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Warp Rift The Battlefleet Gothic netzine

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16 I ssu e 1 6

Ex pe r im e n t a l
Tyr a n id r u le s
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H a ve n Spir e
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O D a r k Elda r
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I a n d m or e …
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Fr om t h e N e x u s Pu blish in g H ou se

Warp Rift is not endorsed, nor does it endorse, Gam es Workshop, and it is not an official publicat ion of Gam es Workshop. Any words, phrases or
im ages are used wit hout perm ission and no challenge is int ended as a result of such a usage, including t he use of t hese words, phrases and
im ages wit hout t he appropriat e sym bols of copyright . Addit ionally, t hese pages – including cont ent , design and im ages – are copyright ( except
where copyright should infringe ot her such right s) . Licensed nam es, im ages and logos are copyright t heir respect ive com panies or aut hors. No
part of t hese pages m ay be ‘borrowed’ or reproduced, and no art icles or rules should be considered ‘official in any way.

E Ple a se r e gist e r you r su ppor t for t h is pu blica t ion .

D D ow n loa d you r copy dir e ct fr om t h e officia l w e b sit e ,


at:
I w w w .e pic4 0 .co.u k / bfgm a g/
T Su bm ission s W a r p Rift Pu blica t ion Te a m
O All t ypes of art icle are desperat ely needed, t o keep t his publicat ion Roy ( Horizon) Am kreut z – Void St alker I I
alive. I n som e cases, subm ission includes inclusion on t he web sit e I ain ( Cybershadow) – Wat cher in t he Dark
R at : www.epic40k.co.uk, or t hrough www.t act icalwargam es.net .
Please include a not e wit h your subm ission if you would like t his
Ray
Reg
Bell
St einer


Adm iralit y
Tyranid War Vet eran
clarified. Subm ission via e- m ail im plies approval for publicat ion.
I Cr e dit s:

A Se n d you r su bm ission s t o: Cover Pict ure – Models: Giulio Taverna


- Phot oshop Magician: Hot wire
L h or izon @e pic4 0 k .co.u k Addit ional Graphics & Pict ures – Giulio Taverna, Nat e Mont es,
Canucks Fan, Roy Am kreut z, one second of insanit y,
or Jim Weight m an, Zhai Morenn
Lord Chronos, Norm an David
w a r pr ift @e pic4 0 k .co.u k Morris, Jam es Ward Warp Rift :
I ssue Sixt een
January 2008

2
+ + + All On e M in d + + + But hum ans should not worry t oo m uch wit h t he Space bugs t he at t ent ion it
about all t hese Xenos as in t he Dept hs of deserves.
Space heroic Capt ains defend t he borders So aft er som e pondering I opt ed t o m ake a
Before I st art of ram bling on all t he and brave Adm irals explore new st ars for separat e PDF for t he st ory. All spiced up
great cont ent of t his issue I would first m ankind. wit h som e cool art work and a splendid
like t o t hank all t he people who This applies t o Xenos ( ha! ) as well, like cover. For which I really t hank everyone
responded t o t he pict ure request s I have t he Tau. involved.
E placed in t he last couple of m ont hs.
Many t hanks for subm it t ing all t hose
Warp Rift 17 will feat ure an art icle called
‘Pat rol Fleet Rules’ by MKG. This t ies in very
So wit h all t his int roduct ion on m y side I
can only say you should download t he PDF
nicely wit h t he ‘I n Dept h of Space Art icle’ called ‘A Tyranid War’ , t he st ory writ t en by
D great pict ures. And if you don’t find yours
back in t his issue t here w ill alw ays be a
m om ent when I can use t hem in a fut ure
about which I am t alking. Reg St einer. This m ont h feat ures chapt ers
one t o four. Next t im e furt her chapt ers will

I issue. H a ppy Ba t t le fle e t Got h ic in 2 0 0 8 ,


Roy
be published.

I really hope you appreciat e and like t his


This issue sparks t he st art of a sort of
T sist er publicat ion t o Warp Rift . I w ill go in
furt her det ail in a separat e box on t his
A TYRAN I D W AR
addit ional inst alm ent t o Warp Rift .
H a ppy Re a din g,
page. Roy
O What can I t ell about t his issue? Very As I m ent ioned in t he edit orial t his issue
of Warp Rift sees t he st art of a separat e
R easy: it is filled w it h Xenos. And t hen
m ost ly wit h t hose nast y creat ures from
anot her Galaxy: t he Tyranids. They
docum ent , closely linked wit h Warp Rift .
This new add on is, for all I can see now,
I ssu e Six t e e n – Con t e n t s:
I appear wit h som e delicat e craft ed
experim ent al rules, a really great and
a t em porary one.

Why a separat e docum ent in t he first En cyclope dia Got h ica


ext ensive conversion guide plus a m ayor
A appearance in t he new Warp Rift
addendum ( as said, see t he ot her box…)
place?
I t all st art ed as Reg St einer cont act ed m e
Dark Eldar addendum
Tyranid Experim ent al Rules
4
8
and t old m e about a st ory he had writ t en.
L The ot her alien race which has a m ain
feat ure t his t im e around are t he point y
Since Warp Rift has a sect ion called t he
Officer’s Mess which feaut ures short st ories
Ta ct ica l Com m a n d
I n t he Dept h of Space 18
eared Eldar. of course I was int erest ed. But as soon as I
For t he Dark Eldar we have an addit ion set eye on t he st ory I realised it would be D r y D ock
t o t he fleet list as present ed in t he m uch t oo large t o sim ply publish in Tyranid conversion art icle 23
Arm ada book. st andard Warp Rift form at .
The Eldar feat ure in a t win- linked The fact issue 17 cont ains som e really Void St a lk e r
scenario based around t he Haven Spire. cool Tyranid art icles was a m ot ivat ion for Twin linked Haven Spire scenario 47
m e t o find a way t o give t his st ory dealing

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Y En cyclopa e dia Got h ica Fle e t s of t h e Ga la x y
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L Addit ion a l r u le s

Addit ion a l Ru le s for t h e D a r k Elda r


O By Jim ‘Ka vok ’ W e ight m a n ( w it h a n a ddit ion fr om Zh a i M or e n n)
P Th e follow ing D a r k Elda r fle e t a ddit ion s a r e m e a n t t o be in t e gr a t e d w it h t h e Ar m a da D a r k Elda r Pir a t e s fle e t list .
A N ot e s:
D a r k Elda r Su bj u ga t ion cla ss Ligh t Cr u ise r …………………...1 3 0 pt s
E The Subj ugat ion class is com m only m odified for use by Wych cult s
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS and ot her splint er groups of Dark Eldar. Any num ber of
D Cruiser/ 4 35cm 90º Shadowfield 5+ 0 Subj ugat ions m ay becom e Wych cult ships at no ext ra cost . These
ships increase t heir speed t o 40cm , reduce t heir arm our t o 4+ .
I ARMAMENT RANGE/ SPEED FI REPOWER/ STR FI RE ARC
I n addit ion, Subj ugat ion class cruisers m ay be equipped wit h one of t he following
They also ignore t he effect s of t urret s on an opposing ship when
conduct ing a boarding act ion.
weapons from t he list below.
A Prow Torpedo t ubes
Prow phant om lance
30cm
30cm
4
2
F
F The Wych cult ships m ay replace prow t orpedo t ubes for a sm all
I n addit ion, Subj ugat ion class cruisers m ay add one hardpoint weapon from t he launch bay at + 10 point s. This bay has st rengt h 2 but m ay only
list below at t he indicat ed point s cost . launch assault boat s.
Prow weapons bat t ery 30cm 5 F
G Prow Torpedo t ubes
Prow Phant om lance
30cm
30cm
2
2
F
F
“ Weapons dam aged” crit icals will dam age t he ‘free’ weapons
choices, “ Prow arm am ent dam aged” knocks out t he hardpoint
I m paler At t ack Craft 30cm Special F
O syst em s. Wych cult ship assault boat bays cannot be repaired if
dam aged.
Prow weapons bat t ery: + 25 pt s
T Prow
Prow
t orpedo t ubes:
phant om lance:
+ 20
+ 30
pt s
pt s
Subj ugat ion class cruisers operat e alone as m uch as t hey form part
of fleet s. Every 2nd Subj ugat ion t aken count s as a ‘cruiser’ for t he
H Prow I m palar m odule: + 20 pt s purposes of requiring escort s.

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D a r k Elda r M or t a lit a s cla ss Gr a n d Cr u ise r ……………………...2 6 0 pt s
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TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
Y Cruiser/ 6 35cm 90º Shadowfield 5+ 0

C ARMAMENT
Prow weapons bat t ery
RANGE/ SPEED
30cm
FI REPOWER/ STR
10
FI RE ARC
F
I n addit ion, Mort alit as class cruisers m ay be equipped wit h t wo of t he following
L weapons from t he list below. The effect s from m ult iples are cum ulat ive. These
weapons will bot h be disabled if t he vessel suffers a prow arm am ent crit ical hit .
Prow weapons bat t ery 45cm 5 F
O Prow Torpedo t ubes 30cm 4 F
Prow Phant om lance 45cm 2 F
P I m paler At t ack Craft 30cm
Fight ers – 30cm
Special
2
F

Launch Bays Bom bers – 20cm 2 -


A Assault boat s – 30cm 3

E Prow
Prow
weapons bat t ery:
t orpedo t ubes:
+ 25
+ 25
pt s
pt s
Prow phant om lance: + 35 pt s
D Prow I m palar m odule: + 10 pt s
The largest t ype of vessel ever conceived by t he Dark Eldar, t he
Mort alit as class is t he generic nam e given t o t he largest and m ost
Prow Launch bays: + 30 pt s powerful cruisers fielded only as personal t ransport s for a Kabal
I Archon or Wych Lord. The ‘class’ covers het erogeneous vessels
usually built t o t he diabolical whim s of t he DE m ast ers, and does
A not conform t o any known design specificat ions or designat ions.

The DE have never represent ed a bat t lefleet as such, and t hus


N ot e s: The Mort alit as cruiser is a very rare vessel and t he personal t heir capacit y t o build, or need for, vessels any larger seem s slim .
propert y of t he m ost powerful Dark Eldar Com m anders. Only 1 m ay be However, wit h t he next generat ion of Lords rising from t he m urder
G fielded in a Dark Eldar Fleet of any size, and m ust be com m anded by a of t heir form er m ast ers, perhaps one day t he const ruct ion of an
Dread Archon. even m ore int im idat ing vessel m ay begin.
O A Mort alit as cruiser equipped wit h Launch Bays m ay launch Torpedo
m perial vessels have never report ed com bat wit h a Mort alit as,
Bom bers at no ext ra cost .
T t hough t ransm issions m onit ored aft er t he Bat t le of Get hsem ane
indicat ed t hat a large Dark Eldar vessel, possibly of t his t ype, had
overcom e and dest royed t he Eldar Void St alker Candle of Hope and
H it s escort s aft er t he form er had already sust ained m oderat e
dam age in com bat wit h t he forces of Chaos.
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D a r k Elda r Sla ve r Cor sa ir ……………………………………………...5 0 pt s D e sign e r 's N ot e :
C
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS This vessel count s as a t ransport for any m issions as is required.
Y Escort / 1 25cm 90º Shadowfield 4+ 0 This craft is best used in conj unct ion wit h t he special cam paign
rules known as " Goya's Mast erpiece" on t he Port Maw forum s (
C ARMAMENT
Weapons bat t ery
RANGE/ SPEED
30cm
FI REPOWER/ STR
2
FI RE ARC
F
ht t p: / / port m aw.com / e107_plugins/ forum / forum _viewforum .php?15
) where raiders benefit from bringing t ransport s wit h t hem on t heir
Slave Hold Special Special Special
raids for carrying loot / slaves off.
L
The Dark Eldar Slaver variant Corsair m ay conduct hit and run
O t eleport at t acks, but inst ead of rolling on t he crit ical hit s t able, t hey
sim ply gain t he DE player an addit ional 10 vict ory point s, up t o a
P m axim um of 50 per Slaver. This at t ack m ay only be conduct ed
against escort s and crippled capit al ships/ defences.

A The Dark Eldar would never risk t heir own lives t o preserve a hold
filled wit h livest ock ( Mon- Keigh) and t hus t he Slaver variant Corsair
E m ay m ake a leadership t est during t he beginning of any of t he Dark
Eldar player's t urns. I f it is passed t he Slaver increases it 's speed
D from 25cm t o 40cm but effect ively has j et t isoned t he slave hold
and t hus w ill bring no resources back t o it 's pirat e base. At t he end
of t he scenario t he vessel is back t o it 's original profile of 25cm
I speed and being able t o carry a st andard t ransport 's load of cargo.
This special rule is only applicable t o cam paigns conduct ed w it h
A " Goya's Mast erpiece"

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D a r k Elda r u pgr a de s I n addit ion, roll a D6 in any boarding act ion DE Slaver Corsairs m ay t ake m im ic engines
C involving I ncubi: at 20pt s, Light cruisers at + 30pt s, Grand
The following upgrades are added t o t he cruisers and bat t leships at + 60pt s.
Y Dark Eldar pirat es fleet list . On a 5+ , t he I ncubi achieve t heir prim ary
obj ect ives of seizing t heir opponent s'
C 0- 2 Dracon………………………………………... 25pt s com m anders and dragging t hem back t o
t he dubious hospit alit y of t he Dark Eldar
vessel. The opposing ship suffers a 'bridge
L Any capit al ship m ay carry a Dracon, t he
Dark Eldar sub com m ander, increasing t he sm ashed' crit ical in addit ion t o any ot her
ships’ Leadership by + 1. dam age caused. The Dark Eldar score 10
O bonus vict ory point s. I f t he bridge has
I ncubi bodyguard……………………………….10pt s already been dest royed, t reat t his as a
P An Archon or Dracon m ay be accom panied
norm al Dark Eldar hit & run at t ack ( D6+ 1
on t he crit ical hit s t able)
by a ret inue of t heir m ost proficient
A warriors known as ‘I ncubi’. I nst ead of t he On a roll of 1, one of t he I ncubi sees t heir
norm al DE boarding m odifiers, a ship wit h chance t o seize cont rol of t he Kabal or t o
E an I ncubi bodyguard adds + 2 in t he first usurp a great er posit ion wit hin it . The DE
round, but no m odifier applies t hereaft er. ship suffers a 'com m anders slain' crit ical.
D Wych cult light cruisers m ay not upgrade
wit h I ncubi, as t hey can carry Wych
Any unspent re- rolls w ill die w it h t heir
arrogant and foolish owner!
Archit es or Dracit es ( count ing as Archon
I and Dracon as norm al) who rely on
experienced Wyches t o perform t he sam e
A t asks.

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A 7
E
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Alt e r n a t ive Ru le s
C
Y
Ex pe r im e n t a l Tyr a n id Ru le s
By Ra y Be ll
C
Spe cia l Ru le s Leadership t est s will have t he following Va n gu a r d squ a dr on s
L m odifiers: Squadrons of Vanguard Drones and Kraken
act m ore independent ly and are m ore
O Syn a pt ic Con t r ol • I f a m em ber of t he squadron and/ or t he
Hive Ship has a Blast m arker in cont act =
int im at ely linked t o t he Hive Mind t han
ot her Tyranid squadrons, and so have a
- 1Ld basic leadership of 5 t hat can be used
P Le a de r sh ip
Only Hive Ships have leadership, which is • I f no m em ber of t he squadron is wit hin inst ead of a Hive Ship’s leadership. Every
at a fixed value of Leadership 9 t hat can 15cm = - 1Ld* Vanguard Drone in t he squadron im proves
A only be im proved by t he Hive Mind Power I f no m em ber of t he squadron is wit hin
30cm = - 2Ld*
t he squadron’s leadership by + 1. ( Up t o a
m axim um of 10)
‘I m perat ive’ t o leadership 10. A Tyranid
E squadron, including single Hive Ships and
Cruisers, m ust pass a leadership t est
• I f no m em ber of t he squadron is wit hin
45cm = You m ay not use t he Hive Ships
I n st in ct ive be h a viou r
leadership.*
D against a Hive Ship’s leadership at t he st art
of a t urn t o gain ‘Synapt ic Cont rol’: ignoring I f a squadron failed t o gain ‘Synapt ic
inst inct ive behaviour and being able t o go * On ly a pply t h e w or st r e su lt !
Cont rol’ it m ust act according t o t he
I on any special order you wish and at t em pt
A re- roll m aybe used on any ships using a
follow ing condit ions.
t o perform any possible act ion ( e.g. com ing
A t o new heading and t hen boarding) . The
order of Tyranid squadrons t o t ake t his
Hive Ship’s leadership ( including t he Hive
Ship) if t he Hive Ship has t he Hive Mind
Con dit ion 1 :
Board nearest possible vessel wit h norm al
leadership t est is up t o t he Tyranid player. Power ‘I nfluence’.
m ovem ent . I f t he ship can’t board any
I f t here is any ot her reason why a When a squadron fails t he leadership t est
enem y vessel obey condit ion 2.
leadership t est m ust be t aken ( e.g. t est ing t o gain ‘Synapt ic Cont rol’ no ot her
G t o ram ) use a Hive Ship’s leadership in t he squadrons m ay use t hat Hive Ships
leadership t o gain ‘Synapt ic Cont rol’ t his
Con dit ion 2 :
sam e m anner. Reload ordnance if possible, m ove half
O I m perat ive: + 2 hit s. + 1 Ld for any ships
t urn, ot her Hive Ships leaderships m aybe
used however.
speed st raight ahead, shoot nearest t arget
for each weapon ( order of weapons fire
using t he Hive Ships leadership ( including
T t he Hive Ship) I nfluence: 1 re- roll t o be used on any ships
chosen by t he Tyranid player) . Ordnance
m ay only be launched if at t acking in t he
using t he Hive Ships leadership ( including
sam e ordnance phase ( including if at t acking
H t he Hive Ship)
ordnance) .

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E
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Sh ie lds H it An d Ru n a t t a ck s
C Tyranids have norm al shields. + 1 t o H&R at t acks.

Y Tu r r e t s Te le por t e r a t t a ck s
Tyranids have norm al t urret s. No Teleport er at t acks.
C M ove m e n t Cr ipple d Tyr a n id sh ips
( I nst ead of t he norm al rules for crippled
L Tyranids have norm al m ovem ent rules.
+ 2D6cm inst ead of + 4D6cm on All Ahead ships)
Full special orders.
O Br a ce For im pa ct
I f unable t o use t he leadership of a Hive • - 5cm Speed.
Boa r din g
P Ship, Tyranid ships m ay use brace for
I m pact w it h leadership 7 as if it w ere a
Boarding Mod + 2 ( inst ead of double
boarding) .
• Bio- plasm a and
st rengt h.
Pyro- acid bat t eries at half

norm al ship. • Feeder Tent acles, Massive Claws,


A Re- roll boarding D6 ( second roll st ands) .
Torpedoes and Launch bays m ay not be
Ce le st ia l Ph e n om e n on used.
E Tyranid ships count as having Leadership
10 when t raversing celest ial phenom enon
All is Lost
Unlike in a norm al boarding act ion, when
Not e: Shields and t urret s do not drop in
an enem y ship is dest royed in a boarding
D t hat requires a leadership t est .
act ion roll on t he cat ast rophic dam age t able
value and t here is no + 2 t o t he enem ies
boarding m odifier.
Squ a dr on s adding t he num ber of hit s t he ship was
I Hive Ships: m ay not be put in squadrons. over killed by.
Cruisers: m ay be put in squadrons of 1 or
A 2.
Vanguard squadrons: Vanguard Drones and
Kraken m ay be put in squadrons of 2- 12.
Escort Drones: m aybe put in squadrons of
6- 12 and m ay not be m ixed wit h any ot her
G escort t ype ( i.e. Vanguard Drones or
Kraken) .
O Sh oot in g
Tyranids always shoot t he nearest t arget
T and m ay never shoot ordnance. However
any t arget wit hin 15cm of Vanguard Drone
H ships m ay be t arget ed inst ead of t he
closest t arget .
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A 9
E
N
W e a pon s Tor pe doe s
C Tyranids only have one t ype of t orpedo:
Boarding Torpedoes wit h a speed of 15cm .
Y Fe e de r Te n t a cle s
Unaffect ed by Special orders. D3 Hit and
At t a ck Cr a ft
Runs, during t he m ovem ent phase.
C Tyranids only have one t ype of at t ack craft
which count s as bot h a Fight er and as an
M a ssive Cla w s
Assault Boat wit h a speed of 15cm .
L Unaffect ed by Special orders. During t he
m ovem ent phase, Roll 2 D6 for each set of
M e ga Spor e M in e s
O Massive Claws, each roll of a 4+ causes a
point of dam age t hrough shields ( not Any Tyranid capit al ship, including Hive
holofields) , and t hen t he ship carries on Ships, m ay have Orbit al Mines for every
P wit h it s m ovem ent . launch bay replacing it s at t ack craft at a
cost of 10pt s per Launch bay.
However if 2 or m ore 4+ ’s are rolled t he
A ship lat ches on and st ops in base cont act
wit h t he t arget ship. The lat ched on Tyranid
ship cannot fire any ot her weapons or Or dn a n ce
E launch ordnance. Before any ot her act ion in
t he end phase, roll t o cause dam age again
D wit h t he Massive Claws wit h an ext ra point
At t a ck Cr a ft Lim it
Tyranids have no at t ack craft lim it .
of dam age if 2 or m ore 4+ ’s are caused.
I Eit her ship m ay board as norm al.
Crit ical hit s are caused as norm al.
Pr e - la u n ch e d Or dn a n ce
When t he gam e begins any ship wit h
Aft er t he at t ack t he t arget ship m ay m ove
A on as norm al.
ordnance st art s wit h it pre- launched in base
cont act , boarding t orpedoes facing t he
appropriat e direct ion. The Tyranid vessels
Bio Pla sm a
m ay t hen launch again in t he first t urn not
Lances t hat go t hrough shields.
needing t o reload!
G
Pyr o- a cid Ba t t e r y Or dn a n ce I n st in ct u a l Be h a viou r
O Weapons bat t eries t hat re- roll t o cause
crit ical hit s.
Tyranid Ordnance also follows a form of
I nst inct ual behaviour: unless wit hin 45cm
T of a Hive Ship Tyranid at t ack craft t ravel
direct ly t owards t he nearest enem y ship,
sim ilarly boarding t orpedoes m ust t urn as
H Cr it ica l H it s a n d Ca t a st r oph ic da m a ge
Use t he norm al t ables.
far as t hey can t owards t he nearest enem y
ship.
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A 10
E
N H ive Sh ip……………………………………………………………...2 5 0 pt s H ive Sh ip Bio M or ph s
C TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
( you m ay only t ake a m axim um of 1 Bio Morph for each Hive Ship
which count s as one of your broadside weapons.)
Bat t leship/ 16 15cm 45º 2 5+ 4
Y ARMAMENT RANGE FI REPOWER/ STR FI RE ARC * Solar Vanes and Adrenaline Sacs: + 35 pt s
Prow Massive Claws and + 5cm speed and + 1D6 cm AAF
Cont act - F
C Feeder Tent acles
* Reinforced Carapace: + 25 pt s
You m ay replace t he Prow Massive Claws and Feeders t ent acles wit h one of
L t he following:
Pyro- Acid Bat t eries…………………………………………………………………………….+ 10 pt s
+ 2 hit point s

* * Ext ra Spore Cyst s: + 40 pt s


O Bio Plasm a……………………………………………………………………………………………...0 pt s
Torpedoes…………………..……………………………………………………………………..…..0 pt s + 1 Shield and + 1 Turret
Prow Pyro- Acid bat t eries 45cm 8 F
P Prow Bio Plasm a
Prow Torpedoes
15cm
15cm
4
6
F
F

A Dorsal ( Thorax) ( Choose 1) :


Massive Claw and Feeder Tent acles………………………………………….………..+ 10 pt s
E Pyro- Acid Bat t eries……………………………………………………………………………...+ 10 pt s
Bio Plasm a………………………………………………………………………………………………..0 pt s
Launch Bays………………………………………………….……………………………………….…0 pt s
D Torpedoes……………………………………………………………………….……………………....0 pt s
Dorsal Massive Claws and
Cont act - F
I Feeder Tent acles
Dorsal Pyro- Acid bat t eries 45cm 8 F
Dorsal Bio Plasm a 15cm 4 L/ F/ R
A Dorsal Launch Bay 15cm 2 -
Dorsal Torpedoes 15cm 6 F

Port and St arboard ( Choose 3) :


Pyro- Acid Bat t eries…………………………………………………………………………………..0 pt s
G Bio Plasm a………………………………………………………………………………………..………0 pt s
Launch Bays……………………………………………………………………………….………..+ 10 pt s

O Port Pyro- Acid bat t ery


S’board Pyro- Acid bat t ery
30cm
30cm
4
4
L
R
Port Bio Plasm a 15cm 2 L
T St arboard Bio Plasm a
Port Launch Bay
15cm
15cm
2
1
R
-

H St arboard Launch Bay 15cm 1 -

Not es: Can't Com e To New Heading


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Ex a m ple H ive Sh ips Cr uise r ………………………………………………………………...1 2 0 pt s
C
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
Y Ch a r ybdis……………………………………………………………...3 5 5 pt s
Cruiser/ 10
ARMAMENT
20cm 45º
RANGE
1 5+
FI REPOWER/ STR
2
FI RE ARC
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
C Bat t leship/ 18 15cm 45º 2 5+ 4
Prow Massive Claws Cont act - F

ARMAMENT RANGE FI REPOWER/ STR FI RE ARC


You m ay replace t he Prow Massive Claws wit h one of t he following:
L Prow Torpedoes
Dorsal Launch Bay
15cm
15cm
6
2
F
-
Feeder Tent acles………………………………………………………………………………………0 pt s
Pyro- Acid Bat t eries…………………………………………………………………………….….+ 5 pt s
Port Launch Bays 15cm 3 -
O St arboard Launch Bays 15cm 3 -
Bio Plasm a………………………………………………………………………………………….….+ 5 pt s
Torpedoes…………………..……………………………………………………………………….…..0 pt s
Not es: Can't Com e To New Heading, I m perat ive, I nfluence Prow Feeder Tent acles Cont act - F
P Void Kr a k e n of Ta la ssa r …………………………………………..3 8 5 pt s
Prow Pyro- Acid bat t eries
Prow Bio Plasm a
30cm
15cm
4
2
L/ F/ R
L/ F/ R
Prow Torpedoes 15cm 3 F
A TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
Bat t leship/ 18 15cm 45º 3 5+ 4 Dorsal ( Thorax) ( Choose 1) :
E ARMAMENT
Prow Pyro- Acid bat t eries
RANGE
45cm
FI REPOWER/ STR
8
FI RE ARC
F
Massive Claws……………………………………..…………………………………….……….+ 10 pt s
Pyro- Acid Bat t eries……………………………………………………………………………....+ 5 pt s
Dorsal Pyro- Acid bat t eries 45cm 8 F Bio Plasm a……………………………………………………………………………………..……..+ 5 pt s
D Port Bio Plasm a 15cm 4 L Launch Bay………………………………………………….…………………………….……….…+ 5 pt s
St arboard Bio Plasm a 15cm 4 R Torpedoes……………………………………………………………………….……………………....0 pt s
I Not es: Can't Com e To New Heading, I m perat ive, I nfluence, Ext ra Spore
Cyst s.
Dorsal Massive Claws
Dorsal Pyro- Acid bat t eries
Cont act
30cm
-
4
F
L/ F/ R
Dorsal Bio Plasm a 15cm 2 L/ F/ R
A Be a st of Bh e in M or r ………………………………………..……..3 6 5 pt s Dorsal Launch Bay 15cm 1 -
Dorsal Torpedoes 15cm 3 F
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
Bat t leship/ 18 20cm 45º 2 5+ 4 Port and St arboard ( Choose 2) :
ARMAMENT RANGE FI REPOWER/ STR FI RE ARC Pyro- Acid Bat t eries…………………………………………………………………………………..0 pt s
G Prow Massive Claws and
Cont act - F
Bio Plasm a………………………………………………………………………………………..………0 pt s
Launch Bays……………………………………………………………………………….………..+ 10 pt s
Feeder Tent acles
O Dorsal Massive Claws and
Feeder Tent acles
Cont act - F
Port Pyro- Acid bat t eries
S’board Pyro- Acid bat t eries
30cm
30cm
4
4
L
R
Port Pyro- Acid bat t ery 30cm 8 L Port Bio Plasm a 15cm 2 L
T S’board Pyro- Acid bat t ery 30cm 8 R St arboard Bio Plasm a
Port Launch Bay
15cm
15cm
2
1
R
-
Not es: Can't Com e To New Heading, I m perat ive, Psychic Scream , Solar
H Vanes. St arboard Launch Bay 15cm 1 -

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Cr u ise r Bio M or ph s Ex a m ple Cr u ise r s
C ( you m ay only t ake a m axim um of 1 Bio Morph for each cruiser which
count s as one of your broadside weapons.)
Y Pyr ocla st e r …………………………………………………………...1 5 0 pt s
* Solar Vanes and Adrenaline Sacs: + 20 pt s
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
C + 5cm speed and + 1D6 cm AAF Cruiser/ 10 20cm 45º 2 5+ 3
ARMAMENT RANGE FI REPOWER/ STR FI RE ARC
* Reinforced Carapace: + 15 pt s
L + 2 hit point s
Prow Pyro- Acid bat t ery
Dorsal Pyro- Acid bat t ery
30cm
30cm
4
4
L/ F/ R
L/ F/ R
Port Pyro- Acid bat t ery 15cm 4 L
O * Ext ra Spore Cyst s: + 20 pt s S’board Pyro- Acid bat t ery 15cm 4 R
+ 1 Shield and + 1 Turret , large flying base Not es: Ext ra Spore Cyst s

P Ra zor fie nd………………………………………………….………..1 5 0 pt s

A TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS


Cruiser/ 10 25cm 45º 1 5+ 2
E ARMAMENT
Prow Bio Plasm a
RANGE
15cm
FI REPOWER/ STR
2
FI RE ARC
L/ F/ R
Dorsal Bio Plasm a 15cm 2 L/ F/ R
D Port Bio Plasm a 15cm 2 L
St arboard Bio Plasm a 15cm 2 R
I Not es: Solar Vanes and Adrenaline Sacs

Te r r ife x …………………………………………………………..……..1 5 0 pt s
A
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
Cruiser / 10 25cm 45º 2 5+ 4
ARMAMENT RANGE FI REPOWER/ STR FI RE ARC

G Prow Massive Claws


Dorsal Massive Claws
Cont act
Cont act
-
-
F
F
Port Pyro- Acid bat t ery 30cm 4 L
O S’board Pyro- Acid bat t ery 30cm
Not es: Solar Vanes and Adrenaline Sacs
4 R

T
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A 13
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Kr a k e n……………………………………………………………….…...4 5 pt s
C
TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
Y Escort / 2
ARMAMENT
25cm 90º
RANGE
4+ Save* 5+
FI REPOWER/ STR
0
FI RE ARC

C Choose one of t he following:


Feeder Tent acles ( St alker) ……………………………………………………………….………0 pt s
L Massive Claws ( Ram sm it t er) ……………………………………………………….…….….+ 5 pt s
Pyro- Acid Bat t eries ( Deat h Burner) ….……………………………………………….….+ 5 pt s
Bio Plasm a ( Sm elt feast er) …..…………………………………………………………….….+ 5 pt s
O Torpedoes ( Thornborer) ……….…………………………………………………………….…..0 pt s
Feeder Tent acles Cont act - F
P Massive Claws
Pyro- Acid bat t eries
Cont act
30cm
-
4
F
F Escor t D r one …………………………………………..………….…..1 5 pt s
Bio Plasm a 15cm 2 F
A Torpedoes 15cm 3 F TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS
Not es: Kraken have a 4+ save as if on Brace for I m pact special orders but Escort / 1 15cm 45º 1 4+ 1
E can’t use t he special order t he norm al way. ARMAMENT RANGE FI REPOWER/ STR FI RE ARC

D Choose one of t he following:


Feeder Tent acles………………..…………………………………………………………….………0 pt s
Pyro- Acid Bat t eries……………………..……………………………………………………….….0 pt s
I Va n gu a r d D r on e Sh ip………………………………………….…..3 5 pt s
Bio Plasm a……….………………………………………………..….…………………………….…..0 pt s
Feeder Tent acles Cont act - F

A TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS


Pyro- Acid bat t eries
Bio Plasm a
30cm
15cm
3
2
F
F
Escort / 1 25cm 90º 1 5+ 2
ARMAMENT RANGE FI REPOWER/ STR FI RE ARC

Choose one of t he following:


G Feeder Tent acles………………..…………………………………………………………….………0 pt s
Pyro- Acid Bat t eries ( Prowler) ….………………………………………………………………0 pt s
O Bio Plasm a……….…………………………..…………………..….…………………………….…..0 pt s
Feeder Tent acles Cont act - F
Pyro- Acid bat t eries 30cm 2 F
T Bio Plasm a 15cm 1 F
Not es: Enem y, excluding ordnance, wit hin 15cm of a Vanguard Drone ship
H can always be t arget ed by ot her Tyranid ships.
+ 1 Leadership t o t he Vanguard squadron per Drone Ship.

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Tyr a n id Splin t e r Fle e t List Usin g t h e Splin t e r Fle e t
C H ive Sh ips & Escor t D r on e s The Tyranid Splint er Fleet is suit able for use
in t he following scenarios: Cruiser Clash,
Y Fle e t Com m a n de r
I nst ead of fleet com m anders, t he Tyranid
Hive Ships and Escort drones are bought
t oget her as one Hive Ship and a single The Bait , The Raiders, Blockade Run,
squadron of 6- 12 Escort Drones. Surprise At t ack, Fleet Engagem ent .
Fleet has Hive Ships. Each Hive Ship can
C t ake Hive Mind Powers as shown below:
Tyranid Hive Ship…………....250 pt s or m ore Su bplot s
L H ive M in d Pow e r s Escort Drone……………………....15 pt s Tyranids use t wo subplot t ables t he one
below using subplot s from bot h Legacies of
( you m ay t ake any Hive Mind Powers once
War and Chance Circum st ances t ables. The
O for each Hive Ship) Cr u ise r s
You m ay include up t o t wo Cruisers for ot her being t he full Secret ploys subplot
I m perat ive: + 2 hit s. + 1 Ld for any ships every Hive Ship. t able from t he rulebook. Roll for subplot s
P using t he Hive Ships leadership ( including random ly as norm al, using a D2 t o pick t he
t he Hive Ship) ……..……………………….…..50 pt s Tyranid Cruiser…………………..120 pt s or m ore t able.
A 1 Met eor St orm ( Chance circum st ances: 1)
I nfluence: 1 re- roll t o be used on any ships Va n gu a r d Squ a dr on s 2 Gunnery Pract ice ( Legacies of War: 1)
E using t he Hive Ships leadership ( including
t he Hive Ship) …………………………………..25 pt s
You m ay include any num ber of Vanguard 3 No Quart er! ( Legacies of War: 5)
Squadrons. 4 Vendet t a ( Legacies of War: 6)
D Psychic scream : Enem y ships wit hin 15cm
Vanguard Drone Ship………….35 pt s
5 Navigat ional hazards ( Chance
of t he Hive Ship suffer - 2 t o t heir leadership circum st ances: 4)
Kraken………………………………...45 pt s or m ore
I value………………………………………………...20 pt s 6 Unexpect ed help ( Chance
circum st ances: 3)

G
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Sh ip Ex pe r ie n ce Appe a ls
C Ca m pa ign s
Tyranid vessels don't gain experience like Tyranids follow all t he norm al rules for
Y Tyranids in cam paigns are played as
Raiders but lack a Pirat e base and have an ot her races. I nst ead t hey m ut at e or sim ply Appeals wit h t he following clarificat ions:
alt ered set of scenarios for play. age, growing bigger or m ore efficient .
C At t he end of each bat t le roll 2D6 on t he
When appealing for a Hive Ship it has t o
com e wit h escort drones so you will have t o
The Scenarios in a cam paign t o be played
use 2 successful reinforcem ent rolls at t he
L by a Splint er Fleet ( Raiding Fleet ) should be
as follows:
Evolut ion t able for each capit al ship t hat
t ook part and was not crippled ( even if it sam e t im e! So you'll only be able t o do t his
st art ed t he gam e crippled) , cruisers have a wit h a renown of 11 or m ore!
O 1. Cruiser Clash - 1 m odifier. Escort squadrons roll 1D6 on
t he t able aft er each bat t le, as long t he A Refit would be a furt her roll on t he
2. The Bait
P 3. The Raiders squadron wasn't crippled. Evolut ion ( experience) t able for any capit al
ship. There is no ext ra value added t o t he
4. Blockade Run
ship, j ust as w it h norm al rolls on t he
A 5.
6.
Surprise At t ack
Fleet Engagem ent
No result can be t aken m ore t han once, if a
duplicat e is rolled it count s as a failed Evolut ion t able.
evolut ion! I f a ship becom es crippled it
E * I f a Maj or Raid is rolled for roll 2D6 and loses an evolut ion, t he Tyranid player picks
t ake t he highest ! t he evolut ion t o be discarded.
D
I Pr om ot ion s Ta ble Re pa ir s a n d W it h dr a w a ls

A Unlike m ost ot her fleet s Tyranids don't


have a fleet com m ander. I nst ead t he whole
Tyranid Escort Drones ( not Vanguard
Squadrons) are num berless, as such
fleet receives t he following bonuses as if a Tyranid escort s drones are replaced aft er a
cam paign fleet com m ander were present : bat t le wit h no expendit ure of repair point s.

G Re n ow n Ot her t han t his except ion Tyranids follow all


t he norm al rules for Repairs and
1-5 : 2 repair point s, 1 reroll.
O 6 - 1 0 : 3 repair point s, 1 reroll.
1 1 - 2 0 : 4 repair point s, 1 reroll.
Wit hdrawals.

2 1 - 3 0 : 6 repair point s, 2 rerolls.


T 3 1 - 5 0 : 9 repair point s, 2 rerolls.
51+ : 12 repair point s, 3 rerolls.
H
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N Evolu t ion Ta ble

C 1 - 2 FAI LED Evolut ion: no change.


3 I ndependence: Aut om at ically pass Synapt ic cont rol once per gam e.
Y 4 Celest ial fins: Not slowed by BM’s or Gas/ Dust clouds.
The ship has developed a st ream lined set of fins and const rict or H ive Fle e t Ca m pa ign s
m uscles, m aking it easier t o navigat e t hrough debris or gaseous
C t errain. A full Hive Fleet encroaching on a m ere
5 Select ive Evolut ion: Roll 3D6 and discard t he highest w hen rolling sub- sect or would be im possible to
L for leadership checks of a specific special order. Pick t he desired
special order!
represent wit h t he Cam paign rules here and
in t he rulebook. Should anyone w ish t o play
O 6 FAI LED Evolut ion: no change.
7 Tenacit y: When on AAF, BR, CTNH, weapons st rengt h is
a cam paign where Tyranids are m oving in
full force I would suggest t he following
unaffect ed. Scenarios:
P The creat ure has evolved t he capabilit y of effect ively bringing it s
weapons t o bear on it s enem ies even when following t he prerogat ive Ra ids:
A of t he Hive Mind. When on All Ahead Full, Burn Ret ros or Com e t o
New Heading special orders, it ’s Pyro- acid bat t eries and Bio- plasm a
1 . Cruiser Clash
2 . The Bait
E are unaffect ed.
8 Reinforced Carapace: + 1 hit .
3 . The Raiders
4 . Blockade Run
The creat ure has grown t o an inordinat e size wit h correspondingly 5 . Surprise At t ack
D reinforced endost ruct ures and addit ional ablat ive carapace, 6 . Fleet Engagem ent
increasing it s t ot al m ass and capacit y t o sust ain dam age. The ship
I gains one hit .
9 Accelerat ed healing: I gnore blast m arkers when healing ( repairing
Ba t t le s:
1 . Maj or Raid ( roll again on t he Raid Table
A crit ical hit s) .
The bio- ship has enhanced it s abilit y t o heal w hen in a conflict having
playing a Maj or Raid)
2 - 3 . Ext erm inat us ( Tyranids as defenders)
a honeycom b of secondary carapaces filling wit h healing enzym es or / Planet ary Assault ( Tyranids as at t ackers)
sm aller creat ures when crit ical dam age is sust ained. 4 . Surprise At t ack
1 0 More Discharge vent s: Reduces t urning dist ance by 5cm . 5 - 6 . Fleet Engagem ent
G The num ber of discharge vent s along t he beast ’s lengt h has
increased dram at ically. The creat ure reduces t he dist ance it needs t o * A vast cat egory of ext ra ( galact ic) special
rules need t o writ t en t o accom m odat e a Full
O m ove before t urning by 5cm .
1 1 Ext ra spore cyst s: + 1 shield, + 1 t urret . Hive Fleet in a cam paign, but t he players
1 2 Hive Mind Nexus: Range of Hive Mind increased t o 60cm ( but –1 who would wish t o play t his sort of
T Ld over 45cm ) . cam paign m ust be ent husiast ic and
The Hive ships connect ion t o t he Hive Mind has grown except ionally im aginat ive sort s, so I 'll leave it t o t hem !
H st rong able t o relay t hought s and override inst inct s at great
dist ances. This ext ra range is not applicable t o ordnance inst inct ual
I behaviour.

C
A 17
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A
C Ta ct ica l Com m a n d Ta ct ics & St r a t e gy
T
D iffe r e n t Fle e t Ope r a t ion s
I I n t h e D e pt h of Spa ce
C By Roy ‘H or izon ’ Am k r e u t z

A Sm a ll Sca le Ba t t le s From Wing Com m ander cam e m y view


t hat it is really cool t o have a fleet
And it w ill help creat e fine bat t les for
t hose days when we do not have enough
consist ing of a large carrier, support ed by a t im e for t he full scale 1500 point s bat t les.
L Forget about all t he fleet rest rict ions you
heavy gunship, and followed by som e
sm aller escort vessels. Of course all t his should be looked at w it h
know and have learned. I would like t o a view of ‘fun’. The described scenarios at
int roduce sm all scale bat t les w it h I t hink Bat t lefleet Got hic offers plent y of t he end are very biased as well.
explorat ion or pat rol fleet s cent red around room t o int roduce such a t hing. A level on
a Bat t leship. which you can field bat t leships at low point +++
C My inspirat ion for t his art icle is t he old
values.

com put er gam e Wing Com m ander ( m ade


O by Origin back in t he days) and background
st ories about deep space pat rols which can
be found t hrough out t he Bat t lefleet Got hic
M rulebooks, for exam ple t he Oberon and
Despoiler.

M Not always ships gat her en m asse and


fight in large bat t les. On m any occasions
t hey m ay be part of a sm all fleet pat rolling
A a sect or’s border or being assigned t o an
expedit ion consist ing of j ust a few ships.

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A Th e Gu ide lin e s

C Wit hin t hese gam es t here are only a select


few races who apply t o t he use of Pat rol &
Explorat ion fleet s: I n order t o creat e a Pat rol or Explorat ion Of course t hese pat rol and explorat ion
T o I m perial Navy
fleet t he following requirem ent s m ust be
adhered t o:
fleet s can bat t le against each ot her. But , of
course, t hey will encount er a variet y of
o Tau ( eit her Com m erce Prot ect ion Fleet opponent s. So, t hey can encount er enem ies
I or Explorat ion & Com m erce Fleet )
o Chaos / Renegade
o The m axim um fleet size is 750 point s.
The ships are chosen from one list .
like t he Eldar, Tyranids, Orks and ot hers.

( Exam ple: if you t ake t he Arm ageddon People who would rat her field t heir own
C o Rogue Traders
o Space Marines
o Adept us Mechanicus
list only ships from t he Arm ageddon list
can be t aken) .
raider fleet s should follow t he follow ing
guidelines for a m ore ‘balanced’ sm all scale
o Take t he cheapest possible Adm iral or bat t le against t he Explorat ion fleet .
A ( I n a lat er issue of Warp Rift I am planning
t o do a separat e art icle on som et hing Eldar
Com m ander for your fleet and give him
a nam e.
Alt ernat ively raiders could play against
each ot her as well:
o Select One Bat t leship or Grand Cruiser
L relat ed.)
from your chosen fleet . Rogue Traders
m ay m ake use of t heir st andard fleet
o An Adm iral, Com m ander or Pirat e is
opt ional and not needed.
list . A Dem iurg St ronghold m ay be o The m axim um fleet size is 750 point s.
chosen as t he Tau ECF bat t leship. o Up t o t hree capit al ships m ay be
o Aft er t he bat t leship and Adm iral or chosen. The rem aining point s should be
Com m ander are t aken you m ust spend spent on escort vessels.
C at least 40% of t he rem aining point s on
escort vessels.
o Give every ship and squadron a nam e.
o Don’t let official races hold you back as
o The rem aining point s m ay be spent on t his is an int erest ing set t ing t o use and
O ot her vessels available t o t he chosen
fleet .
t est various sm aller races designed by
yourselves or ot her people. As an
o Nam e every ship and squadron. exam ple you could use t he Tobari
M o I t is ent irely possible t o use fan m ade
list s, like t he Diasporex or ot her ( alien)
Raiders or Q’orl Swarm hood from Warp
Rift 11.
Races m ade up by yourselves.
M
A
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A Ex pa n din g in t o t h e de pt h of Spa ce

C But as we all know bat t les are not


necessarily balanced. An Explorat ion fleet
could run int o a nest of aliens and be
T overwhelm ed. A Pat rol fleet could run int o
an enem y gat hering a bat t le fleet . On t he
cont rary t hey could get an order t o pursue
I local pirat es or defend an im port ant convoy
fleet .

C M iss For t u n e
When an Explorat ion fleet or pat rol fleet
A runs int o a larger fleet t he larger fleet
should use t he follow ing guidelines:

L o The m axim um fleet size is 1500 point s.


o Apply all st andard fleet rest rict ions.
o I n addit ion t o t he st andard rest rict ions
up t o 25% of t he fleet s value m ay be
spend on Defences.

C o Of course you could go wild and


increase t he fleet size lim it t o wherever
you want .

O Pe r se cu t ion
When an Explorat ion or Pat rol fleet is

M ordered t o hunt down Pirat es or encount ers


m inor host ile alien force t ake care of t he
follow ing guidelines:

M o The m axim um fleet size is 500 point s.


o The fleet m ay have a m axim um of one

A capit al ship, t he rem aining point s m ust


be spent on escort vessels.

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A Pa t r ol Fle e t s & Ex plor a t ion fle e t s Th e Old fa sh ion e d Sh ow - D ow n M e r ch a n t m e n
Spe cific Sce n a r ios Two Explorat ion or Pat rol fleet s run int o A Pat rol or Explorat ion fleet is ordered t o
C Given t he select ion of t he Pat rol or
each ot her. These t hings can happen all
over t he galaxy. As such t hese bat t les can
prot ect a large convoy. The convoy fleet
should consist of all kind of Merchant s,
Explorat ion fleet s plus t he select ion of t he happen anywhere. ( Heavy) Transport s, Freight ers, et c. For
T enem y fleet s it is quit e possible t hey w ill be
unsuit ed t o cert ain scenarios as opposed t o
Creat e a bat t lefield at random using t he
rulebook. Of course if you are doing m ore
Tau Explorers wit h launch bays st ripped
down would work as well. This convoy fleet
fleet s specifically designed t o bat t le or of a narrat ive gam e t he set t ing can be should cost a m axim um of 500 point s.
I breakt hrough.
Below are som e suggest ions on how
prearranged: for exam ple; near a planet , a
board filled w it h lot s of ast eroid fields, near The fleet needs t o prot ect t he convoy from
t hese scenarios can be perceived. a cert ain m yst erious anom aly, et c. short edge t o short edge ( 180cm ) . Anot her
C The deploym ent can be done j ust like t he
good old ‘Cruiser Clash’ scenario.
Explorat ion fleet or a Raiding fleet t ries t o
pick of t he convoy ships in search of
Th e Pr ize Alt ernat ively you m ay change zones a lit t le. inform at ion, t echnology, loot et c.
A This for t wo Explorat ion fleet s against each
ot her, but it can also be played against one
For exam ple one fleet in t he t op left corner
and t he ot her in t he opposit e down right The convoy needs t o survive wit h at least
of t he Raider fleet s. corner. Feel free in such t hings. 50% int act .
L Place an int erest ing cool obj ect , ship, hulk
or even a planet in t he cent re of t he t able.
Deploy bot h fields opposit e of each ot her,
ent ering from t he long t able edges. The
fleet which first m anages t o get in cont act
wit h t he obj ect ( or in an area of ~ 10cm )
C and st ay t here for 1- 2 t urns get s t he ‘prize’.
And of course has t o head out of it .

O Th e M a r k
A Pat rol fleet get s t he order of High
Com m and t o hunt down a not orious pirat e
M in a cert ain area or a sim ilar opponent .
A m odified The Hunt er, Prey scenario from
Whit e Dwarf 233 would do. Or a slight ly
M m odified The Bait from t he official rulebook.
As long as t he pirat es are in a good

A defensive posit ion and t he Pat rol fleet is


forced t o engage & search t he scenario will
be fit t ing.

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A
C
T Qu ick sa n d Flood Lin e
On a deep space pat rol an Explorat ion or A Pat rol or Explorat ion fleet encount er t he

I Pat rol fleet runs int o t rouble while


invest igat ing an anom aly. Place t he fleet in
gat hering of a large enem y fleet . I t is
im port ant t hey relay t his inform at ion t o HQ,
t he cent re of t he t able near a large but aft er as m uch inform at ion as possible

C gas/ dust cloud ( or anyt hing plain cool) .


Alien ships ent er from all around t rying t o
has been gat hered in order t o prepare
count erm easures.
pick t he int ruders off. The
A explorat ion/ pat rol fleet should run for
safet y.
The enem y fleet is unaware at first and t his
gives t he Pat rol fleet t im e t o gat her
The pat rol fleet should escape from a pre int elligence. When enough inform at ion is
L det erm ined short t able edge ( 180cm x
120cm t able) .
gat hered t he Pat rol fleet should get out
w it h as lit t le causalit ies as possible.

Sh a t t e r e d H a ve n For each enem y vessel which get s wit hin


The Pat rol or Explorat ion fleet receives an 30cm of a pat rol ship t hey gain int elligence.
em ergency call from a nearby Trading When 4 point s are ‘collect ed’ and t he fleet
C Haven. As t hey m ove in t hey discover t hat
t he Trading Haven is under at t ack from
m anages t o escape* wit h at least one ship
it is a win for t he pat rol fleet . 1- 3 point s is
anot her Pat rol fleet or a Raiding fleet . considered a draw. 0 point s or when no
O Place t he Trading Haven ( Space St at ion)
plus som e defending t ransport s and escort s
ship escapes it is considered defeat .

on t he t able. The enem y fleet is at t acking * The ship only count s if it escapes aft er
M t he Trading Haven and t he defending Pat rol
fleet ent ers from a t able edge t rying t o
t he point s have been collect ed.

save t he Space St at ion. +++


M
A I n t h e n e x t e dit ion of W a r p Rift w e w ill pu blish a n a r t icle ca lle d ‘Pa t r ol Fle e t Ru le s’, su bm it t e d by M a r cin K. Ge r k ow icz ( M KG) .
Th e se r u le s ca n be se e n a s a sor t of 4 0 K k ill t e a m or W a r h a m m e r Fa n t a sy Bor de r Pa t r ol for Ba t t le fle e t Got h ic. Th e se con n e ct , in m y
opin ion , ve r y n ice ly w it h t h e se r u le s. On ly a t a n e ve n low e r poin t le ve l, ye t m or e focu ssin g on e scor t t ype of ve sse ls.
N
D
22
D r y D ock
Ve sse ls of t h e Ga la x y

Tyr a n ids

Tyr a n id Con ve r sion Gu ide


D By Gu ilio Ta ve r n a
R
I n de x 1 . I ntro
Y
1 .I n t r o Hi everybody, and welcom e t o t his lit t le t ut orial of m ine
1a. wysiwyg about put t ing t oget her a 'nid fleet from conversion j ob and
1b. ebay scrat ch building. Along wit h describing what i did on m y
D 2 . Escor t s
Hivefleet I m enot h void faring creat ures, I 'll t ry t o give som e
general suggest ion about 'nid convert ing. You'll find out t hat
2a. bodies t his em ot ionless race of abom inat ions from beyond t he st ars
O 2b. biom orphs offers t he possibilit y t o obt ain very good looking and unique
m inis, no m at t er if you j ust add t he right biom orph in t he
C 3 . Ligh t Cr u ise r s
2a. " Moana"
right place, using few cent im et res of m et al wire and a hand
drill, or if you scrat ch build and ent ire Hiveship from foam ,
K 2b. " Cancello" plast icard and bit z.
I hope t his series of t ut orials and suggest ions will be useful t o
4 . H e a vy Cr u ise r s beginners as well as expert hobbyist s, and anyone in
4a. " Pat ella" bet ween : ) .
4b. " Aragost a"
4c. " Granchio" You'll not ice t hat m ost of t he ships pict ured here look good
from norm al playing and viewing angles, but quit e m essy and
5 . H ive sh ips unfinished w hen observed from below . This is because all
5a. " La Cicciona" t hese ships are gam e m odels and not exposit ion or paint ing
5b. The Transform er Hivefex cont est level m iniat ures, and it was useless t o wast e t im e
placing det ails t hat would never be looked upon. Sorry for
t hat !

23
1 a . w ysiw yg

Many hardcore players know what t his acronym


m eans, and act accordingly when building t heir
fleet / arm y. For t hose new t o t he concept , t hat ’s an
acronym for " what you see is what you get " , and is a
general fair play rule in t ournam ent s, used t o avoid
1 .b Eba y
confusion in your opponent on what you're playing
wit h.
When t alking about WH40K 'nids, I usually
I n m y count ry ( I t aly, bt w) , BFG is quit e an elit e
D phenom enon, t here are neit her t ournam ent s nor
official event s, and single or t wo- days event s are j ust
advise you t o be very careful when buying
from ebay, because even if it 's easy t o find
good deals, people t end t o overkill m inis
R st art ing t o appear lat ely.
wit h st rong glues, st rong ( and poorly
applied) paint s, ridiculous post ures, and so
This is one of t he reasons why I 've never cared t hat
Y m uch about t hat rule. Even if you're a lucky fellow
on. However, BFG gives you t he
opport unit y t o t rip freely wit h fant asy about
living in a place where BFG is popular and t he gam ing
t he shape of your vessels, as t he official
com m unit y is widespread and act ive, if you plan t o
range is so poor ( and, personally, I don't
prepare a Tyranid fleet t here's no need t o worry t hat
like m ost of it ) . Moreover, having cheap
D m uch about wysiwyg, because t he official range of
m iniat ures GW produces is far away from covering all
" raw" 'nid m at erial t o work on gives you t he
possibilit y t o t ry and experim ent , which I
'nid rule opt ions, and hey! everyone knows how a
O nova cannon or a lance bat t ery looks like, but t here's
wouldn't have t he gut s t o do wit h t he
incredibly expensive GW boxes. So, YES!
no official schem e showing how a bio- plasm a
hit ebay and search for t hat huge lot of
C shoot ing organ is m ade, or how long a feeder
t ent acle m ust be, so feel free t o use any night m are-
poorly- paint ed concret e- glued Tyranid
warriors and gaunt s, you'll surely find a
K spawned shape you like for anyt hing you want .
creat ive way t o m ake a use for all t hat st uff
aft er cut t ing and grinding, and your wallet
Keep in m ind, t hough, t hat it ’s m ore suit able t o use
will t hank you for sure.
t he sam e bit s for t he sam e purpose in a fleet . This is
t o avoid generat ing confusion bot h in you and your
opponent , once t he pieces are deployed on t he t able.
I f you like chaos and variet y, and really can't wait t o
use all your different lit t le plast ics from t he bit s box,
at least t ry t o keep hom ogeneit y wit hin t he various
ship classes. No one said t hat escort sized m assive
claws m ust look t he sam e as bat t leships' ; ) .

24
2 . Escor t s
Tyranid escort s can vary a lot in m odelling size, as you can use alm ost any com binat ion of big
and sm all bit s t o achieve your result . To avoid generat ing confusion, it will be a good idea, before
gluing, t o plan how t he various t ypes of escort s will look like. The only t hing t hat m at t ers is
clearness during t he gam e, so if you have different t ypes of escort s on t he bat t lefield, t hey
should have different " m ain bodies" , t o avoid confusion about what is what . Sam e goes wit h Now fill t he big socket for t he leg and
biom orphs, if you have different weapons syst em s on t he sam e t ype of escort chassis, m ake sure secondary arm bit wit h green st uff, and
t hey are different at first sight . give it a round shape t o creat e t he effect of
a living, healt hy body. I use m y fingers wet
wit h wat er t o do t his, because fingerprint s
D 2 a . Bodie s
Having acquired lot s of over glued gaunt s
leave sm all folds t hat w ill look great t o
sim ulat e living t ext ure ( and it 's way sim pler
t hrough Ebay, I used t hem for t he m ain line
R of escort s bodies. I 've em ployed t hem for
t o m anipulat e green st uff, I m ight add : D) .

long t im e as Krakens, however I now play Aft er t he shape is given, but before GS
Y wit h no such creat ures, and use t hem as dries, you can add det ails and t ext ure t o
Escort Drones inst ead. Bot h horm a and t he newly form ed body of t he beast , t o give
t erm agaunt bodies will do, you can ut ilize it a m ore real feeling. Keep in m ind t hat in
t he variat ions bet ween t hem t o easily t o t he fict ional realit y of WH40K t hose lit t le
dist inguish squadrons. escort s are hundreds of m et res long, so
D t hey will m ost cert ainly have m any det ails
t o please t he eye before t hey consum e you
O in som e painful way.

C I achieved t he result wit h a sim ple wet


sewing needle, using bot h t he round head
First of all, cut t he leg and t he secondary
t o creat e holes and t he st eel part t o shape
K arm from t he body piece. Try cut t ing as
folds. Try following t he pat t ern of t he
neat ly as possible, wit hout losing m at erial,
det ails already present on t he m iniat ure, t o
as you're going t o use every piece you can,
give t he feel t hat everyt hing is in it s right
and t hose lit t le arm s and legs w ill prove
place. The final det ails are t he eyes,
useful for m assive claws and " engine"
obt ained w it h t wo sm all green st uff balls
exhaust s. I use a clipper* * t o rem ove big
insert ed in t he m ain arm socket s.
part s and a cut t er or m odelling knife t o
clean up.

25
D
Finally, t his is t he last t ype of escort body I needed. I bought a blist er of t he GW
R drones for collect ing purposes ( and bt w, t hese are really nice) . They are good and
affordable, but i didn't like t he idea of having som e unconvert ed piece in m y fleet , so i
Y j ust drilled a hole t hrough t he nose ( m out h? w hat ever) , and glued in posit ion w it h
cyanoacrylat e glue som e fine m et al wire. I 'll writ e m ore about t his in t he next sect ion.
I f you don't like t he idea t o use gaunt bodies as
basis for your escort , you j ust have t o reach out for The last st ep for every kind of body you'll creat e is t o drill a sm all hole in t he low er
t he bit z box and t ake out t wo or t hree m edium and sect ion and place a m et al pin inside, so you can at t ach t he vessel t o som e previously
D sm all sized part s, and arrange som et hing. worked base. To prepare bases, j ust cut or file t he last plast ic st ep of t he st em and drill
The escort in t he pic and her sist ers are used a hole ( t he size of t he pin, of course) in what rem ains.
O norm ally as pyroacid krakens. I m ade t hem by
t aking t he t op part of Tyranid warriors' heads, filing
t hem and j oining t hem t o cut - out devourers
C t hrough green st uff. As in t he exam ple before, you
can sim ply give a t ext ure t o t he GS before it dries
K wit h needles, cut t ers and so on, creat ing folds and
holes. I t t akes very lit t le t im e but enhances t he
m ini a lot .
As a final t ouch, I added t wo of t he sm all glands
from t he gaunt kit ( I t hink t hey can be found on
alm ost every 'nid plast ic kit ) t o represent t he eyes
of t he creat ure. This set up is nice because you can
use t hem , according t o t heir " facing" , from bot h
sides, having m assive claws krakens for one m at ch
and pyroacid ( or bioplasm a, why not ?) escort s for
t he next one.

26
2 b. Biom or ph s
Now t hat you have a dread host of escort bodies, it 's t im e t o equip t hem for t he fight . Alm ost any sm all it will do for t he j ob, j ust use your
im aginat ion. As a m at t er of fact , it can be m ore im port ant how you connect weapons t o t he body, rat her t han t he specific bit you use t o sim ulat e
t he weapon it self. Rem em ber t o check orient at ion and st abilit y of t he weapon you m ount , and fill em pt y spaces wit h green st uff. As usual, folds
and holes will give a m ore " fleshy" and realist ic, living feel.

I use t his kind of gland t o


represent pyro- acid bat -
t eries on krakens, even if
D lat ely I ’ve been using t he
sam e m odels t o field bio-
plasm a escort drones.
R Those lit t le shiny bum ps
look j ust like m assive
Y shells full of venom ous
acid, ready t o be t ossed
t o burn away t he enem ies
of t he hive m ind. But , as
always, no- one can t ell
D you t hat bioplasm a
nozzles don't look exact ly
O like t hat

C I used som e spinefist s t o give variet y wit hin


t he fleet , and t o recognize different escort
squadrons, even when arm ed in t he sam e
K way. I know t his goes against what I said
before about clarit y in gam e, but if you
know your opponent t here won't be any
problem .. Besides, being very clear at t he
beginning of t he gam e will save you from
arguing wit h any opponent . Being all
escort s in m y fleet paint ed in t he sam e
way, I found t his a good m et hod t o
dist inguish bet ween squadrons. in m y case
it 's vit al because t hey t end m ix up from
t urn t wo : D

27
Feeder t endrils will be one of t he m ost repulsive while eye- at t ract ing pieces of your fleet , if
you build t hem properly. You can choose m any wire diam et ers, and t he m et al you want
( early 90's deat h m et al is t he best hehe) , however if you have good m anual skills and
som e elect rical or audio cable available, you could j ust use t he very t hin copper wires t hat
form t he cable it self. This will give you very good looking and realist ic t endrils, however be
sure t o be gent le w hen handling t he m iniat ure or t he paint j ob w ill scrat ch out in no t im e.
1m m wire is far m ore resist ant and easy t o use, even if it 's obviously bigger and less
realist ic.
The t endrils in t he phot o are m ade from 1m m iron wire. St eel wire is expensive and it s
propert ies are sim ply not needed for t his use. To at t ach t endrils t o t he gaunt bodies
D described before, sim ply carve a big hole in t he " face" of t he vessels, fill wit h green st uff
and t hen insert t he wire in place. You can place every t endril on it s own or t wist t hem all
R t oget her and place t hem as one. This w ill give you far bet t er cont rol on t he final result .
( check next phot o) .

I 've never used m assive claws on escort s


D in gam e, so I don't have m any exam ples
and t echniques about t hat . You can see a
O t ry in t he kraken on t he right in t he phot o
t o t he right and in t he first t wo pics of t he
C art icle; t he result is quit e pleasing, if not
very " m assive" .

K
3 . Ligh t Cr u ise r s
First of all, I 'd like t o point out t hat Tyranid rules in BFG allow any player t o set up his capit al ships in a great num ber of different configurat ions.
Therefore, unless you have lot s of t im e and m oney at disposal, or you play wit h t he sam e t est ed list every t im e, you'll probably never be
respect ing 100% t he wysiwyg. I chose t o divide m y cruisers in " light " and " heavy" , basing light ones on Tyranid warrior bodies and heavies on
Carnifex carapaces. Light cruisers are t hose st anding, as per rules, on t he sm all flying base, t he sam e as escort s. Keeping t his in m ind, I m odelled
t he vessels caring m ore about appearance t han wysiwyg, I like t o experim ent in gam e so it would have been point less t o be st rict in t hat sense
anyway. Try adding different weapon- like det ails spread on t he front and t he sides of your ships, j ust t o cover a bit of any sit uat ion, and t hen let
your fleet rost er t ell t he det ails of your list .

28
2 a . " M oa n a "
This is t he first cruiser I 've ever convert ed, but it st ill kicks ass
( in m y hum ble opinion! ) . Convert ing it wasn't as easy as
escort s t hough, but t he result on t he bat t lefield is wort h t he
ext ra effort . As you can guess, t he basis of t he vessel is form ed
by a Tyranid warrior's t orso and t ail. However, it will be
necessary t o reposit ion t he t ail t o a bet t er looking angle, as
gluing it in it s socket direct ly w ill produce an awkw ard flying
posit ion. Just t ry what angle suit s you, t hen drill bot h t he t ail
and t he t orso socket , and pin t hem int o posit ion. You can let
t he pin be quit e long as t he next st ep is t o fill and cover t he
ent ire em pt y space bet ween t he t wo plast ics wit h green st uff
( you can see it in t he t wo pics at t he right of t he im age above,
bot h unpaint ed and paint ed) . As usual, use your wet sculpt ing
D t ool t o generat e m uscle fibre like t issue. This w ill generat e a
very good looking j oint .

R
This done, it was t im e for m e for som e drilling. The t orso I used was from ebay, and had arm s glued so
Y hardly t o it t hat I couldn't dislodge t hem . I had t o cut t hem st raight out ! This left a sm oot h, unnat ural
surface. I had t o drill it t o creat e som e easy and quick t ext ure ( t hey're t hose holes bet ween t he chest ribs
and t he dorsal arm our) . You can im agine t hey're som e kind of exhaust , bioplasm a or gun launch t ubes, or
what ever. Opposit e t o m y WH40K Tyranid creat ures, I want ed all m y vessels t o have eyes. However, placing
D t hem in t he m ain arm socket s, like in escort s, didn't t urn out very well, so I t ook m y drill again and worked
up t wo big holes in what would have been t he shoulder arm our of t he Tyranid warrior. I kept t hem at t he
sam e level of t he neck hole ( which would subsequent ly becom e t he m out h of t he cruiser) t o give it a creepy
O and spider- like look. Aft er placing in posit ion t he t wo green st uff balls represent ing t he eyes, I carved t he
whole neck area t o creat e t he m out h. Rem em ber t hat every m odel will benefit from som e ext ra det ail, and
C as I wasn't com plet ely pleased wit h t he " eye sit uat ion" , I added t he 4 glands on t he first plat e of t he dorsal
carapace. They can be addit ional eyes, cannons, or what ever biom orph you can fant asize about .
K And st ill, t hat wasn't enough! Rem em ber when I suggest ed keeping t hose sm all gaunt arm s you st ripped off
t heir bodies t o m ake t he escort s? There t hey are! They fit perfect ly as m out h apparat us, and are quit e
sim ilar t o what crust aceans and ot her art hropods really posses in nat ure, giving t he ship a cross influence
from various really exist ing beast s ( crawfishes, spiders, insect s) . The next st ep was t o give it som e m ot ion
device, so I at t ached t o it s sides t wo filed devourers. Drilling som e holes on t he flat ends gave t hem t he
feeling of som e adj ust able plasm a exhaust . As always, fixing t hem was achieved t hrough a bit of t ext ured
green st uff.
Last but not least cam e t he m ain weapons! I chose m assive claws j ust for t he pleasure t o build t hem and t he
ignorance of t he weapon in it self. And t hey look good and scary, t oo. To give t he arm s and scyt hes t he right
angle you'll have t o cut som e warrior or horm agaunt arm at t he height of t he elbow, and rot at e it . Once
found t he angle t hat fit s t o you, pin t he t wo plast ic pieces t oget her and fill t he result ing em pt y space wit h
green st uff. Text ure it following t he folds already exist ing in t he plast ic m odel.

Just as a not e, t his cruiser was bapt ized " Moana" because of it s wide, invit ing open m out h ( Moana st ands for
Moana Pozzi, one of t he m ost fam ous I t alian porn act resses) .

29
As a side not e, t his light cruiser is
called Cancello ( it alian word for
" Gat e" ) because of it 's size,
weight , and pain t o t ransport
around and play wit h. I t 's a
2 b. " Ca n ce llo" horror t o get it in base cont act
This is m y ot her light cruiser, it 's very sim ilar t o wit h ot her ships! That 's why it 's
Moana in it s const ruct ion, even if t he bit s used wise t o avoid gluing your m odels
are slight ly different . I built t his because I had direct ly t o t heir bases, as in
bought one of t he ret ail GW cruisers, j ust for clut t ered gam ing sit uat ions it 's
collect ion, but I really didn't liked t he m odel easy t o rem ove t he m odel from
it self once having it on m y workt able, so I t he base and count only t he lat t er
cannibalised it s pieces t o build som et hing m ore for rules purposes, keeping not e
D pleasant .
The t orso is t he m ain part of t hat m odel t hat
of t he orient at ion of t he ship wit h
a scat t er dice or placing t he
ended up in t his ship, and t he rest is a sim ple m odel next t o t he base it self.
R reapplying of t he t echniques showed above:
pinning of a warrior's t ail and green st uff filling
Y plus t ext uring, as showed for Moana. Sam e
goes for t he leg socket s. When t ext uring t hese,
t ry following t he holes and folds already
present in t he plast ics. As a bossy variant , I
t urned t he original BFG cruiser scyt hes t o point
D onward, using som e m onst rous creat ure part s
of arm . The j oint s are done t he sam e way as
O for Moana, j ust in a bigger scale. Not e t hat
drilling and pinning m et al w ill be quit e harder
C t han plast ic, so be sure you know how t o do t he
j ob before ruining t he bit s. As t he ret ail cruiser
already has a hole t o put t he base st em in, I
K found it bet t er t o proceed as following t o keep
a st able yet t ransport able base: saw t he st em
in t wo pieces, and carefully drill bot h of t hem ,
t hen glue t he t op piece in t he hole under t he
ship, and glue a sm all pin in t he ot her. I n t his
way you can rem ove t he ship from it s base t o
t ransport it easily, and st ill have a st able piece
on t he bat t lefield. You can use t his syst em for
every ship you like, and it will be m ost useful
wit h t he heavier and bigger ones.

30
4 . H e a vy Cr u ise r s
Here com es t he good st uff. These cruisers form t he m ain line of what I act ually use in gam e, and as t hey were m ade lat er during m y playing
career, t hey care a lit t le m ore t o wysiwyg t han light cruisers. They st and on a big base, because I use t hem as 4 spores/ 10 sp cruisers. Heavy
cruisers, along wit h Hiveships, will be t he cent repieces of your fleet , so t hey are wort h som e ext ra work on. Place as m any details as you want ,
j ust keep t he m odels t idy and " clean" t o t he eye. Also, not e t hat as a m odel at t ract s t he eye, it will at t ract fire t he sam e, especially against
opponent s who don't know your fleet or your gam ing st yle so well. I t can seem a paradox, but you could evaluat e t o m odel your big ships
according t o how long you want t hem t o survive in bat t le and how hard t hey are t o kill. I m port ant ships will t herefore carry a low
m odelling profile, while very hard or non- vit al ships could be heavily convert ed and st unningly fashioned.
Not e also t hat heavy cruiser m ake for excellent flying warriors in WH40K gam es, bot h if arm ed wit h claws and wit h guns. Just bring around som e
spare warriors bases t o place under t he flying ones, t o point out t he exact gam ing posit ion and dim ensions of t he m odel.

4 a . " Pa t e lla "


This was m y first heavy cruiser. The Carnifex kit offers m any
possibilit ies in t erm s of conversion, having so m any spare bit s t o
D salvage and use on your ships. The m ost useful of t hese are cert ainly
t he spare dorsal carapaces, as t hey fit perfect ly as upper shells for your
R void faring lit t le beast s.
The bases for t he const ruct ion of Pat ella were Tyranid warriors' t orso
Y and t ail once again. You'll find t hat t he Carnifex carapace fit s quit e w ell
on t his basis, creat ing a solid bulk body for your ship. Just pin t ail and
t orso t oget her as usual ( AFTER som e dry fit s of t he 3 pieces t oget her) ,
t hen place t he carapace in posit ion and fill any em pt y spaces wit h
green st uff as concret e. You'll not ice t hat quit e som e space will be left
D bet ween t he arm socket s area of t he warrior t orso and t he int ernal side
of t he carapace. As heavy cruisers require m ore powerful engines t han
O light ones, I decided t o glue in t hat posit ion t wo lit t le " arm s" carrying a
plasm a exhaust each.
The lit t le arm s are t he lower part of t hose gaunt legs we saved during
C escort const ruct ion, while t he exhaust s are t he t high of t he sam e legs.
You'll have t o t ry out which leg fit s best wit h it s angle in t he space you
K have at your disposal.
Drill t wo holes in t he rear part of t he exhaust , w here plasm a is
supposed t o flow out , t hen, aft er using som e green st uff t o t ext ure a
bit t he whole st ruct ure ( do a bet t er j ob t han I did, m y t ext uring on t his
ship is quit e crappy) , pin t hem t o t he " engine arm s" , and finally glue
t he result in t he space under t he Carnifex carapace. The red m arked
pict ure will give you a bet t er idea of what I 'm t rying t o t alk about : D
Use green st uff and cyanoacrylat e glue t o put t hese pieces t oget her.
Not e t hat GS + superglue creat es a really good " binder" t hat m akes
everyt hing st and in it s place t ight ly and fills well em pt y spaces.

31
Once t his is done, add t he ot her pair of engine
exhaust s in t he leg socket s of t he t ail part of t he
creat ure. As for m ost of t he ot her exhaust I m ade
on m y ships, t hey're done using t he arm oured t high
of gaunt s, warriors or Carnifexes ( choose t he size
you need) . Rem em ber t o drill t he act ual exhaust
hole. Adj ust ing t hese shouldn't be m uch t rouble;
green st uff alone should be enough for t he j ob.
Finally, you can choose t he weapons for your ship.
I want ed som e shoot ing cruiser in m y rost er, so I
D t ook t he GW Tyranid cruiser's cannon set , drilled it
and pinned it in posit ion, in t he neck hole of t he
R warrior's t orso. You'll have t o file a bit here and
t here t o m ake t hings fit right . I want ed also side
cannons, but was in a hurry t o com plet e t he ship,
Y so t he best t hing
I m anaged t o do was adding t hat purple, weird
looking t ext ure on t he higher engines. Please, do
bet t er t han I did XD.
D You'll probably already have not iced t hat t his ship
has no eyes. This det ail, com bined wit h t he
part icular shape and t ext ure of t he out er carapace,
O m ade m e christ en her " Pat ella" , which is t he I t alian
nam e for t he lim pet :
C
If you want
K your ship to
have eyes, you
could evaluat e
som e solut ion
t aken from t he
nat ural world,
like som e eye
at t achm ent s
sim ilar t o t hose
of crabs :

32
4 b. " Ar a gost a " Next st ep is t o add weapons and
Tim e t o use som e Carnifex spare bit s! This det ails. St art wit h t he eyes,
ship is an effect ive yet quit e sim ple scrat ch creat ing t he usual green st uff ball,
building exam ple. The m ain body is form ed but cut t ing it in half t his t im e. Then
by t hree part s: a dorsal carapace, t he big glue t hem in posit ion, inside t hat
engine sect ion, and a t ail. Each one was built recess m ade by t he dorsal
wit h Carnifex's bit s, in m y case each bit was carapace, at t aching t hem t o t he
unused ( t hat because I use scyt hes inst ead of foam or put t y you j ust applied. This
legs for Carnifexes in WH40K, you'll see how m eans t hat t his part of put t y/ foam
in t he final part of t his art icle, t he should be sm oot h and plain.
" t ransform er Hivefex" chapt er) . The ship was growing good,
however it looked t oo flat , so I
As you can see from t he pict ures t o t he right , decided t o creat e som e crayfish- like
t he idea at t he base of t his ship is t he fact ant ennae t o be placed on t op of t he
D t hat t hose Carnifex t highs, j oined t oget her, fit
perfect ly wit h t he sharp sect ion of t he sm oot h
dorsal carapace. Sim ple iron wire
( diam et er 1,5 / 2m m ) will do for
carapace. This, however, generat es t oo short t he j ob, j ust bend it wit h a pair of
R a ship, so I t ook one of t he weapon t ubes pliers and t ext ure it w it h a clipper.
from t he Carnifex kit ( I t hink m ine was t hat Be careful not t o bit e t oo hard wit h
Y of t he venom cannon, but I 'm not sure) and t his one, you j ust want t o leave
t he m ace t ail final bit . Join t hese t wo wit h t ext uring signs, not t o cut t he wire.
green st uff, and figure out how t o put all Drill t wo holes w here you'll like
t hings t oget her. The best way t o accom plish t hem t o be, and fix t he ant ennae in
t his j ob is t o green st uff t oget her t he t wo place wit h som e glue. As usual,
D engine exhaust s and t hen push t he t ail part once t he body is com plet e you can
wit hin t he green st uff you j ust applied, before focus on t he weapons you like.
O it dries. Try t o keep t he front part s of t he I needed anot her firing cruiser t o
t highs close t o each ot her, as t hey'll have t o m ake a pair wit h Pat ella, so I
C fit wit h t he carapace. As GS t akes a lot t o
dry, you could t hink about gluing t he lat t er in
placed t wo big pyroacid cannons
under t he dorsal plat e, at t aching
place now, wit hout wait ing. That will give you t hem t o t he foam previously
K t he opport unit y t o m ove a lit t le t he various applied.
pieces around and have a m ore solid and I used som e Tyranid warrior's big
hom ogeneous look. Rem em ber t o t ext ure gun, in t his case barbed st ranglers.
green st uff as usual. Now it 's t im e t o fill t hat The final det ails w ere t he six lit t le
huge em pt y space under t he dorsal carapace. gaunt hooves placed on t he side of
I had no suit able bit available, so I carved t he engines, working as bioplasm a
som e foam board in t he right shape t o fit launchers or pyrocannons. They fit
w ell. Not e t hat foam board isn't a great filling in bot h roles nicely. Carefully drill a
m at erial for your m odels, because it 's not hole under each hoof, t hen place it
hard, but elast ic and " shift ing" inst ead. I had in posit ion wit h green st uff.
no m odelling put t y around, but you really
should use t hat kind of filling chem icals t o
accom plish a perfect j ob. Nevert heless, foam Ready t o kill! Aragost a is t he I t alian
board worked for m e, so if you are good nam e for crayfish, and t he ship was
enough wit h t hat m at erial, it 's j ust fine ( and bapt ized so because of t hose eye-
cheap) . cat ching ant ennae
33
4 c. " Gr a n ch io"
This is t he m ost elaborat e of all m y cruisers. I
needed som et hing wort h 10 st ruct ure point s and
wit h som e scary close com bat weaponry.
Unfort unat ely, I was running out of Carnifex spare
bit s, so I had t o sort t hings out wit h what I had left .
The bases of t he ship are st ill a w arrior's t orso and
By t he way, t he nam e Granchio
t ail. Thanks t o Ebay I had plent y of t hese t o use
m eans " Crab" , and obviously was
wit hout having had t o sell one of m y organs t o t he
suggest ed by t he claws of t he ship.
black m arket . However, I t hought t hat sim ply
D at t aching t he t ail t o t he t orso wasn't what I
needed, being t hat m ore suit able for light cruisers.
R Having som e 3rd edit ion hive t yrant guards around,
I decided t o dism em ber t hem in order t o
cannibalise som e bit s ( anyway, t hose m odels
Y looked way t oo kinky for m e t o em ploy on a
bat t lefield) . The first t hing I did was pinning t ail
and t orso as usual, however I used a very long pin
for t he j ob. This left about 1 cm of em pt y space
D bet ween t he t wo plast ic part s, w hich I readily filled
wit h green st uff. Plat e it wit h t wo of t he m et al bit s
from t he t yrant guards, t he shoulders, t o be
O precise. you can see what I 'm t alking about
highlight ed in red in t he pict ure below.
C
K

34
While sat isfied wit h lengt h, t he sheer weight of t he ship was far from what I
was looking for.
I needed som e big hard carapace t o wit hst and heavy naval weaponry. Two of
t he t yrant guards' shields were sm iling at m e from t he bit z box, and I couldn't
resist t heir charm . The placing of t hese pieces requires som e at t ent ion, as t hey
are heavy m et al blocks and t hey’re likely t o fall out of posit ion. Don't be m ean
wit h green st uff and place t he whole w.i.p. m odel t o rest in som e " com fort able"
posit ion unt il GS is dry enough. I f you place t hem in a posit ion sim ilar t o m ine,
t o resem ble t he sheat hed wings of a beet le, you'll have som e em pt y space
bet ween t hem , ready t o be filled wit h green st uff and t ext ured as it was m ade
D of m uscle fibre.
The last det ails of t he bulk of t he body of t his vessel are our w ell known friends
R " plasm a exhaust s" , obt ained from gaunt or warrior's t highs and placed in t he
leg socket s, as usual. Rem em ber t o drill t heir holes w hile t hey're st ill not And finally, here com es what everyone was looking for, giant
at t ached t o t he vessel. Next st ep are t he det ails. First of all I placed t he crab- like m assive claws! The arm s com e from t he m onst rous
Y eyeballs in posit ion. creat ure sprue; you'll have t o cut and rot at e elbows as for
Then it was t im e for som e dread m out h apparat us, so I reached out t o t hose Moana, refer t o t he phot os t o get t he exact pict ure of t he
spiky bit s from t he Carnifex sprues ( or perhaps from t he warriors’ ones, I can’t sit uat ion. Not e t hat t he forearm arm our point s t owards t he
recall exact ly) , and placed t hem on t he sides of t he neck hole in t he warrior's inside and not t he out side of t he ship. Pin t he pieces t oget her
D t orso. Use abundant green st uff t o at t ach t hem , and carefully t ext ure it in t he
usual m anner. Pay som e ext ra at t ent ion during t his operat ion, as t he m out h
and fill+ t ext ure wit h green st uff as usual, t hen t ake one of
t he big scyt hes and work it t o fit int o posit ion. You'll have t o
and face of your m odels always draw at t ent ion, and will be looked at a lot . At pin it .
O t his point I felt t hat m y ship w as lacking som et hing in rear area, so I reached Rem em ber t o leave som e em pt y space t o be filled wit h green
for t hose poor t yrant guards and st ripped t wo of t hem of t heir whips. You'll st uff and t o insert t he ot her, sm all scyt hes, which com e from
C have t o figure out how m uch of t he whip arm t o cut and t he orient at ion of t he
cut it self, basing t hem on how you placed t he t wo dorsal plat es. Once you're
warrior sprue. you'll not ice t hat t he last plat e of t he forearm
arm our st ands out quit e a bit from t he forearm it self, t his will
K done, at t ach t hem under t hese plat es using a lot of green st uff, as highlight ed
in t he phot o below . This will be a pain in t he neck.
prove useful t o creat e t he em pt y space needed t o fit t he
sm all scyt he int o: fill t he ent ire space bet ween t he plat e and
Try t o find a way t o let t he m odel rest in a good posit ion and let t he green st uff t he big scyt he you j ust pinned wit h green st uff, t hen insert
dry. Spill som e cyanoacrylat e glue over t he green st uff t o let it harden m ore t he sm all scyt he holding everyt hing t oget her wit h your
t ight ly. As t hey are m et al bit s, and t herefore quit e heavy, you'll probably have fingers. Use t hem t o cover wit h GS t he first few m illim et res
t o superglue som e ot her point of t he arm t o t he plat es. Just don’t m ake it t oo of t he sm all scyt he, t o be sure it is firm ly in place. Then
visible. The red arrow in t he pic shows where I did it . I f you're good enough t ext ure t he green st uff accurat ely, let everyt hing dry, and
w it h your hand drill, you could consider drilling and pinning t he w hip arm t hat 's it ! Here is som e t rouble for t hose self right eous
direct ly int o t he plat es, inst ead of using green st uff alone. I wasn't good I m perial capit al ships. Or Necron Tom bships, as Granchio
enough t o do t his, especially because bot h are m et al pieces, but if you t hink it self would gladly confirm hehe.
you can accom plish t he j ob, it 's cert ainly t he best way t o hold t his part in
posit ion.

35
5 . H ive sh ips
Hiveships will be t he cent repiece of your fleet , you like it or not , so it 's wort h spending som e t im e working o t hem . Rules allow you t o have
gargant uan 14 sp/ 6 spores ships, and I found t he official m odel from GW not even half as m assive and at t ract ive as it should be. I n m y fleet I use
t wo 14sp/ 6spores Hiveships, one carrier and one gunship. However, considering t he sheer num ber of opt ions Hiveships can have, it would have
been silly t o focus on wysiwyg, and I went forward building j ust what I t hought would be cool t o see fielded in bat t le. Bot h t hese m odelling
proj ect s require som e pract ice and experience wit h your t ools and t echniques, but following t hese advice you can build alm ost what you want ,
from alm ost not hing. As a general rule, rem em ber t hat you're going t o play wit h t he ships you build. So, if you want som e part icularly big vessel
t o hit t he st ars, m ake sure it has been suit ably based, and t hat it s st em is high enough t o allow convent ional ships t o pass under t he m odel t o get
in base cont act .

D
R 5 a . " La Ciccion a "
This ship is big. Really big! I t
Y dwarfed any ship she
encount ered, and at t ract ed t he
ever

at t ent ions of anyone passing by t he


t ablet op ( and t he ot her player's,
t oo) . I t 's 25cm long from t endrils t o
D t ail, and was scrat ch built alm ost
com plet ely. I really liked t he big
O squid ship in t he illust rat ion on
page 83 on Arm ada, and want ed t o
build som et hing sim ilar, w hile
C keeping it w ell blended w it h t he
ot her ships of t he fleet . This m eant
K t hat I would need som e plat ed
shell, in order t o be able t o paint
m y wasp- like yellow and black
pat t ern, and t hat I needed som e
dist inguishable eyes t o let t he
creat ure see, like her sist ers ( or
probably, daught ers) . Keeping t his
in m ind and t he pic from Arm ada as
a guide, I st art ed m y foolish plan.

36
The base m at erial used t o build t he st ruct ure of t he ship is foam board ( also known as polyst yrene in t he worst Caracas pubs) . I had plent y, it 's
cheap, and quit e easy t o shape wit h cut t ers and sand paper.
I t was clear from t he beginning t hat I had t o build t wo sect ions of t he ship separat ely, t o j oin t hem j ust before paint ing. I st art ed wit h t he shell,
being it far easier t han t he head of t he beast t o sculpt , cut t ing and filing a piece of foam unt il it had t he shape I needed t o glue som e plat es on it .
I f your foam pieces aren't t hick enough ( m ine weren't ) , glue t oget her enough slabs unt il you reach t he t hickness needed, t hen, once glue is dry
and t hey're firm ly at t ached t oget her, you can st art working on t he piece. Roughly, t he wide part should have t he sam e sect ion height and base
you'll w ant t he head t o have, and t hen it should shrink 't ill it 's 1cm w ide, m ore or less. Be sure t he upper surface is sm oot h, or ot herwise PVA glue
won’t hold t he plast ic plat es in place. The problem wit h foam is t hat it 's consum ed by m ost kinds of glue, so you'll have t o use t he weak yet non-
aggressive PVA one.
Once t he int ernal st ruct ure of t he shell is done, st art cut t ing your plat es. To m ake t hese I used a t hin plast ic sheet obt ained from a pineapple box
from superm arket ! Plast icard is everywhere, j ust st art scavenging your kit chen. I won't t ell you t hat it 's bet t er t o wash and clean it up w it h dish
soap. Ops, I t old you XD. To know what shape you need t o cut your plast ic sheet int o, first t ake m easures using paper. Roughly draw a shape you
t hink m ight be ok for t he last plat e ( t he lit t lest one, at t he end of t he shell, which will be covered by t he next one) , cut it and t ry put t ing it on t he
m odel. I t 's a good idea t o cut your paper larger t han what you t hink you'll need, and t hen adj ust it lit t le by lit t le as you figure out precisely how
you want it t o be. Also, rem em ber t hat plast ic isn't as easy as paper t o work wit h, so bet t er be always generous wit h m easures. I f it 's t oo m uch,
D you can always cut again, but you can't do t he opposit e. Once you're sat isfied wit h your lit t le paper plat e, t ranspose it on t he plast ic sheet and cut
it . Repeat t he process for every scale, unt il you cover all t he foam . I t hought it would have been bet t er t o hide every bit of foam , so I let m y
R scales go down a bit beyond it s lower lim it . Also, plast ic plat es need t o be placed so t hat t he base of a scale is fully covered by t he next one's
" round" part , and t he last scale m ust go out som et hing less t han 1 cm beyond t he foam 's border, t o hide t he point where you will j oin t he shell
wit h t he head.
Y Not e t hat you'll need t o give a shape t o t he plast ic plat es by bending t hem wit h your hands, as PVA glue won't be st rong enough t o keep t hem in
shape. I found a cent ral crest t o be very good looking t o shape, j ust like what GW did wit h every t yranid carapace in WH40K. You'll need t o keep
every plat e in shape wit h a rubber band ( if you're lucky) , or wit h your hands ( in m ost cases) long enough t o let t he glue get a firm hold.
This will be quit e t edious, so t urn som e good m usic on, if you haven't yet , or call your girlfriend t o ent ert ain you while you play wit h your st upid
D lit t le soldiers inst ead of buying her " som et hing nice" XD.

O
C
K The nam e of t his ship, " La
Cicciona" , lit erally m eans " The Fat
One" in it alian, and it 's a useful
nicknam e developed during BFG
gam es t o quickly ident ify t he ship
against all ot hers XD

37
Ok, now t hat t he shell of your Hiveship is Now prepare t o use lot s of green st uff. First of all, you'll have t o cover fully t he foam j ust prepared. Apply a
done, it 's t im e t o focus on it s head. Even t hin layer of green st uff everywhere, except in t he back face of t he head, t hat w ill be j oined w it h t he shell
t he base for t he head is foam ; j ust shape and t herefore be invisible. This is necessary t o m ake it suit able for paint ing.
it in a fashion t hat suit s your needs. I n Moreover you can st art from now t o give som e t ext ure and det ail where you'll like t hem t o be. I had no clear
m y case, t he original foam shape is t hat im age in m y m ind at t his st age of what t he out com e of t he whole j ob could have been, so I gave neit her
highlight ed in red in t he pict ure below t ext ure nor det ail at t his point . There's no need t o give t oo sm oot h a finish t o Green St uff, as digit al print s
( well, m ore or less… I 'm act ually quit e and such lit t le " errors" will give a m ore living appearance t o t he skin of t he vessel.
poor at digit al drawing, as you can see… Next cam e t he building and placing of t he j aws. Easy t o see, t hey are m ade by one warrior's t orso wit h a
sorry about t hat ! ) . I chose t hat part icular m onst rous creat ures' scyt he at t ached t o it , pinned right int o t he t ail socket . Check t he orient at ion of t he
shape t o be able t o place t he j aw scyt hes t o fit your idea of how t he m out h of t he ship should look like, I w ant ed t hem all t o point forward in a
apparat us j ust next t o t he m out h t ube, rest ing posit ion, but you could evaluat e t o place t hem wide open inst ead. Next st ep is t o fill & t ext ure wit h
giving it all a " realist ic" and unit ary green st uff t he side of t he warriors' t orsos, covering t he arm socket s. As you can see form t he pict ure below,
feeling. Also, t his was t he shape of m y som e random ly placed lit t le holes are a very sim ple yet effect ive way t o t ext ure t his sect ion, however you
choice because I had already planned t o could easily find bet t er and m ore pleasing ways t o do t hat . Anyway, t hey were obt ained by a rapid nailing of
D use warrior's t orsos for t he arm oured
basis and m uscle syst em of t he t hree
t he ent ire surface wit h a needle.

j aws, so I cut t he m out h t ube t he right


R lengt h t o let t hese pieces fit nicely in
posit ion.
Y

D
O
C
K
Once t he t hree j aws are built , at t ach t hem t o t he head bulk. Use abundant green st uff, place t hem in posit ion, and t hen cover any art ificial- looking
em pt y space wit h green st uff. Then t ext ure t hem in a m uscle fashion: as you can see form t he pict ures, a good way t o achieve t his effect is t o
ent irely cover t he green st uff area wit h fine st raight lines. They are clearly visible as t he purple colour I applied m akes t hem st and out nicely. I
decided t o ext end t he m uscle fibre quit e long t owards t he back of t he head, inst ead of sim ply filling t he em pt y space bet ween j aw arm our and
head st ruct ure, t o sim ulat e in a m ore realist ic and good looking way t he unbelievably st rong m uscles needed t o operat e such long ( and powerful, I
bet ) chit inous j aws.
At t his st age, you'll probably not ice t hat t he area bet ween t he horizont al j aws st ruct ure and t he vert ical one is quit e em pt y and unnat urally
carved. This is right , because you'll need now t o fill t he ent ire zone wit h green st uff t o sculpt t he eyes, eyelids, and folds.
Place abundant green st uff and t hen push in posit ion som e ball t he right size t o have a nice pupil. I used t wo plast ic 6m m BB bullet s for air soft
guns, as I had t housands available, t hey are light - weight ing and j ust t he size I needed. Make t he eyeball fit covering it wit h t he surrounding green
st uff. Avoid placing ot her GS over, it 's bet t er t o use your fingers t o gent ly m ove t he GS already available around t he area t o creat e t he eyelids.

38
I suggest spending a lot of t im e and effort in t his operat ion, as t hick enough t o bear t he w eight of all t hat m et al w ire. The hole should be a lit t le
t he eyes of a m odel are always one of t he first spot s anyone will short er t han t he glued side of t he t endril bundle. Use green st uff as a binder t o finish
focus his at t ent ion t o. Use t he sharp part of t he GW sculpt ing t ool t he operat ion.
( or anyt hing sim ilar, obviously) t o m odel t he eyelids. So t his is it ! You have a shell, and you have a head, now it 's sim ply t im e t o j oin
This will define t he expression of t he creat ure. Next m ake t he t hem . I placed 3 long m et al pins in t he back of t he head, posit ioned at t he cent re of
rest of t he surrounding green st uff " flow" down from t he eyes t he t hree foam part s t hat work as basis for t he j aws, t hen drilled t he t hree
zone, t owards t he m out h t ube. This will j oin nicely t he t wo areas, corresponding holes in t he shell's foam . As foam is so soft , use t he 3 m et al pins as a
creat ing unit y. I t hen used t he round side of t he sculpt ing t ool t o guide for t hem selves, applying enough pressure for t hem t o leave a m ark where t he
creat e t hose down flowing folds next t o t he eyes. This t urned out holes need t o be drilled. Finally, apply a suit able glue or green st uff bot h on t he back
very good in m y case, because I sculpt ed t he eyelids t o express of t he head and t he foam wall of t he shell, and unit e everyt hing in place. You're
t he evil, ancient st are you can see in t he phot os, and t hose folds alm ost done!
gave em phasis and furt her aged t he look of t he creat ure. I A bet t er way t o j oin t he head and t he shell of t he ship, and t o have a m ore st able
want ed som e Cht uluh- like gaze and feel, and t hose folds are j ust and resist ant m odel, is t o let a single m et al t endril t o be very long and st raight , so
what I needed. t hat it can work as " axis" for t he ent ire ship. I did not t ry m yself because I t hought
Your Hiveship is alm ost com plet e; at t his point I j ust added som e t his one right now, writ ing t his art icle. Theory seem s good, t hough, so if anyone t ries
D det ails t o fill t hose em pt y looking surfaces like t he side of t he
m out h t ube. I placed som e holes here, and sculpt ed t hose crat er-
please writ e m e about t he result s.
The last st ep t o com plet e your ship is t o build a suit able base t o play.
R like holes on t he flanks, under t he eyes. To sculpt t hese, push a
ball of green st uff in place wit h your fingers, t hen push it again
I had a lot of m et al sheet around m y house due t o m y j ob, so I cut a disc of iron
sheet wit h suit able m et al scissors. The disc m at ches t he size of a big flying base, so
w it h a suit able round obj ect t o creat e t he cent ral hole ( I really it 's legal in gam e. Then I placed t wo heavy dut y m et al wires t o m ake t he ship st and
Y don't rem em ber what I used t o accom plish t his, sorry... probably horizont ally. You will need som et hing sim ilar if you placed m et al t endrils, as t hey are
a drill, t hough) , and t hen use t he sharp side of t he sculpt ing t ool far heavier t han t he rest of t he ship. Use a suit able resin t o glue m et al on m et al.
t o generat e our well- known friends, t he m uscle- like fibres. I f you
want , you can ext end t he t ext ured area around t hese as I did,
I know t hese aren't st andard hobby m at erials,
D wit h anot her t hin layer of green st uff random ly st uffed wit h any
lit t le, nonsense det ail you like. As a funny st ory t o t ell, in gam e I but if you followed m y t ut orial up t o t his point , I
pass t hese crat ers off as t he side weapons of t he ship, eit her t hink you'll m anage t o solve t he base problem
O cannons or launch bays! None ever com plained, so I t hink it 's ok using what you have at your disposal. See t he
hehe. Finally, t o com plet e t he head bulk I placed t he lit t le crest base phot o below, and sorry if it sucks, but aft er
C on t op of t he head, t o fit under t he last plat e of t he shell,
because t his area was t oo em pt y. I t 's m ade of green st uff.
m any gam es som e of t he paint was st ripped off,
I 'll have t o fix it .
Anot her t hing you should t hink at is a way t o
K I f you want your ship t o display feeding t endrils, t his is t he right
t im e t o build and place t hem . We have t o m at ch t he general size m ake t he holes you'll drill in t he foam in t he
of t he ship, so I placed very t hick and heavy t endrils m ade by underside of t he ship st and gam e dut y across t he
st andard iron wire. Diam et er of t his is som et hing like 1,8 or 2m m years. Foam is very soft and t he holes will be t orn
( ! ) . The best way t o accom plish t he j ob is t o cut as m any iron wit h usage of t he ship. Obviously, t his doesn't
wire sect ions as you like, t hen m ake a bundle of t hem and glue apply if you plan t o glue perm anent ly t he base at
wit h abundant cyanoacrylat e t he first 2 or 3 cm of one side of t he t he ship, som ehow. I had t ransport ing problem s
sheaf it self. Make sure t he glue ent ers t he sheaf and covers all of and preferred a m obile solut ion, and aft er som e
t he wires. Once t he glue is dry, hold firm ly t his sect ion t o avoid gam es I filled t he holes w it h silicon glue, t hen
t he glue from breaking, and bend one by one t he t endrils wit h insert ed and rem oved repeat edly t he t wo st em s
your ot her hand. Be careful because cyanoacrylat e is fragile t o of t he base, t o m ake it at t ach t o t he walls of t he
t his kind of m ovem ent s once dried. I 'm no gluing expert , and had holes. This operat ion t urned out quit e good, but I
t his one at hand, however you should consider m ore m et al- t hink it won't be enough as a long- t erm solut ion.
specific glues, if you know any.
To at t ach t he t endril com plex t o t he ship, carefully carve a hole in Writ e m e if you have any suggest ions about t his!
t he m out h t ube, so t hat it ’s wide enough t o accept t he glued side
of t he m et al bundle. Be very careful! Let t he walls of t he t ube be 39
Even if t his is an art icle for BFG ships, it w ill be useful t o st art
t his proj ect as a Carnifex, because t he Hiveship version of
t his m odel is by far easier t o build, and if you follow correct ly
t he procedure t o have a st anding, 4 scyt hed Carnifex, you'll
have 3/ 4 of your Hiveship already.
First of all, not e t hat t his was an experim ent . I like t o use
sm all neodym ium m agnet s in m y Tyranids ( even in gaunt s! )
t o have t he chance t o swap weapons from gam e t o gam e,
w it hout having t o paint ( and buy, of course) billions of
m iniat ures. You'll not ice t hat I used som e m agnet s also in
t his Hivefex kit , however you could j ust go ahead and use t he
double- pin t echnique for every swapping bit you plan t o use.
You'll
underst and bet t er what I m ean lat er in t he t ut orial. I f you
like t he sm all m agnet s idea, you'll find useful t o know where
D I buy t hem , as m any people have asked m e in m y gam ing
and m odelling career: I buy t hem online at
R www.kj m agnet ics.com , and if you plan t o do so, t ry finding
som e friend int erest ed in an order, because t he m agnet s
5 b. Th e Tr a n sfor m e r H ive fe x t hem selves are quit e cheap, but shipping cost s t o Europe are
Y The last chapt er of t his art icle is at a fixed rat e.
dedicat ed t o a very nice and useful I m anaged t o find 10 people t o j oin m e in an order j ust
proj ect . Since I saw it , I t hought t hat t he post ing a " m agnet t ut orial" on an I t alian forum , and paid
4t h ed Carnifex kit was sim ply am azing. alm ost not hing for shipping on m y own. As anot her useful
D However GW prices are becom ing
som ewhat offensive, and it 's a known fact
not e, I suggest using t he 2 sm aller size disc m agnet s ( D101
and D201)
t hat m y lit t le arm s are short ( an I t alian
O expression m eaning I avoid using/ wast ing
m y m oney if I can) . The solut ion t o t his
C was t he t ransform er Hivefex. I sim ply
bought j ust one Carnifex kit , wit h t he
K precise obj ect ive t o use every single
finely- sculpt ed plast ic det ail t o build or
enrich as m any m odels I could. m any of
t he scavenged bit s from t his kit were
already used in som e of t he ships seen
above, but now we'll em ploy t he big,
unique part s of t he sprues, along wit h
som e bit s from t he lesser m inions' kit s
( gaunt and warriors) and ( guess what ! ?)
som e green st uff.

40
The basis for bot h t he Carnifex and t he Hiveship is what you can see in t he phot o above. No need for a
t ut orial here, because it 's j ust t he st andard Carnifex set up. The base idea of every Carnifex in m y
Tyranid arm y is t hat t hey walk on 4 scyt hes inst ead of t heir st andard legs. This would be easy enough
t o accom plish in a st andard m odelling sit uat ion, where you j ust glue t he various bit s t oget her and t hen
go and play at t he nearest club. This is a t ransform er Carnifex however, and you'll need t o have
scyt hed legs t hat can be rem oved, yet able t o wit hst and t he w eight of t he m odel and t he handling it
needs in gam e.
Take t he 4 scyt hes and st art figuring out how you want t hem t o be posit ioned t o m ake your m odel
st and up in an aggressive at t it ude ( or any post ure you like, bt w) . This part of t he m odelling j ob is quit e
im port ant , and will affect heavily t he final result , so spend som e good t im e t hinking and posit ioning.
You could evaluat e t he usage of som e rubber m at erial like blu- t ack or sim ilar, t o be able t o m ake
t hings st and in t he desired posit ion wit hout gluing anyt hing.

D
R
Y

D
O
C
K

Once you're done wit h your posit ioning and observat ion, st art filling t he leg and m iddle arm socket s wit h green st uff, t o obt ain a sm oot h, plain
surface. Now it 's t im e t o cut flat t he round part behind t he shoulders of t he scyt hed arm s, like in t he pict ures above. Be careful t hough: t he
angle which you cut t he round part int o m ust be precise if you want t he scyt hed leg t o st and as you planned, because t his flat part w ill j oin w it h
t he flat green st uff you placed int o t he socket s. I f you cut parallel t o t he axis of t he arm ( 0 degrees) , you'll have a scyt he t hat st ands t oo close
t o t he body, and t he m odel won't st and in place.
Opposit e, if you cut t oo wide an angle ( 90° or abov e) , you'll have your legs st anding t oo far from t he body, giving a weird and funny look t o
your creat ure. I t w ill be very st able, how ever, so it 's bet t er t o st art w it h a high angle cut , and t hen file finely unt il you reach what you desire. As
I said before, if you cut t oo few, you can cut again, if you cut t oo m uch, you're f* * * * d hehe.
Follow t he schem e below : place t he leg in t he angle you desire ( t he red line) , avoid posit ioning it t oo close t o t he green lines, and t hen cut t he
plast ic parallel t o t he axis of t he flat green st uff in t he socket ( yellow line) . My result ing cut s are highlight ed by t he arrows in t he pict ures above.
The schem e refers t o t he back scyt hes, viewed from below. Mirror it t o m ake it help you posit ioning t he front scyt hes.

41
Next st ep are weapons and head. My Carnifex is
usually arm ed wit h a venom cannon and a barbed
st rangler, but , as m any not iced, it 's quit e hard t o
m ake t hem bot h fit good even in t he st andard m odel,
and it 's sim ply im possible in t he scyt hed fex, unt il
you decide t o rem ove t he " side arm " and leave only
t he bare gun- holding arm s on t he m odel.
I have t o apologize, but from now on I could be a
lit t le inaccurat e wit h t he nam e or ident ificat ion of t he
D various bit s I use. I built t his m odel quit e long ago,
and don't rem em ber exact ly what I did wit h what .
You should have no problem , however, if you have
R Al l t his pain you went t hrough has a
m eaning: it 's now t im e t o apply t he
t he various sprues t o look upon while reading and
looking at t he phot os, t o ident ify w it h precision w hat
Y double- pin t echnique! Basically, you have
t o drill 2 pins in. These w ill hold t he
I used were. For exam ple, I t hink I used t he venom
cannon arm as it cam e from t he sprue, but convert ed
scyt hed leg in posit ion. I t 's very hard t o
t he barbed st rangler t o be left handed. However I
drill neat holes on a round surface, even
don't recall exact ly how I did it and which bit s I used.
if it 's plast ic you're working on, t hat 's
I f you followed m y t ut orial up t o t his point , t his
D why you had all t hat t rouble cut t ing
precise angles. t ry placing your pins at
should not be m uch of a t rouble, also considering
t hat you m ight want t o use different weapons.
O som e convenient dist ance, as you'll have
t o drill t he corresponding holes in t he
As you can not ice from t he various pics, I used
m agnet s t o fit weapons. The reason for t his is t hat I
green st uff, and t his m at erial isn't highly
C drillable as plast ic, and could deform and
planned t o swap t hem frequent ly, and t herefore t he
t wo pin m et hod could fail: it 's hard t o pin various
be t orn in t he operat ion. I f t he green st uff
arm s t o fit in t he sam e holes on t he m odel, and being
K is st ill fresh, you could evaluat e t o gent ly
paint som e
t hose holes drilled on green st uff over plast ic, I fear
t hat hardcore usage can wear t hem off.
oil ( any kind, I used frying oil lat er in t he
However, m agnet s alone ( even if you use t wo of t he
Hiveship m out h const ruct ion) on t he pins,
bigger discs t o cont act ) will give you a loose cont act ,
and t hen let t hem carve t he holes for
and it 's likely for weapons t o m ove during play. This
you. I did not act ually t ry t his, so I don't
is not a problem for m e, but m any people dislike
know how good it will work. Once again,
m oving m iniat ures. I f you're one of t hese people, or
m y m odel was an experim ent and I t ried
if you plan t o swap weapons not t hat frequent ly, I
t he various solut ions direct ly on it , so m y
suggest you t o use t he double pin m et hod here t oo.
holes are som ewhat random , because I
j ust pay at t ent ion during weapon swaps.
placed a m agnet and a pin inst ead of t wo
pins at first , j ust t o realise t hat t he
m odel wouldn't st and. You know it , so
you should do bet t er t han m e : ) . I
highlight ed t he holes on m y m odel in t he
next t wo phot os.
42
t he m agnet . You can see t he m agnet s insert ed in t he round part
behind t he shoulders of m y Carnifex in t he pict ures below. I f
you're good enough, you can drill a suit able hole right int o t he
I f you want t o go ahead and use Then at t ract anot her m agnet t o t he one
round plast ic, or you can cut t he round part , cover it wit h green
m agnet s, follow t his easy m et hod : first at t he base of t he drill, and push it int o
st uff and reconst ruct it once t he m agnet is in it s place.
of all, fill t he rem aining 2 arm socket s t he ot her green st uffed socket .
I ndependent ly from t he m et hod you choose, let a m agnet be
wit h green st uff, but be careful not t o This st range operat ion gives you t he
at t ract ed by t he one in t he socket you're working on: in exam ple,
overfill, as you'll have t o push a m agnet cert aint y t hat t he t wo m agnet s in t he
t he right socket , t hat will hold t he venom cannon in m y m odel.
in. Then t ake one of t he drills, and let a socket s show t he sam e polarit y t o t he
Let a very t iny drop of cyanoacrylat e int o t he hole you drilled
m agnet at t ach t o it s flat end. This way out side.
behind t he shoulder, and cat ch t he new m agnet at t ached t o t he
you're sure t hat t he face t his m agnet is This is im port ant t o swap w eapons,
ot her in t he glued hole. This way you'll be sure t hat t he right
showing is always t he sam e ( posit ive or following a procedure will save you
m agnet face will be point ing out side t he arm : you place t he
negat ive, but always t he sam e) . from building a nicely convert ed
m agnet in it s hole direct ly from t he right posit ion ( t hat is,
Now let anot her m agnet t o be at t ract ed m agnet ic arm and find out j ust in t he
at t ract ed by t he one in t he socket ) , so t here is no chance you
by t his one, and use t he whole lot ( drill end t hat it 's not at t ract ed, but repelled
t urn it for m ist ake. I f you chose t o use green st uff inst ead of
+ 2 m agnet s) t o push t he lat t er m agnet by t he m agnet in t he arm socket . That
D int o t he green st uff. Once t he m agnet is happened t o m e a few t im es, and it 's
drilling a hole, sim ply cat ch t he " arm m agnet " at t ached t o t he
socket one pushing t he green st uffed shoulder against it . Once
inside enough, it w ill st ay in t his place incredibly annoying, so follow a
R while you m ove away t he drill wit h t he " m agnet ic m et hod" , eit her m ine or
again, t his w ay you'll be sure t hat t he final result is at t ract ed and
not repelled by t he m agnet in t he socket . Give t he green st uff a
ot her m agnet at t ached t o it . Use your anot her t hat suit s you m ore.
suit able shape wit h your fingers, let it dry, and t here you are!
Y fingers t o hold t he m agnet direct ly
at t ached t o t he drill if it st ays in cont act Make t he socket surface wit h t he
your guns are ready for act ion.
wit h t he one beneat h green st uff when m agnet sm oot h and plain, t hen let t he
As a side not e, once you build one m odel wit h m agnet s inside,
you t ry t o m ove it away. Choose a drill green st uff dry. While you wait , t ake
use t his one as a m agnet polarit y reference for any ot her m odel
wide enough to apply pressure t he weapon arm s you want t he Carnifex
D com fort ably. t o have, and prepare a socket t o accept
you plan t o place m agnet s int o. This way any weapon arm you’ll
build will be at t ract ed by every m agnet ic socket in your arm y,
giving you great freedom and let t ing you build and paint far less
O m iniat ure pieces.

C
K

43
Last but not least , insert t he head in it s
place and build a suit able gam ing base. I
applied a lit t le conversion t o t he head, t o
fit t he rest of m y WH40K swarm ( no
eyes, alien rules! ) , and added som e horns
t o m ake it look nast ier. The horns are
som e of t he spiky bit s from t he sprue. As
for t he base, I decided for a wide and
high base t o let m y creat ure place it s
front al scyt hes ont o, and decided not t o
glue it t o be able t o rem ove t he m odel
from it s base in clust ered m elees. This is
very im port ant wit h t his kind of
m iniat ures, as t hey can get very large
and hard t o m anage in real gam ing
D sit uat ions.

R Back t o BFG now. Transform ing your newborn Carnifex int o a Hiveship is
j ust a few hours away. As you can see from t he pict ures, aside form t he
Y bulk shared wit h t he Carnifex, t he Hiveship consist of 4 engines, eyes
and a m out h. Am ong t hese, t he m out h only can give som e t rouble, while
t he engines are built in a w ay sim ilar t o t hat of t he ot her ships', and t he
eyes are very sim ple t o achieve. St art ing from t hese, all you have t o do
D is t o form a suit able green st uff ball, let it dry, and t hen cut it in half.
Every half is a pupil ( guess what ?! ) . I f you used m agnet s in t he front al
socket s, like I did, insert one of t he sm all m agnet discs behind every eye.
O I f you used t he double- pin m et hod, drill j ust one pin in posit ion. The eyes
are very light and won't need 2 pins t o st and in place, m oreover t he less
C you drill green st uff, t he bet t er she feels.
You'll not ice from t he pict ure below t hat I didn't push m y lit t le m agnet
K inside t he back st ruct ure of t he eye. This will prove useful t o rem ove
t hem when you have t o t ransform your Hiveship int o a Carnifex, and if
you did t hings w ell w it h t he socket , it w ill be invisible from out side t he
sam e.

44
To com plet e your Hiveship you now need only t o build it s m out h. This
procedure is easy t o describe, but requires som e m anual skill, because
Life is sim ple wit h t he engines t oo. t he space you'll be working in is t iny and will be crowded.
Use what ever you like t o build t hem , First of all, t ake one of t he spare heads of t he Carnifex and saw t he
I decided t o have 2 m ain engines and round and pinned plast ic part t hat should fit in t he neck socket , building
2 m anoeuvre ones. I can't recall it as it com es in t wo part s. This w ill help t he m out h st and in place m ore
exact ly what bit s I used for t he body com fort ably. Now carefully paint som e oil in t he whole neck hole. This
of t he m ain engines, however if you will help you t o rem ove t he green st uff you're going t o place once it 's
have som e Tyranid sprues in dry. Aft er t his, place t he round plast ic part you j ust sawed in it s place,
eyesight , you should easily ident ify and fill w it h green st uff bot h it and t he w hole rest of t he neck hole. This
t hem . I t hink t hey're part of som e of w ill be t he basis of t he m out h, where you'll insert t he j aws. Be careful t o
t he warriors' big guns, probably shape it in a m anner t hat can easily let you t ake it out when you need t o
barbed st ranglers. The ending ( you'll need som et hing t o help you do t his anyway, I carefully use t he
exhaust s are built wit h t he Carnifex' sharp end of t he sculpt ing t ool every t im e, but I never st ripped off any
hooves. Carve t he underside of t hese paint ) . Now t ake som e of t he spare spikes from t he Carnifex sprue ( or
D t o som e shape, as t his surface is t oo
sm oot h. At t aching t hem t o t he m ain
what ever you like t he ship t o have as j aws) , and carefully push t hem in
place. Use som e sculpt ing t ool t o m ake green st uff cover t hem a bit , like
body of t he engine should require
R cyanoacrylat e only, if t he cut t ing of
flesh w ould do in real t eet h. This w ill help t he piece you creat e t o survive
years of gam ing. Let everyt hing dry up well, and t here you are! You
t he plast ic part is neat . should be able t o rem ove quit e easily t he m out h piece from t he neck
Y The direct ional engines are m ade of a
warrior leg wit h an invert ed hoof
hole, if you paint ed sufficient oil and shaped green st uff well.
Go slowly when you rem ove t he piece for t he first t im e. By now it
at t ached t o it , looking at t he pict ures shouldn't be paint ed, so t he chances of ruining it are few.
below w ill be good enough t o
underst and how . Drill t he exhaust
D hole in t he flat side of t he hoof, and
at t ach it wit h green st uff. Regarding
O pinning, as t hese are light plast ic
pieces, only one pin is required.
C Green st uff will adhere t o t he pin and
won't let t he engines rot at e, if you
drill t he holes w ell.
K You can add t he second pin if you
want ext ra st abilit y, however
rem em ber t hat drilled green st uff can
wear off wit h heavy usage, so bet t er
spare as m any holes as you can.

45
The last t hing you need t o play wit h
your newborn ship is a suit able base.
I built a sim ple yet quit e effect ive
base j ust wit h a norm al big flying
base ad a t ransparent plast ic piece of
sprue, you can find as m any as you
like in t he bases bag. Carefully file a
socket at t he end of t he horizont al
part : t his socket w ill w elcom e one of
t he spikes under t he Hivefex chest .
You'll also need t o drill a suit able hole
under t hechest , where you'll push t he
st em of t he base. Once t he m ain
st em is in, t ake your m easures and
figure out where exact ly t o glue t he
D horizont al part . This depends on what
posit ion you want t he ship t o show
R once on t he base, however it
shouldn't be very different from m ine.
Obviously t his m et hod doesn't require
Y you t o glue t he m odel t o t he base, or
else you won't be able t o play t he
m odel as Carnifex.

D
That 's it ! I don't t hink t he
O nam e of t his proj ect needs
explanat ions, so t his t ut orial
C ends here. I f you're reading
t his, I t hank you for t he
bravery and pat ience you
K paid t his far. I f you have any
suggest ions, com m ent s,
m enaces or what ever
feedback you want m e t o
hear, writ e me at
m arcello.t averna@t in.it ..
t hank you all, and happy
consum ing!
Giu lio

46
V Void St a lk e r
Sce n a r ios & Ca m pa ign s
O
Ex pe r im e n t a l Elda r M M S r u le s + sce n a r ios
I Elda r H a ve n Spir e
D By Fa fr in

RULES FOR TH E H AVEN Elda r H a ve n Spir e ………………………………………………...5 0 0 pt s

TYPE/ HI TS SPEED TURNS SHI ELDS ARMOUR TURRETS


S These are t he rules as used by our group
as used in t he linked scenarios .The hunt
Defence/ 20
ARMAMENT
5cm Special
RANGE
5/ holofield
FI REPOWER/ STR
5+ 5
FI RE ARC
for t he Eldar. Pulsar lances 30cm 5 All round

T The rules are for use wit h MMS 1.6


Weapon bat t eries
Launch bays
45cm
Fight er–30cm
20
5
All round
All round
Bom ber- 20cm
( edit ors not e: Eldar MMS v1.7 has j ust been
A released but t hese rules do not int erfere
wit h t he updat e) .
Torpedoes 30cm 5 All round

N ot e s

L The Haven is t he Corsair Eldars m ain


refuge and represent s t he best solut ion t he
• Leadership 10
• Speed: never reduces by blast m arkers or dam age
Eldar have found t o t he need for a base of
K operat ions hidden from prying eyes [ or
ot her sensory organs! ]


Turns: m ay m ove in any direct ion
Dam age is t aken as a whole and every four point s of dam age
reduces t he Havens st at s by one fift h. crit ical hit s cause an

E The Haven is always found at t he cent re


of an ast eroid field as explained in t he
addit ional point of dam age but have no ot her effect , so for
exam ple aft er 12 point s of dam age t he Haven would be Shields.
2.Turret s 2. Pulsars 2. WB 8. Launch bays 2. Torps. 2.
above scenario and in a cam paign set t ing
R will always re- deploy aft er discovery.
Aut hor’s not e: I t hink t his best depict s t he gradual dest ruct ion of
a m aj or asset and gives any Elder player t he chance t o cut and
run, as would be t he norm for a raiding force.

47
A LI N KED PAI R OF SCEN ARI OS TO I N TROD UCE TH E H AVEN
V
Th e h u n t for t h e Elda r
O
SCEN ARI O ON E TH E ASTROI D S Spe cia l Ru le s Vict or y Con dit ion s
I To successfully search a field t he searcher The gam e ends when t he Eldar wit hdraw
m ust have unopposed ships or craft in t he conceding a m inor vict ory t o t he searcher
D Ba t t le zon e
field. So each player should t ake plent y of
ordnance. At t his point all UNCRI PPLED ships m ove on
This scenario consist s of a clust er of
ast eroid fields in t he out er reaches of any t o t he next scenario. [ t his is why t he Eldar
suit able syst em . The fields are of random D e ploym e n t should t ry t o fight t o t he last possible
shape and size and posit ioning is roughly m om ent ]

S one field t o each sixt h of t he t able. Each player st art s on a short t able edge, a
long edge is sunward.

T Obj e ct ive

The gam e obj ect ive is for t he hunt ers t o


A search each field wit h t he searching of all
six fields revealing t he Haven. The Eldar
player wins big t im e if he can prevent t his!
L
For ce s
K The searcher has 1500 point s t he Eldar
1000
E
R

48
TH E H AVEN D e ploym e n t Vict or y Con dit ion s

V Su m m a r y
The uncrippled searchers ships can be
placed at any point out side t he ring on any
The searchers win if t hey dest roy t he haven
or force it t o disengage. The Eldar have a
facing and t heir first m ove is t he m ove int o m inor vict ory if t hey prevent t his.
O The final scenario is t he searchers at t em pt
t o dest roy t he revealed Haven.
t he field st art ing wit h leadership t est s for
collision dam age! !
N ot e
I The Haven is found at t he cent re of an
ast eroid field and t he searchers m ust cross
Any surviving Eldar ships from scenario one
m ay be set up anywhere in t he inner My t hinking behind t his scenario is t hat t he
t he field t o engage t he Haven and any clearing and t hey and t he Haven m ay have Haven is a hidden base so will ALWAYS be
D surviving Eldar ships, all ast eroid field rules
apply so keep t hose re- rolls handy!
any CAP deployed. concealed in an ast eroid field as t his gives
t he Eldar t he m axim um advant age and on
discovery t he finders will have ONE chance
Ba t t le zon e t o dest roy t he Haven before it redeploys via
t he webway. Enj oy!

S The Haven is at t he cent re wit h t he nearest


ast eroids 30cm away, t he rest of t he field
form s a ring 15cm t hick.
T
Obj e ct ive
A The searches t ry t o dest roy t he Haven. The
Eldar t ry t o prevent t his.
L
For ce s
K Bot h fleet s use t he uncrippled ships from
scenario one. The Eldar addit ionally have
E t he Haven Spire.

49
FLAME ON! BATTLEFLEET GOTHIC TOURNAMENT

T
O
U
R
N
A
M
E
N
T

Th e 'Fla m e On ! Ba t t le fle e t Got h ic [ of t h e ch u m ps] Tou r n a m e n t 2 0 0 7 ' t a k e s pla ce a t W a r h a m m e r W or ld, Le n t on


( N ot t in gh a m , UK - GW H Q!) on t h e 2 1 st of Ju n e 2 0 0 8 .

v1 Ru le s Pa ck s a n d fu r t h e r in for m a t ion a n d discu ssion is a va ila ble fr om t h e Fla m e On ! w e bsit e a t


h t t p:/ / w w w .fla m e on .co.u k / for u m / vie w t opic.ph p?t = 5 1 2 4 .

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