Codex: Orks/Warhammer 40000. . Кодекс: Орки Издательство: Games Workshop Г
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Table of Contents
TABLE OF CONTENTS DISCLAIMER AND CREDITS ........................................................................................................................................... 2 INTRODUCTION FOR NEW PLAYERS ............................................................................................................................ 3 INTRODUCTION FOR OLD PLAYERS .............................................................................................................................. 4 BATTLE RULES .............................................................................................................................................................. 5 MOVEMENT PHASE .................................................................................................................................................. 9 TERRAIN ................................................................................................................................................................. 13 SHOOTING .............................................................................................................................................................. 17 MELEE .................................................................................................................................................................... 25 MORALE AND PSYCHOLOGY .................................................................................................................................. 29 VEHICLES ............................................................................................................................................................... -
Warhammer 40K: Orks by Aehriman
Warhammer 40K: Orks By Aehriman The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn? And why? Because we sought answers to questions that an Ork wouldn't even bother to ask! We see a culture that is strong and despise it as crude. -Ulthan the Perverse, controversial Eldar philosopher "Of all the races I have battled throughout the galaxy, the Ork is the hardest to comprehend. They wage war with machines that should not work, care little for strategic gains, and are just as likely to slaughter each other as the enemy. How does one battle an enemy that defies all logic?" -Captain Varnael Larik, Rogue Trader The Orks plague the galaxy from end to end with their ceaseless warring and strife. They are a race rooted so deeply in war that peace is utterly incomprehensible to them. They cannot be bargained with or bought save with weapons that they will inevitably turn against those who tried to bribe them. I pray with all my faith that some great catastrophe will annihilate them but I fear that ultimately it is they, not we, who shall rule the galaxy. -Xanthius, High Lord of Terra "Orkses is neva defeated in battle. If we win we win, if we die we die fightin' so it don't count. If we runz for it we don't lose eva, cos we can come back for annuver go, see!" -Common Ork Saying WAAAAAAAAAAAGH! -Every Ork Ever Alright, shut yer gobs an listen up. -
Bretonnia from a WFRP-Point of View by Peter Butterworth
Bretonnia STRIKE TO STUN Issue no. 2 1 Warhammer, Bretonnia, Lady of the Lake are registered trademarks of Games Workshop Ltd. Used without permission. Bretonnia from a WFRP-point of view by Peter Butterworth "Bretonnia is one of the greatest realms of the Old World. It stretches from the coast of the Middle Sea in the north to the Irrana mountains in the south, and from the coast of the Great Western Ocean in the west to the Grey Mountains in the east. It is a vast land, upon which the mark of Chaos is less apparent than in the Empire or Kislev. The rolling hills and serene valleys of Bretonnia produce abundant crops, animal stockbreeding and fine wines, whilst the forestlands provide solid timber and good hunting." Bretonnia from a roleplaying point of view In this article, the much disputed Bretonnian background is presented, considered and discussed from a roleplaying point of view. Some suggestions are made as to why the Bretonnian setting is important to WFRP. The main official sources for Bretonnian background The WFRP rulebook's world section p274-277 contains 3 full-pages worth of Bretonnian background. It describes Bretonnia as a corrupt kingdom ruled by an absolute monarchy. Most of the population lives miserably, whilst the decadent nobility parties at the royal court. WFRP Bretonnia is depicted as an even worse version of pre-Revolutionary France. The description is inspiring, though maybe overdone. If the country's geography and cities are described in reasonable detail, the rest remains vague. The WFB3 rulebook Warhammer world section p200-201 contains only 3 paragraphs of information, they confirm the general impression given in the WFRP rulebook, as one could expect since the two games came out at roughly the same time. -
Instructions
DISCLAIMER: This Model Kit is completely unofficial and in no way endorsed by Games Workshop Lim- ited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, ‘Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisi- tor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designa- tions, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustra- tions and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. -
Introduction Ork Klans in Gorkamorka
Introduction Gorkamorka was released after the success of Necromunda by Games Workshop as one of their splash releases. Unlike Necromunda it has not been given the full Specialist Games treatment. However, that doesn’t mean the game is dead. With the new Ork Codex and Ork models being released what better time is there to start thinking about Gorkamorka? With that being said, there have been two main drawbacks to Gorkamorka. The first is it’s divergence with the original Ork background by not mentioning the original and popular Ork Klans. Secondly, it lacked the diversity of forces that its sister game Necromunda possessed. This article will attempt to remedy both of these issues with Gorkamorka. Ork Klans in Gorkamorka Orks are unique in the Galaxy because all of their knowledge is genetically programmed into their DNA. Orks are literally born with the knowledge they will need in society. Most of the orks simply have enough knowledge to be warriors; however some of the Oddboyz have more specialized skills such as Meks, Slaverz, Docs, etc. An ork’s preprogrammed DNA has also led to another curious phenomenon. Orks are often attracted to a particular lifestyle called a klan. This manifests itself in a variety of unique behaviors and preferences, even going to the extent of influencing an ork’s style of dress. Normally, klan differences are subsumed within the large context of Ork society. Typically a tribe/warband is composed of orks that adhere to various klan preferences. To the general observer, they are just another disorganized Orkish mob. However, the trained observer can pick out the different klans within any particular mob. -
GODS' GIFT David Guymer
CONTENTS Cover Gods’ Gift – David Guymer About the Author A Black Library Publication eBook license GODS’ GIFT David Guymer I held out my hand, palm down, fingers spread, hovering over the animal print caked into the dried mud of the mountain side. The heel of my palm was about level with the matching point of the imprint. The tips of my gauntleted fingers came nowhere even close to the clipped indents left by the passing beast’s claws. I frowned. ‘Are you familiar with the monster, Lord-Castellant?’ The old woodcutter, Fage, crouched across from me on the other side of the print, a long, long way away. His eyes possessed the faint shimmer of the Azyr-born, but his insect-bitten skin and sour odour were those of a naturalised Ghurite. He wore a wax coat fastened up tight with wooden toggles and string, and a pair of trousers of similar material but mismatched colour. A hat fashioned from the skin of a furred creature was pulled down over his greying head, flaps covering his ears. White fog curled about his lips, for though we were half a day’s march from the Seven Words and the great peak of the Gorkoman, the air still had teeth. He looked at me, waiting to be told that ‘By Sigmar, yes, I know well this beast,’ and that it was nothing I had not slain a thousand of before. I had no wish to lie, particularly, but a reputation for semi-divine infallibility was the foundation of all that I had raised here. -
Issue 15 March 2010 Primarch Chibi Blood Angels Omnibus Review Space Wolves Tactica 1St Cape Town Regional Report and More Inside! Inin This Issue
The Southlander The South African Fanzine for Games Issue 15 March 2010 Primarch Chibi Blood Angels Omnibus Review Space Wolves Tactica 1st Cape Town Regional Report And more inside! InIn this Issue The Content The Team Editorials - Page.02 A Word from the Editor Zak “Lemanwulfen” Ludick Editor News and Releases - Page.03 Blood and Thunder! Greetings to all. For those who do not know Nic “The Emperor of Chaos” Kirsten The Fractured Archives me, I am Zak Ludick, Chairman of the Contributor The Blood Angels Omnibus - Page.04 Blouberg Dragons warhammer (or wargames) The Paragon Crusade - Page.05 club in Cape Town. I have some time free late Simon “sie42” Strehler at night around 12 so that is why Nic Kirsten Layout and Design Primarch Chibi - Page.08 decided it would be a good idea to enlist my aid as the Editor. Jan “The Penitent Crusader” Slazus Modelling and Painting Contributor The Basis of Things - Page.09 This issue is a little late, but Simon has been working overtime to get it done and I must Jaap “Java Knight” van Beest van Andel Warhammer 40k applaud his hard work. Luckily for me, I have Cartoonist Tactica - Space Wolves - Page.13 had the pleasure of meeting the Southlander Tyranid Codex Review - Page.15 team (except for Simon) when they came to Lord Hannu stay at my place for the 2009 40k Nationals. Guest Cover Artist Clubs and Stores in the Southlands All of them have done a great job with the 'zine Coversave has itʼs first...- Page.17 and I am only too happy to join the team. -
White Dwarf Index
NOTES ON THIS INDEX This Index lists the most important articles that have been published in White Dwarf from issue 68 to issue 251. There are several points that I would like to make about this Index. • The Index only lists the main articles published in each issue, it does not list the Games Workshop News, Mail Order or What’s Happening at the GW Stores (as features in these articles will be out of date and largely irrelevant). • From Issues 110 onwards all of the articles are categorised according to which game they are relevant to, there is a column for Warhammer 40,000 (commonly referred to as WH40K) articles, a column for Warhammer Fantasy Battle (referred to as WHFB or just Warhammer), one for Various Games (all of the other games WD features), one for Terrain articles (just terrain, not painting guides) and one for Miscellaneous Articles and Battle reports. For issues 102 and earlier there are only three columns. One for Various Games that are featured (including Warhammer 40,000 and Warhammer Fantasy Battle) one for Roleplay Games like Warhammer Fantasy Roleplay (commonly referred to as WFRP) and lastly, one for Miscellaneous Articles and Battle reports. This is because, back then, there wasn’t always a WH40K and/or WHFB article. There was however, a plethora of other games produced by other companies as well as lots of Roleplay games that are just never seen now. If things carry on as they are, I might have to change the columns from Issues 248 onward to just include just WH40K, WHFB and Miscellaneous Articles, because that’s what White Dwarf seems to be completely dedicating itself to these days… • Since Games Workshop re-releases games every so often (generally Warhammer 40,000 and Warhammer Fantasy Battle), articles about such games are only relevant to the edition of the game that was around at the time when that issue was printed. -
Pyramid Volume 2 Bundle Preview
TM PYRAMID MAGAZINE Editor PYR MID Derek Pearcy Issue Number 1 May/June Managing Editor CONTENTS Loyd Blankenship Editorial Assistants Jeff Koke Space Knights: A Sneak Preview Susan Pinsonneault By Loyd Blankenship............................................ 11 Graphic Design Derek Pearcy Designer’s Notes: GURPS Atomic Horror: Cover Art “Paramedics were called in John Zeleznik when Dars attempted to dig “Of Martians and McCarthy” out his interface jack with a By Paul Elliott....................................15 Staff Artist pocket knife.” – page 67 Laura Eisenhour GURPS Supporting Cast: “Extras” Illustrations By Fraser Cain ...................................65 Dan E. Carroll Primary Sources: Laura Eisenhour David Plunkett Saga of Pliocene Exile, by Julian May Jeremy Pyles By David J. Hayes.................................................................................. Dan Smith 17 Jana C. Wilson Print Buying “The street dregs are as likely to run Derek Pearcy The Hole Monica Stephens screaming from you as they are to kill you A multi-genre campaign background and sell your body for its chemicals.” Sales Manager for any game system. – page 23 Dana Blankenship By Jeff Koke ..................19 Circulation Manager David Schoenert Publisher Godzilla 2072: Atomic Monsters in the World of Ogre! Steve Jackson By John Hurtt..............................................................................................31 Pyramid is published bi- monthly by Steve Jackson Voodoo: Roleplaying Background for Magic and Horror Games Incorporated, -
2014 Carnage Booklet Final
A Fistful How to Get There of Carnage Killington Grand Hotel 1 -800 -621 -MTNS 4763 Killington Road, Killington, VT 05751 http://www.killington.com Driving Directions from Major Cities: Killington Resort is located in central Vermont at the junction of US 4 and VT 100 North in Killington, 11 miles east of Rutland. BOSTON MA : 3 hours driving time. Take Interstate 93 to just south of Concord, NH Exit onto Interstate 89 north and follow to US 4 Rutland, Exit 1 in Vermont. Follow US 4 west to Killington. HARTFORD CT : 3 1/4 hours driving time. Follow Interstate 91 to north of Bellows Falls, VT. Take Exit 6 (Rutland) onto VT 103 and follow to VT 100. Take VT 100 north to US 4 and follow US 4 west to Killington. 4 3/4 hrs. from NY CITY (via Connecticut Turnpike): Connecticut Turnpike (Int. 95) to Int. 91 and then follow directions given under "Hartford." NY AND NJ AREAS (via NY Thruway): 5 hours driving time. NY Thruway to Exit 24 Albany. Take Northway (Int. 87) north to Fort Ann/Rutland Exit 20. Pick up NY 149 and follow east to US 4. Turn left on US 4 and follow east to Killington. MONTREAL: 3 1/2 hours driving time. Take Highway 10 east to Highway 35 south. Exit at Route 133 south and follow to Interstate 89 south. Exit Interstate 89 at Exit 3 in Bethel, VT and follow VT 107 west to VT 100 south to Killington. Killington Grand Resort Killington, VT November 7-9 2014 2 www.carnagecon.com Welcome Join us in Killington, Vermont for the 17th annual Carnage convention, a celebration of tabletop gaming. -
001 Dub Front Page
TM Da Uvver Book By Andy Chambers & Gavin Thorpe Rick Priestley & Andy Kettlewell Book cover: David Gallagher Artwork: John Blanche, Wayne England, Des Hanley, Neil Hodgson, Toby Hynes, Paul Smith & John Wigley. PRODUCED BY GAMES WORKSHOP Citadel & the Citadel castle, ’Eavy Metal, Games Workshop & the Games Workshop logo and Warhammer are all registered trademarks of Games Workshop Ltd. Codex, Digga, Digganob, Gorkamorka, Gretchin, Grot, Mekboy, Necromunda, Nob, Ork, Spanner, White Dwarf and Yoof are all trademarks of Games Workshop Ltd. All artwork in all Games Workshop products and the images contained therein have been produced either in-house or as work for hire. The exclusive copyright in the artwork and the images it depicts is the property of Games Workshop Ltd. © Copyright Games Workshop Ltd, 1997. All rights reserved. ‘Scatter’ dice are UK registered design no. 2017484 Sustained fire dice © Copyright Games Workshop, 1997. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. R UK US AUSTRALIA CANADA HONG KONG GAMES WORKSHOP LTD. GAMES WORKSHOP INC. GAMES WORKSHOP, GAMES WORKSHOP, GAMES WORKSHOP, WILLOW RD, 6721 BAYMEADOW DRIVE, 23 LIVERPOOL ST, 1645 BONHILL RD, 2002-2006, LENTON, GLEN BURNIE, INGLEBURN, UNITS 9-11, MISSISSAUGA, HORIZON PLAZA, NOTTINGHAM NG7 2WS MARYLAND, 21060 - 6401 NSW 2565 TORONTO L5T 1R3 LEE WING ST, AP LEI CHAU PRODUCT CODE: 60 01 04 99 001 PART NUMBER: 60 31 04 99 003 ISBN: 1-872372-55 4 INTRODUCTION Welcome to Da Uvver Book! In these pages you will find more information about Gorkamorka: its battling mobs and other denizens. -
WCE Diagrams, FAQ and Maps
FAQs, Diagrams, Maps Disclaimer The Warhammer CE rule set and army lists are completely unofficial and in no way endorsed by Games Workshop Limited. GW, Games Workshop, the Games Workshop logo, Space Marine, 40K, 40,000, Warhammer, the Warhammer logo, Warhammer 40,000, Warhammer 40,000 logo, Citadel, the Citadel logo, the ‘Aquila’ Double-headed Eagle logo, the Twin-tailed Comet logo, Blood Bowl, Necromunda, Space Hulk, Battlefleet Gothic, Dreadfleet, Mordheim, Inquisitor, Warmaster, Epic, Gorkamorka, Talisman, White Dwarf and all associated marks, logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, units and unit insignia, characters, and the distinctive likenesses thereof, from the Warhammer and Warhammer 40,000 universes are either ® or TM, and/or © Games Workshop Limited, variably registered in the UK and other countries around the world. All Rights Reserved. FAQs Q: Are there currently any frequently asked questions? A: No ;) Diagrams Some diagrams to visualize how various game mechanisms should be handled. 2 3 Maps (Maps of the ETC 2009) Maps 1-3 double wood, Map 4 single wood, no buildings Map 1 Map 2 4 Map 3 Map 4 5 Maps 5-8 incorporate Buildings Not balanced as currently buildings (ruins) cannot be occupied and count as impassable. Map 5 Map 6 6 Map 7 Map 8 7 Notes • Hill • Wood • blocks LOS Wood • blocks LOS Hill • Difficult terrain • Rock or Stone • does not block LOS Rubble • Impassable terrain • could be stone fields R • blocks LOS or corn fields • Building • Wall or Fence Ruin • blocks LOS • does not block LOS TERRAIN Hills: Hills block LOS. Models on a hill can draw LOS over intervening models (even Large Targets but not over other LOS blocking terrain) that are not on a hill themselves.