops are usually used as reserve troops. They have either poor, unconventional, or no training. They are often poorly equipped and less motivated to engage in battle. But sometimes they may be fierce fighters with no discipline. Either way, they are unpredictable. None of these Troop Types may be ELITE.

TROOP TYPE MILITIA TROOP TYPE IRREGULAR Soldiers who are trained to a basic level before being sent into Fighters with martial skill but no formal military training. Irreg- battle. They look like Regular Troop Type and are equipped ular characters might be Brigands, Pirates, Mercenaries but like them but they are not as skilled. typically Warriors of the Otharmann Empyre.

Important Effects in Play for this Troop Type Important Effects in Play for this Troop Type

-1 to Steady and -1 to Melee. +1 Melee Militia must stay within 15cm of their Section Leader -1 to Initiative if at least half of the section is irregular. or suffer an additional -1 Discipline. May never operate ARTILLERY. They never get the Aimed Fire bonus. They may not use GRENADES.

TROOP TYPE GUERRILLA TROOP TYPE CIVILIAN Very hard hitting in the first few turns of the game causing a great deal These characters are not soldiers but rather civilians caught up of surprise, fear, and confusion. However, a disciplined enemy will in war. They may be townsfolk of noble or low rank, even ladies. regain the upper hand. Also, guerrilla warfare is conducted by those In play they MUST be attached to a players section at games who resort to these tactics due to lower numbers, poor equipment, and outset. non traditional training. Preserving their fighters is therefore a con- scious priority as is melting away to fight again later Important Effects in Play for this Troop Type Important Effects in Play for this Troop Type -2 to Steady, Discipline and Melee, Get the INTERRUPT FIRE skill -1 to Initiative. They must remain within 15cm of the section leader +1 Melee. or suffer an additional -1 to Discipline. Additional +1 Melee if activated after retaining initiative during Tacti- They cannot be ELITE, they cannot use GRENADES or cal Manoeuvre phase RIFLES and they may never operate ARTILLERY. After Turn 5 a cumulative negative Steady modifier is applied to Guerrilla's so Turn 6 (-1), Turn 7 (-2), Turn 8 (-3), Turn 9 (-4) the modifier is a maximum of -4 for the rest of the scenario. May not perform a Coordinated Action.

5 Flintloque 3rd Edition ‘Lite’ Rules OFFICER REPUTATION Before starting any game, you must note down who your Section Leader is (your Officer) and what your Section Leader's reputation is. Write this on your Section Roster.

Don't worry about what these means too much if you're just starting out or you don’t want to get too involved in this part of the Lite rules. The best thing to do in these cases is to just pick the Professional Officer as this has no special rules and has NO impact on the game rules.

Once you are comfortable playing the Lite game with a professional officer, you should try your hand at some of the more interesting (and often dangerous!) reputations for your officers. They add quite a bit of tactical variety, a degree of uncertainty, and flavour to the game.

It should also be pointed out that having certain officer reputations will change your tactics considerably and may take practice to get them to perform properly.

Here are the Officer Reputation types:

AGGRESSIVE OFFICER Always keen to get stuck in and start the killing, Aggressive Officers spend most of their time training their troops in the art of Melee combat. PROFESSIONAL OFFICER Any figures commanded by an a aggressive officer has their Melee Modifier increased by +1. This includes the officer himself. This officer has taken up the life of a soldier as a career. A pragmatic and An aggressive officer may not move in such a way as to take him further level-headed chap, the professional officer is neither seeking glory nor away from the closest enemy figure unless he is shaken. fame. He is willing to take calculated risks, but has no desire to see his men killed for romantic notions of honour There are no special rules to Any figures in a section commanded by an aggressive that are within apply to a professional officer. 15cm of enemy figure(s) at the start of their activation, must make Double March movement toward an enemy in range. This does not It is recommended that new players choose this type of officer for their mean they necessarily have to move into contact with the closest figure. first few games. But if due to terrain or other conditions, the figure will not come into contact with the enemy, the figure must move toward the closest enemy HEROIC OFFICER model. This cancels any other orders give to those figure. Either player may declare a distance check at the start of the movement phase. Heroic officers are the stuff of mainly posthumous legends. They have a marked tendency to die in glory-seeking and irrational charges on enemy positions no matter how likely their chances of success might be. COWARDLY OFFICER They always lead from the front and make it clear to the enemy that they The cowardly officer is certainly averse to taking any sort of risks on the are indeed the Officer in charge. This makes them superb candidates for battlefield. He would be much happier on the parade ground conducting the enemy guns. drills and shining boots. He has dedicated a great deal of time to ceremony. Soldiers with that are not loaded may potentially fire during A Heroic officer is more likely to die than most other Officers when he the AIMED FIRE PHASE if they are both unloaded and are not is fired at by enemy troops. When a weapon strikes a Heroic Officer, the activated. At the start of the aimed fire phase, roll a D10 for each soldier player rolling to wound receives a +1 bonus on the die roll. Before with that is not loaded. On a roll of 8, 9, or 10 the figure has managed activating any other figures, roll 1d10. On a result of 9 or 10 the heroic to load his musket astonishingly fast and may fire this phase. Otherwise figure moves a MINIMUM full Quick March move toward the closest it must wait until the Reload Resolution phase as normal before the enemy figure. The section leader may choose to fire any black powder musket is loaded. weapons or move at a Double March instead in an attempt to engage the closes enemy figure. However, keep in mind that figures with hit markers may not reload and will therefore not fire. Also remember that a figure will now be activated However, he inspires his men so much that figures within 30 cm have a and cannot re-load again in the reload phase. Cowardly officers will not +2 modifier to their morale value – so long as he is still alive that is! voluntarily move into base contact with an enemy figure. Cowardly officers also suffer a -1 morale.

DASTARDLY OFFICER The dastardly officer has no problem throwing his men to the front to save his own hide. Whenever a Dastardly officer makes a Steady check, roll a D10. If the die roll is equal to or less than the number of friendly figures within 15cm of the officer, the hit(s) transfer to ONE of those hapless scum.

6 Flintloque 3rd Edition ‘Lite’ Rules SETTING UP TO PLAY THE TURN SEQUENCE Once you have chosen your Section, decided on your Characters and painted your miniatures you are ready to play a game of Flintloque Lite. Flintloque is played in a series of Turns (typically ten) each of which follows the strict and exact sequence of play as listed below. Flintloque is primarily a scenario driven game and most players will want to select a scenario from those provided by Alternative Armies or create Each Turn is divided four primary phases. The second of these phases, their own scenario to suit their own unique collection of miniatures. the Action Phase, is divided into a further group of four sub-phases. This adds fun, excitement and often odd goals in your games that make Needless to say, this is where most of the action of the game will be for a great couple of hours gaming. Refer to other parts of this book for taking place during the game. more on scenarios and their creation. For your first few games, don't concern yourself too much with what Of course you can also just set up and play using the Flintloque Points happens in the next phase or sub-phase of the game. Just do what is System to work out the total value of your Characters and then pitting necessary and is instructed in the given phase you are currently playing. them against an equal enemy force of the same value in a straight fight. Each phase is described in detail on the following pages.

Either way is perfectly acceptable for playing this game. Next you will need to lay out your terrain on a table, this terrain is THE PHASES OF A TURN normally six feet by three feet, and comprises hills, buildings, rivers and roads along with any special items for your scenario. If using a scenario I. Initiative Phase then lay out the terrain as per the map for the game. If you are not using During the initiative phase, both players roll a die to try and gain a scenario then an easy way to set up is to count up all the terrain items the ability to act first or force his opponent to act first. you have and for each player to take a turn in placing one of them on the table; ensuring a random set up. II. Action Phase Then you will need to place your dice, rulers, counters and filled out Players alternate activating up to two figures at a time until all Section Rosters on the table (but not on the Terrain!), these will be used figures they wish to perform actions with have done so or the throughout the game. player chooses to pass. The player who won initiative may choose to go first or second. Both players must complete a particular sub Next take your miniatures, your Section of characters, and place them in phase before going on to the next. A sub phase ends when there scenario’s pre-determined area for Deployment of Troops for the game. are no figures which can be legally activated or both players have If you are not using a scenario then each player selects a table edge or passed CONSECUTIVELY. major terrain feature (such as a building) and place your miniatures A. Tactical Manoeuvre within 10cm of each other and within 10cm of the table edge or terrain feature. Figures activated in this phase may move and attack by either firing a black powder weapon or initiating a melee attack. This Unless a scenario dictates otherwise all games of Flintloque begin with may perform these two actions in any order. You may also the Initiative phase of Turn 1 as described in the following rules and the perform a special action by sacrificing either the attack or move- game lasts 10 Turns before ending. ment action. B. Aimed Fire Now your table is set up, you have all you need to play, your miniatures are in place and you are ready to throw the first dice. Its time to begin. Any figures without an activation token or hit tokens may fire in this phase. Figures that are able to fire in this phase get a +20% Read on for victory! temporary bonus for their accuracy. Certain weapons my increase or decrease this bonus. C. Reload Any figures without an activation or hit token removes one Reload Step from his weapon. This includes both Troops reload- ing personal weapons and Gunners manning artillery pieces. D. Artillery Fire See the Grapeshotte book for the full rules on artillery.

III. Wound Resolution Phase Determine wounds suffered and remove casualties.

IV. Maintenance Phase Remove any action tokens and perform any other actions as may be required by any special rules.

7 Flintloque 3rd Edition ‘Lite’ Rules 1. INITIATIVE PHASE During the initiative phase, each players roll a D10 and add their Section Leader's Discipline to the die. Subtract 1 from this if over half the unit is Militia and add one if the unit is over half Guerrilla or Elite type. A Example: Mike and Rob are in the middle of a game of player who lost the initiative last turn gets a +1 modifier. Flintloque. It is the start of the second turn it is time to roll for The winner of the die roll has the initiative and is referred to as Player A. initiative. They both roll a D10. Mike rolls a 7 and Rob rolls an Having the initiative gives you an substantial advantage during the 8. Mike's section leader has a discipline of 3 so this is added to his Action Phase. score. Furthermore he lost the initiative LAST turn so he gets a further +1. Note: If this is the first Turn of your game then allocate 3 Command Point His total is 11. Rob's discipline is 2 and gives him a total of 10. tokens to each Section Leader for their careful use in the coming game. Mike wins the initiative because his total was higher. He will now have the option of going first or second in the Action Phase. SPENDING COMMAND POINTS DURING THE INITIATIVE PHASE Note: Only the player who LOST the initiative in the previous turn may spend points. Re-roll Initiative Die. If the player has lost the initiative phase, he may spend a command point to re-roll that die.

II. ACTION PHASE CASE 1 The figure has an Activation Token....that means it's already acted this During the Action phase, players alternative taking up to two actions turn! Of course you can't act twice! with up to two figures until all figures have been activated. A figure can fire, move & fire, fire & then move, reload, aim or take a special action CASE 2 as dictated by a special rule, skill, or magicke ability. A figure which currently has hits on it must pass a die roll test to see if The actions of reload & aim both prohibit movement and only occur he is able to act. Having hits means that someone has successfully during their respective sub-phases unless a special rule contradicts this. attacked attacked the figure this round. Even though the Tactical Ma- noeuvre phase is more or less simultaneous, this test represents the fact Once a figure has taken an action, note on the Section Roster or place a that an enemy may have gotten a spilt-second advantage that prevents token next to his figure to indicate that he has completed this action. you from carrying out any activity. When a figure is nominated to activate that has hits, both players roll a D10. All activations in a sub phase must be completed before moving on to the next sub phase. A sub phase is only complete once there are no The following modifiers are used for the roll: longer any figures left to activate or both players have passed Activating Player: CONSECUTIVELY. You may take an action even if you passed earlier so long as both players did not pass consecutively. + or - Figure's Discipline Rating. +1 If player won initiative this turn. You are NEVER forced to take an action unless compelled by a special +2 If within 15cm of section leader. rule. A figure is eligible to act without restriction in any sub phase if none +1 If friendly Standard (Flag) Bearer in LOS of the following cases exist: +2 If friendly Musician is playing within 25cm 1) It has an Activation Token Opposing Player: 2) It has Hits on it this turn. + Remaining Command Points 3) It has a Shaken Token +1 If player won initiative this turn 4) It is not in Base to Base contact with an Enemy + Number of hits on the Activating figure. If more than one case exists, you must resolve them in the order above. +1 If friendly Standard (Flag) Bearer in LOS +2 If friendly Musician is playing within 25cm In other words you must: make sure the figure hasn't already taken an action; attempt to see if you can make an action by making an activation If the activating figure rolls higher than the opposing player, he may roll; then you must see if this action is affected by the shaken token; and, carry out an action as normal. finally, you must make the actions that you are restricted to when in base contact. If any step prevents activation or causes a compulsory action If the roll is a tie, the figure may only move OR fire at -10% accuracy. this is dealt with before moving on as before. At the start of the game, none of these cases should exist unless directed by a special rule or If he rolls lower than the opponent, he may only perform a movement scenario setup. action at no more than a SLOW MARCH and may not perform any other action, but still places an activation token. Refer to the following Cases for courses of action in this phase.

8 Flintloque 3rd Edition ‘Lite’ Rules Remember, your movement rate will affect your effective targeting CASE 3 "I'm activating Jean range and accuracy. Simply say something like, Claude and he will fire first then move at Slow March." A figure with a Shaken Token must attempt to remove that token before This kind taking an action by making a Morale Check and rolling a D10. Apply the of clear communication during the game will ensure that all players following modifiers to the roll and consult the chart below. know what is going on and will minimize any disagreements. -1 Per wound taken. -1 Heavily Wounded Firing any figures that receive a hit marker during the Turn, must also place a morale check marker. -1 for any Militia not within 15cm of section leader -1 for any Regulars not within 30cm of section leader -1 section is below 50% initial number CHARGE ACTION (CAVALRY) +1 Section leader within 15cm. A cavalry character (who is currently mounted not on foot) may +2 If section Leader declare a charge action for its movement if it was already moving +1 If Elite in the previous turn. +1 If friendly Standard (Flag) Bearer in LOS +2 If friendly Musician is playing within 25cm A charge takes place automatically and must end in melee with an enemy figure (use charge bonus to fastest movement rate). Upon + or - Discipline rating impact add an additional +2 to that Melee roll only. If charge movement does not impact on enemy figure then place a shaken If the result is: token on the cavalry figure.

Less than 1, the figure is immediately removed from the table. See the Mounts Table for details of cavalry mounts. If the result is 1-4 the figure must either move:

A) directly away from the closest enemy figure.

B) directly toward deployment zone. MUSICIANS & STANDARD BEARERS This is usually his side of the table. Or Almost all regular soldiers in the Mordredian Wars have either a C) directly toward closest table edge. Musician (Drummer, Bugler, Singer etc) or Standard Bearer (a character carry the flag of his regiment or nation), sometimes both. In either a or b above, the figure moves the FULL distance of a In play these musicians and standard bearers confer bonuses on your DOUBLE MARCH. The figure may perform no other actions. A figure Section in the Action Phase. Here are the conditions to gain these that ends its move within 15cm of an enemy trooper retains its bonuses. SHAKEN TOKEN. Otherwise, remove the SHAKEN TOKEN after performing any ONE of the two compulsory movements listed above. Standard Bearers are assumed to always have their Flag in hand regard- Place an action token next to the figure. less of other actions; it does not impede their actions. All friendly characters in Line of Sight (LOS) gain the bonus. If the result is EXACTLY 5, the figure is considered activated and takes no actions. Place an activation token and remove SHAKEN TOKEN. Musicians must declare that they are playing for an entire Turn, do this at the start of the Turn and note it down, they may not fire or reload a If the result is above 5, the figure may act as normal so long as it does weapon and may only move in column 4 at Half Step rate. not move closer to an enemy. Remove the SHAKEN TOKEN. If this condition is met then the bonus is given for the whole Turn If the result is 10 or more, there are no restrictions on actions. Remove EVEN if the character is removed from play or engaged in melee. the SHAKEN TOKEN after making the check. The effective range of the bonus for a musician is 25cm, characters must CASE 4 be inside this distance when requesting the bonus A figure with an enemy figure in base contact may only conduct ONE See Reference Tables for Points Cost and details. action which may either be to initiate a melee or move at no faster than a SLOW MARCH if ALL other figures in base contact with it have an activation token. A figure can only move if it has 3 or less figures in base to base contact with it.

MOVING AND FIRING Any time a figure is going to both move and fire as part of an activation, the player activating the figure must declare the rate of movement as either Quick March, Slow March, or Half-Time. Double March prohib- its firing.

9 Flintloque 3rd Edition ‘Lite’ Rules A. TACTICAL MANOEUVRE PHASE During this phase a figure may perform up to Two Actions. EFFECTS OF WOUNDS ON MOVEMENT He may either Move and perform an attack action or perform an attack Any figure that has taken a number of wounds equal to or greater than action an then move. He may also replace a move or attack action with half it's wound factor, it is considered HEAVILY WOUNDED and a special action. must take a RIGHT SHIFT for movement.

MOVEMENT MOVEMENT OFF THE CHART The movement portion of the tactical manoeuvre sub phase is very If a shift takes you off the movement chart, the figure will be severely important. A careful reading of the rules will clearly show you that the hampered in movement and may not move at all. Roll a D10. final position of figures can swing the tide of a battle. On a 6-10, the figure is completely unable to move, but still COUNTS Movement is conducted by moving a figure a number of centimetres as having moved the movement rate declared for shooting purposes. equal to or less than the maximum speed selected for his activation. See Master Racial Table for Movement Rates. Otherwise move the figure a number of centimetres shown on the die. That is, the figure will have a move of 1cm to 5cm. In order to move a figure, you must announce his speed as one of these: DOUBLE MARCH, QUICK MARCH, SLOW MARCH, or HALF-STEP MARCH. They are listed in columns 1, 2, 3, and 4 respectively on the Racial Table and Roster.

Players then use a ruler or tape measure to move the distance listed in centimetres. You may measure from any base side or point on the figure, so long as no portion of the model or base moves a distance greater than the maximum movement range listed for the model's speed. Players never have to move the entire distance listed under the movement rate selected, they may move only a portion of the allowed distance if they desire. You are still considered moving at that rate for shooting purposes, however.

EFFECTS OF TERRAIN ON MOVEMENT There are 5 different types of terrain in Flintloque. Clear, Blocking, Bogging, Difficult and Linear Obstacles. A figure will always suffer the WORST terrain penalty when more than one terrain type coexists in any particular location.

Clear Terrain refers to open spaces, grass and other terrain that does not hinder movement at all. Movement rates here are unaffected.

Blocking Terrain refers to anything which cannot be easily climbed or moved through. This is usually represented by steep cliffs, high walls, or locked buildings. When attempting to move through a gap between two pieces of blocking terrain, the gap must be no smaller than half the width Example: Rob and Mike have just started playing. Mike has of the figure's base. won the initiative and decides to activate first. He declares that he move one of his Elves toward the nearby woods Difficult Terrain features are things such as rocky areas, thick woods, or (Difficult Terrain.) He declares that he will MOVE and FIRE farm fields. Any figure moving through difficult terrain during its at a Quick March. His total available movement is 28cm. He movement counts every 1cm crossed as two centimetres, thus reducing therefore uses the tape measure to measure the distance. He is the total movement allowance. 16cm from the light woods, so when he has 12cm remaining when reaches the edge of the light woods. He wishes to move Bogging Terrain is similar to difficult terrain except that when a figure into the woods, wants to move in 4cm. This will cost him a ENTERS bogging terrain, it's movement immediately ends within 2cm. total of 8cm since moving through Difficult Terrain costs If it starts within the Bogging terrain, it gets a RIGHT SHIFT for movement in addition to 1/2 movement rate of difficult terrain. This double the normal amount of distance. Although he still has would be such things as extremely dense woods or swamps. 4cm of movement remaining he chooses to end his movement. Next he is going to fire on his enemy.... Linear obstacles include low walls, hedges, and field works. Whenever a a figure crosses a linear obstacle, subtract 4cm from the total move- ment.

10 Flintloque 3rd Edition ‘Lite’ Rules FIRING The fire portion of a figures action is the opportunity to inflict great carnage upon the enemy...from a distance.

FIRING PROCEDURE 1. Determine the movement rate of the firing figure and maximum range for target acquisition. Double Time prohibits firing. Quick time only allows firing at column 2 or less. Slow March allows firing at colum 3 or less. Remaining stationary allows you to fire at column 4 or less. Figures within 15cm of the Section Leader may target up to one column higher than the movement allows. In a nutshell, the maximum firing distance is in the same column as the movement rate declared.

The Profile below is for a Ferach Elf Musket: 4. Determine cover of target. In order for a figure to have cover, it must be in contact with the terrain from which it is claiming the cover FERACH ELF MUSKET bonuses. There are two forms of cover: Light and Heavy. They give a -20% and -30% penalty respectively to the firing figure's Accuracy. 1 - Double 2 - Quick 3 - Slow 4 - Half LIGHT COVER would be such things as light woods, wooden fences, March March March Step March and hedges. HEAVY COVER would be things such as stone walls, No Fire Fire with 1 May Fire May Fire heavy woods, and buildings. Remember the target never gets a cumula- Allowed Right Shift tive cover bonus from any source. The firing figure simply takes the worst of the penalties. 70/4 50/3 20/2 ---

Short Medium Long Extreme 5. A figure firing in the AIMED FIRE PHASE gets a +20% Accuracy 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm bonus. Notes: None 2. 6. Declare the potential target. If the target lies outside of the maximum A figure that is HEAVILY WOUNDED gets a -20% Accuracy penalty. firing column determined above, the figure fails to acquire the target and does not not fire the weapon. The figure is considered to have given up 7. its opportunity to fire for the turn. Find the chance to hit on the fire and movement chart and roll the percentile dice. If the roll is less than or equal to the final accuracy of the 3. weapon after all modifiers, the target's player must make a Steady Check. Determine Line of Sight (LOS) and obscurement by tracing an imaginary line from the centre of the firing model to the centre of the 8. target model. LOS is blocked if the line passes through BLOCKING Place a Reload Step token next to the figure that fired. Unless they have TERRAIN or more than 5cm (cumulative) of any area terrain such as the Long Reload trait, all weapons have one Reload Step. Weapons Light or Heavy Woods. LOS is obscured if the LOS crosses less than with a long reload time will place a number of tokens equal to X in the 5cm of any NON-BLOCKING TERRAIN that the target model is not Long Reload (X) trait. in contact with.

Obscurement also occurs when LOS is traced through a gap between two figures that is LESS THAN 5cm wide. Mounted cavalry ignore foot troopers for this purpose as they are in the saddle and have a better vantage of the battlefield.

A figure firing at an obscured target suffers a -10% Accuracy penalty. Remember a figure DOES NOT get this bonus in addition to the cover bonus.

11 Flintloque 3rd Edition ‘Lite’ Rules Example: Mike moved his Elf at a Quick March. He is firing at OUTNUMBERED Rob's Orc and measures the distance at 32cm. This puts him in column 2 of the fire and movement chart. The Quick March does If a figure is outnumbered, it subtracts -2 from it's die roll for each figure allow him to fire at the distance. Had the distance been over beyond the first in close combat. A figure that has more than one enemy 45cm, he would not be able to fire. The weapon's base chance to figure in base to base contact does not generate this -2 penalty. hit is 55%. The Ferach's accuracy is +10%. This brings the chance to hit up to 65%. However, since Mike moved his Elf at a Quick March, this reduces the chance down 20% to 45%. He rolls the percentile dice and gets a 43. He hits! Rob now holds his breath and rolls his Steady Check

Example: Rob now activates his Orc and moves at a Slow March to get closer to the Elf in the woods. He then announces he will fire at the Elf. Me measures the distance and sees that it is 27cm. He is firing at column 2 of the Bessie Musket which gives him a base chance to hit of 50%. The Orc's accuracy is +5% for being Example: This image shows two situations. The image on the left an Average Light Troop. He has no penalties for movement, but shows the Elf outnumbered by the Orcs 3 to 1, so gets a -4 penalty. he must subtract 20% because he is in Light Woods which counts The image on the right shows the Elf only outnumbered by 2 to 1 as Light Cover. His final chance to hit is 35%. He rolls a 63 because one of the Orcs is also in Base to Base contact with a miss. Therefore, the Elf does not have to make a Steady Check. another enemy figure.

ROLLING DOUBLES! SHAKEN Whenever doubles is rolled on a SUCCESSFUL firing roll, the resulting discharge of the weapon has either been a MISFIRE or a CRITICAL If a figure has a shaken marker, it subtracts -2 from its die roll. HIT. After rolling the the doubles, roll a D10. On a 1-5, the shot was a misfire and on a 6-10 it is a CRITICAL HIT. ADDITIONAL MELEE MODIFIERS

MISFIRE - Permanent Modifiers: The weapon fails to discharge properly. No wound is caused and the + or - Racial Melee Modifier target thanks the gods! The weapons is considered discharged and must + or - Experience Modifier be reloaded. + or - Troop Status Modifier + Weapon Modifier CRITICAL - +1 if Mounted Your shot not only scores true, but may have hit a critical mechanic of nature. Double the Impact of this hit. Situational Modifiers -1 Per Wound on figure -1 Figure Heavily wounded SPECIAL RULE: THROWING GRENADES -1 Per Hit on Figure When throwing a grenade, it may be important to know where the +1 To figure that initiated Melee OR +3 to Mounted Cavalry that grenade landed even though the target was not hit. If the grenade hits moved this activation AND initiated melee it's target, the explosive radius is centred on the model which subse- -2 Initiating Melee across a Linear Obstacle quently takes the maximum Impact of the weapon. Everyone else still within the radius takes 1/2 the impact rounded up. Roll D10 and add all or subtract melee modifiers Compare to the enemy figure's roll in this melee. The figure with the If the grenade misses, roll a D10 near the intended target. A D10 creates higher total is the winner. The difference between the two modified rolls a natural arrow. The landing point will be at a distance in centimetres is the winner's IMPACT of the attack. The loser then makes a Steady equal to the number showing on the die going in the direction the die is check just as when getting hit by musket fire. pointing. If the roll is a zero. The grenade was a dud and fails to detonate. Ignore the rolling doubles rule for throwing grenades. The loser makes a Steady Check and places a Shaken Token.

Unless otherwise noted the radius of a grenade’s explosion is 5cm, use a template of that width with the grenade at its centre. BAYONETS AND CAVALRY IN MELEE INITIATE MELEE If a figure is armed with a firelock which has a bayonet who fired during its activation THIS TURN, it does not gain the benefit of the melee modifier If a figure is in BASE TO BASE CONTACT (see definitions) with an provided by the Bayonet in melee. If it has not fired then the bonus is applied. enemy figure, it may use an action to initiate a combat. The player must announce the target of the melee attack. Unlike firing where only the A figure that is mounted entering melee gains a bonus and attacks apart from attacking player rolls a die, both players make a contested roll and to see this as if on foot (i.e it can be pushed back etc). However all enemy melee who gets the highest total modified roll. attacks upon a mounted figure are counted against the MOUNT first. If the mount is killed then place the figure on foot with a Shaken Token and continue. Once the melee is initiated, both players roll a die for the attacker and the target and add the following modifiers:

12 Flintloque 3rd Edition ‘Lite’ Rules SPENDING COMMAND POINTS DURING THE TACTICAL MANOEUVRE PHASE Retain Initiative A player can spend a command point in an attempt to "retain the initiative" for a phase and activate up to two more figures than normal. The player must declare this after he has performed two actions but before his opponent acts. He spends the point and must roll off against his opponent. Each player rolls a D10 and adds the number of currently UNACTIVATED and NON-SHAKEN figures to his total. If the player spending the point wins, he retains initiative and may activate two more figures. Otherwise play passes to his opponent as usual and he looses the point without effect. Sections comprised of mostly Guerrillas (more than half) get a +2 to this roll.

Example: An Orc an Elf are in base to base contact and Rob uses Rally Troops A player may spend a command point as a SPECIAL ACTION to remove a d5 an action to initiate a close combat between his Orc and Mike's shaken markers from any figures within 15cm. Add +1 to the total if he has a Elf. Both players roll a D10 and add a few modifiers. Rob has higher experience level than ALL other figures he is attempting to rally. They rolled a 9 and the Elf an 8. Rob has a melee score of 5. 2 for being must be removed from highest to lowest experience level. The player may and Orc, +1 for being Experienced, +1 for initialising combat, choose which figure to remove the marker from if there is a tie. Figures which and +1 for his bayonet. He adds this to the 9 for a total of 14. are engaged by enemies MAY have Shaken Tokens removed in this fashion. The Elf has a melee of 1 for being an Elf, a +1 for his bayonet, Direct Orders and a -1 for being Raw. Mike's total score for the Elf is a 9. Rob's A figure activating within 15cm of the section leader,may be given a DIRECT score is higher than Mike's score by a total of 5, so the Orc has ORDER by spending one Command Point. The figure gets a +1 to Discipline, won the combat and caused the Elf to make a Steady Check (See +1 Melee, and +5% Accuracy for the remainder of it's activation. These bonuses Steady Check example) against an attack with an Impact of 5.... count from the start of declaring the activation, so the +1 discipline DOES count for Morale Checks and Activation Rolls. Figures are generally acting autonomously during the turn, acting as they see fit and not necessarily going above and beyond. The Direct Order represents the increased sense of urgency and duty a figure feels when being directed by his superior. PENDING OMMAND OINTS IN ELEE S C P M Example: Bob's section has taken a beating in the previous turn. His Experienced section leader has 4 shaken figures within 15cm. OPTIONS AVAILABLE TO OFFICERS One Experienced, two Average, and one Raw. He activates his Officers of the Mordredian Wars are given the finest training in swordsmanship leader first and decides to sacrifice his movement and his last and are thus accustomed to using more refined and often devastating techniques remaining command point to Rally his troops. He rolls a d5 and in close combat. Any Section Leader that is an officer armed with a sword/saber may use ONE of the following techniques ONCE per turn by spending a comes up with 3 (5 on a d10.) He then removes one from the command point. Only the player who won initiative may do this. experienced, one average, and then the other average. Unfortunately, he didn't have enough to remove from the Raw Defensive Stance so it will have to make a morale test when it activates. If the figure is outnumbered at least two to one, the figure may DOUBLE it's total combat bonus from race, status, and experience. However, the best result the character can hope to achieve is a Draw. Heroic & Aggressive officers may not take this option. COORDINATED ACTIVATION A player can spend a command point to perform the same action with a group Heroic Sacrifice of figures that are within 5cm of the Section Leader. The procedure is simple. If the figure is outnumbered by four to one, the figure may ignore all outnum- Before activating a figure, announce that you are making a coordinated activa- bered modifiers against 1 enemy for this combat. However, all other enemies tion and spend the command point. You may now activate up to 4 figures with still count the negative modifiers and the sacrificing figure's combat bonuses are 5cm of your section leader as if you just activated ONE figure. You may activate reduced to 0 for the remaining combats. Note: You still apply negative a 5th figure if it is your section leader. You must perform all actions with one modifiers from wounds! Dastardly & Cowardly officers may not take this option. figure before moving on to the next. Just to clarify, a figure with an activation token may not be activated this way. Guerillas & Civilians may not perform a Beneath My Station coordinated activation. The figure, if in single combat with an enemy NON officer figure that is also less than Experienced level, may cause a push back result without even rolling any dice. After the push back, the officer may then make a 10cm move DIRECTLY TOWARD an enemy officer.

Finishing Stroke An officer in contact with a non-officer that is HEAVILY WOUNDED automatically dispatches that figure if it is less than an Experienced level character.

13 Flintloque 3rd Edition ‘Lite’ Rules Example: In the previous shooting example, Mike's Elf hit Rob's STEADY CHECK Orc at Medium Range. The impact of a Ferach musket at that Any figure which has lost a Melee or has been Hit by a shot from a Black range is a 3. So mike rolls a D10 for his Steady Check and adds Powder weapon must roll for potential hits on the chart below. his Steady of 4. 3 for being Orc and +1 for being Experienced. He rolls a 6. This makes for a total of 10. He then subtracts the This is called a Steady Roll or the Steady Check. Impact of 3 for a total of 7. Looking on the chart, he sees that is Orc has taken 1 hit. He places the hit marker next to the Orc. The Defender rolls a D10 and adds his character’s Steady rating and subtracts the Impact of the attack. Example: In the previous melee example, the Orc won the The Impact of a Black Powder weapon is listed on the weapon chart. In combat by 5 points. The Elf had a dice roll total of 7 and the Orc the case of a melee attack, the impact is equal to the difference in the had a 12. This means the impact is a 5. The Elf rolls a D10 and combat rolls of the two players. You must also subtract -1 from the roll adds his Steady of 1. No modifiers because it is just and Average if you currently already have a shaken token. Elf. His roll is a 8. He adds 1 for his Steady bringing his total to 9. He then subtracts the Impact of 5 leaving a final modified Consult the chart below. If using counters, place the number of hit result of 4. This means the Elf has taken 2 hits from this attack. markers next to the figure or on the figure's reference card. If using a roster, put a slash through the wound box of the figure. During the wound resolution phase, you make an 'X' out of the slash.

STEADY CHECK - RESULTS TABLE Modified Roll Result Hits Generated SHOOTING AT A MOUNTED CHARACTER <0 Out of Action * All shots fired at a mounted character WILL ALWAYS strike the 0 to 0 to 01 4 Hits MOUNT first (unless an Aimed Shot) as mounts are so much larger than their riders. Mounts if killed are removed from play and the 2 to 3 3 Hits character is placed in the same spot on the table and given a Shaken 4 to 6 2 Hits Token. 7 to 8 1 Hit 9 to 10 Push Back 5cm ** >10 No Effect

B. AIMED FIRE PHASE

During the aimed fire phase, any figures that do not have any hits, shaken tokens, or enemy figures in base contact may fire. The player who won the initiative for the turn declares and resolves all fire first. A firer who has aimed can fire at the maximum targeting range. Use the procedure for firing as it is given in the Tactical Manoeuvre Phase. Remember, a figure firing in this phase gets a +20% Accuracy bonus. If shooting at a Mounted character the figure may elect to target the Mount or the Rider for the shot.

Example: Robert and Mike have both passed during the Tactical Manoeuvre's phase. Robert passed because he had no figures left that were un-activated and Mike because he chose to leave one of his Experienced Ferach Light Infantry taking cover in the woods available for the Aimed Fire Phase. He picks a nearby Orc and announces his fire. Since he is firing in the aimed fire phase he fires at up to the maximum range of the weapon. He measures the distance at 47cm. This puts him in the LONG RANGE band, so the base accuracy of the weapon is 20%. The accuracy listed on the roster is 15%. That is: +5% for being Ferach, +5% for being Experienced, and +5% for being Light Infantry. Furthermore, he gets a temporary Accuracy bonus of +20% for firing in the Aimed Fire Phase. His total Accuracy bonus is +35% to the weapon's chance to hit. The total is 55%. He therefore needs to roll 55 or LESS on the percentile dice in order to hit the Orc. Mike rolls a 37 and hits. Robert would then have to make a Steady check .

SPENDING COMMAND POINTS * A figure that is out of action is IMMEDIATELY removed from There are no general abilities to spend command points on in this phase. the table. This means if it has not acted yet this Turn, it will not However, certain nations may provide ways to spend points in this phase.have an opportunity to do so. **This result only occurs during melee. For musket fire, anything above an 8 has no effect.

14 Flintloque 3rd Edition ‘Lite’ Rules C. RELOAD RESOLUTION PHASE Any figures that have no figures in base to base contact, have no activation token, and are not Shaken or have no Hit markers reduce the number of reloading tokens by one step for their weapon. This means that a typical Black Powder weapon which takes one token, one step to Reload will be Reloaded if the preceding conditions are met for ONE TURN. Figures manning an artillery piece will also reduce the weapon they are serving by one reload step. This is covered in the Grapeshotte book. As most firelocks take only one reload step. Figures with a weapon that has the LONG RELOAD(X) trait may take longer to reload. The specific rules are listed with the appropriate weapon.

SPENDING COMMAND POINTS There are no general abilities to spend command points on in this phase. However, certain nations may provide ways to spend points in this phase.

III. WOUND & MORALE RESOLUTION PHASE Now figures convert Hits to Wounds. Any Figures with Hit markers change them to Wound markers. Any figures with a number of wounds that equal or exceed the wound factor are removed from the game. If the Section Leader is removed from the board at this time, place a shaken marker next to all surviving figures. If any character that received a wound this turn, place a shaken marker next to him. If the number of figures removed drops the number of friendly figures to half the starting number or less, place a shaken marker on any surviving figures. Place a shaken marker next to any Forlorn and Desperate troop type that are within 15cm of another figure that is removed from the table. If using a Section Roster instead of counters, turn any slashes into an 'X' by marking a backward slash.

Remove all not needed tokens on the gaming table.

SPENDING COMMAND POINTS Officer's Fortune A Section Leader may spend one command point before any Hits are converted to wounds to reduce the number of Hits by a die roll of D5. This will reduce the hits by 1-5 and could possible complete prevent the Section Leader from taking any wounds at all. It is the players choice of which Hits to remove though he may NOT remove two Hits from one character in succession if there are any other characters in his Section with Hits remaining. Note: You may not use this to remove a wound that was received in a previous turn.

RECOVERING COMMAND POINTS Using Discipline to Regain Command Points If your Section used command points during the Turn, roll a D10 and add the Discipline rating of the Section Leader and subtract the number of remaining command points they have. On a result of 7 or more, you may recover ONE spent Command Point (CP). You may never have more CP that are allowed to your Section; this is usually 3 but may be increased by the Improved Command skill.

IV. MAINTENANCE & VICTORY PHASE Determine if any Section has met Victory conditions. Remove any Action tokens in play.

The Turns of a Flintloque game continue until they either run out, in the case of a straight time limit game which is typically Ten Turns long, or Victory is achieved as laid out in your scenario. A Time Limit Game ends at the Maintenance & Victory Phase of the last Turn of the decided number of Turns in the game, so normally that would be the final phase of Turn 10. At this point the winner is normally the player who has control of the battlefield, or has removed more of the other players miniatures from play than he has lost of his own.

Scenario based victory will be by achieving the Victory Conditions for your Section(s) at the expense of the other player(s), these will be explained in detail in the scenario. In either case you must then consider if your brave soldiers are to continue their adventure in the World of Valon.

If the Sections of characters from the game are to be used in another game of Flintloque in the future you must consult the ‘between games’ part of this book. There you should work out just how many characters have been killed, wounded, promoted etc so that you can update the Section Roster. Rules for this are in the 5025 Flintloque book.

Remember you can link scenarios and skirmishes together for your Section so that they can, over the course of several games, develop and become (trust us on this!) much more precious to you. 15 Flintloque 3rd Edition ‘Lite’ Rules The Racial Tables for Flintloque To play Flintloque Lite you need the Master Racial Stats Tables which can be had as a free PDF like this one from Alternative Armies, you will also find it in the same online place you found this PDF as they are stored in the same places for free. These tables detail the points costs, troop types, in game statistics and so on for all the mortal races of Valon from Ferach Elves to Albion Orcs and more.

These Tables are to be used in play and also to decide upon and cost out your Sections that you design for the game. Black Powder Firelocks for Flintloque In play your soldiers need their Flintloques or muskets as they are commonly known. Here are the points costs and profiles for the most common of these weapons. Follow their rules in play. A more detailed and well stocked selection of firelocks can be found in the 5025 Flintloque book. The Grapeshotte book contains the full armoury of firelocks on Valon. Black Powder Firelocks Point Costs Firelock Name OWN NATION ALLIED NATION OTHERS Points Cost Points Cost Points Cost Standard Musket 5 5 5 Standard Carbine 4 4 4 Standard Pistol 3 3 3 Standard Rifle 8 8 8 Standard Blunderbuss 6 6 6

Ferach Elf Musket 5 7 9 Orc Bessie Musket 6 7 11

Bakur Rifle 11 14 20

Ferach Elf Carbine 4 5 8 Orc Cavalry Carbine 5 6 9

Ferach Elf Duelling Pistol 4 6 9

Standard Grenade 3 3 3 FIRELOCK NOTES Each Black Powder weapon has a small section called ‘notes’ in its profile. This notes section contains terms which tell you more about the weapon such as its Reload Step in Turns, whither it comes with a Bayonet, any size restrictions for creatures using it and so on. These notes are in effect each time you play so please pay attention to them. Reload Step - Long Reload This tells you the Reload Step, the number of Turns required to Reload the weapon once fired. Please note that if no Reload Step is given then the default is ONE TURN to reload. Bayonet This tells you the weapon can be fitted with a Bayonet (if this note is not on the weapon then it cannot use a bayonet) and when purchased for a character then a bayonet is supplied with the weapon as part of its Points Cost. Own Nation This tells you which nation, for example Albion Orcs, create the weapon and therefore pay the lowest cost. Allied Nation such as other members of the Grand Alliance or the Ferach Empire pay the Allied Nation points cost and enemies pay a higher cost to gain that weapon. A listing saying ‘ALL’ means its a generic weapon open to alll suitable for the same cost. Size This tells you the average size required to use the weapon. ‘Elf or Larger’ means creature of Elf, Dark Elf, Orc, Rats, Todoroni etc or larger may use the weapon while ‘Smaller than Elf’ means that only creatures that are smaller than average such as Goblin may use the weapon. ‘Any’ means that any creature may use the weapon. A creature that is too small or too large may not use the weapon and special restrictions apply to Halflings and Othari, see other publications for these. One Handed Weapon This tells you that two of these types of weapon can be held, fired and loaded at the same time, or that a melee weapon can also be used. Spread Shot This means the weapon fires multiple small lead balls with a pull of the trigger. Nominate a target as normal, resolve as normal, however all other figures that are 1cm EITHER SIDE of the nominated target that are in range are also rolled for a possible hits. A few weapons have wider corridors of effect, this is noted if different. Grenade This means the weapon is a single use explosive which is thrown by the figure. It can also be fired from the Grenade Launching Carbine. It has the standard radius of explosion unless otherwise noted. May be used by any creature of a Troop Type that is allowed. 16 Flintloque 3rd Edition ‘Lite’ Rules STANDARD MUSKET STANDARD CARBINE

1 - Double 2 - Quick 3 - Slow March 4 - Half Step 1 - Double 2 - Quick 3 - Slow March 4 - Half Step March March March March March March No Fire Fire with May Fire May Fire No Fire Fire with May Fire May Fire Allowed 1 Right Shift Allowed 1 Right Shift 65/4 50/3 20/2 --- 60/4 30/3 -- --- Short Medium Long Extreme Short Medium Long Extreme 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm Bayonet Size: Elf or Larger Own Nation: ALL Size: Any Own Nation: ALL

STANDARD RIFLE STANDARD PISTOL 1 - Double 2 - Quick 3 - Slow March 4 - Half Step 1 - Double 2 - Quick 3 - Slow March 4 - Half Step March March March March March March No Fire Fire with 1 Right May Fire May Fire No Fire Fire with 1 Right May Fire May Fire Allowed Shift Allowed Shift 75/5 60/4 35/3 20/2 60/4 20/2 ------Short Medium Long Extreme Short Medium ------0-15cm 15cm-45cm 45cm-60cm 60cm-75cm 0-15cm 15cm-30cm Long Reload - 2 Turns Size: Elf or Larger Own Nation: ALL One Handed weapon Size: Any Own Nation: ALL

STANDARD BLUNDERBUSS STANDARD GRENADE 1 - Double 2 - Quick 3 - Slow March 4 - Half Step 1 - Double 2 - Quick 3 - Slow March 4 - Half Step March March March March March March No Fire Fire with 1 Right May Fire May Fire No Throw Throw with 1 May Throw May Throw Allowed Shift Allowed Right Shift 80/7 30/5 ------50/6 30/6 ------

Short Medium Long Extreme Short Medium ------0-10cm 10cm-30cm 30cm-45cm 45cm-60cm 0-10cm 10cm-30cm Long Reload - 2 Turns, Spread Shot Grenade Own Nation: ALL Size: Elf or Larger Own Nation: Any ORC BESSIE MUSKET FERACH ELF MUSKET 1 - Double 2 - Quick 3 - Slow March 4 - Half Step 1 - Double 2 - Quick 3 - Slow March 4 - Half Step March March March March March March No Fire Fire with 1 Right May Fire May Fire No Fire Fire with 1 Right May Fire May Fire Allowed Shift Allowed Shift 60/6 50/4 20/3 --- 70/4 50/3 20/2 --- Short Medium Long Extreme Short Medium Long Extreme 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm Bayonet Size: Elf or Larger Own Nation: Albion Orc Bayonet Size: Elf or Larger Own Nation: Ferach Elf BAKUR RIFLE 1 - Double 2 - Quick March 3 - Slow March 4 - Half Step March March No Fire Fire with 1 Right May Fire May Fire Allowed Shift 80/6 65/4 40/3 20/2

Short Medium Long Extreme 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm Long Reload - 2 Turns Bayonet Size: Elf or Larger Own Nation: Albion Orc

17 Flintloque 3rd Edition ‘Lite’ Rules FERACH ELF DUELLING PISTOL ORC CAVALRY CARBINE 1 - Double 2 - Quick 3 - Slow March 4 - Half Step 1 - Double 2 - Quick 3 - Slow March 4 - Half Step March March March March March March No Fire Fire with 1 Right May Fire May Fire No Fire Fire with 1 Right May Fire May Fire Allowed Shift Allowed Shift 65/4 35/2 ------55/5 25/4 ------

Short Medium ------Short Medium Long Extreme 0-15cm 15cm-30cm 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm One Handed Weapon Size: Any Own Nation: Ferach Elf Size: Any Own Nation: Albion Orc

FERACH ELF CARBINE 1 - Double 2 - Quick 3 - Slow March 4 - Half Step March March March No Fire Fire with 1 Right May Fire May Fire Allowed Shift 65/4 35/3 ------

Short Medium Long Extreme 0-15cm 15cm-45cm 45cm-60cm 60cm-75cm Size: Any Own Nation: Ferach Elf

FREE FLINTLOQUE MINIATURES

Want something for Nothing from Alternative Armies to kick off your Flintloque forces? When placing your order for some Flintloque books or miniatures as a wee measure of thanks we will send you two free miniatures worth £3.50. Once you have placed all the items you want in your shopping cart enter this word as it appears here in the voucher / discount code box in the Alternative Armies website checkout screen ' freeloque ' and we will send you two miniatures (the Albion Orc and Ferach Elf Officers below) for FREE in your order! That's right for FREE, just order ANY OTHER item and put it in your cart along with the ‘ freeloque ’ code.

18 Flintloque 3rd Edition ‘Lite’ Rules OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyright�ed material including derivative works and translations (including into other comput- er languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and in- cludes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks includ�ing trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and spe- cial abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agree- ment. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, world- wide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, indepen�dent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work contain- ing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the owner- ship of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are dis- tributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any ver- sion of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

http://irregularmagazine.com Issue 8/ Spring‘ 11 out April 2nd