I see you shiver with antici…pation!
Welcome to the eighth issue of Firebase magazine, my fellow faithful afi cionados of the Warhammer 40,000 universe. I have to admit to feeling a little as though we outdid ourselves last issue, regardless we are certain you will enjoy the fruits of everyone’s labors this issue. I’m always impressed with the amount of dedication that my staff and contributors bring to our magazine, and I hope you take the time to appreciate their generous endeavors - without their tireless efforts this publication would cease to be. Inside you will fi nd the reviews, tutorials, and quality of battle reports
you’ve come to love; this issue we have an especially good battle report featuring some amazing Adeptus Mechanicus and a great little Space Hulk tutorial I couldn’t bear to not share with the rest of you.
I hope everyone had a safe and pleasurable Halloween, personally my favorite holiday. I was lucky enough to be dressed as an awfully average looking vampire, fl anked by a striking vampiress companion this year.
Don’t forget: it’s just a jump to the left… -Gabriel “Gabe” Schrock, Editor
FIREBASE STAFF
Editor . . . .Gabriel Schrock Gaming Sub-Editor . . . . Michael Glaeser Modelling Sub-Editor. . . Stephen Gair Advisor. . . .Adam Smith Design & Layout . . . Jon Mattison Proofreaders . . . Greg Alexander Huw Davies James Maliska Matthew PhelpsSTAFF
Cover Art . . . Tim Divar Art . . . Travis Andrews
Josef Eugenio Nacho Fernandez Jason Heuser Tim Solosy Pavel Zolotoko Comics. . . Nacho Fernandez Rob Leigh Brian Solomon Paul Wantland Writers . . . Greg Alexander Huw Davies Michael Glaeser Timo Lorenz David McGuire Matthew Phelps Gabriel Schrock Adam Smith Geoffrey Snider Brian Solomon
FIREBASE is published every three months in association with Warseer.com. All text and layout remains the copyright of FIREBASE. FIREBASE is a fully independent publication and its views are not the views of any company mentioned herein. All characters and artwork shown in this magazine remain the © and trademark of their respective owners. No part of this magazine may be reproduced without the express permission of the Editor or Deputy Editor. FIREBASE can accept no responsibility for inaccuracies or complaints arising from editorial or advertising within this magazine. All letters and emails received will be considered for publication, but we cannot always provide personal replies.
This fanzine is completely unofficial and in no way endorsed by Games Workshop Limited. FIREBASE is a nonprofit making fanzine with the aim of promoting Games Workshop games, products and hobby.
…And to our contributors a massive thank you!
IN THIS ISSUE
Staff Work-in-Progress . . . 4
News from the Library . . . 11
Product Review: KR Multicase . . . 14
Imperial Register . . . 16
Astartes Archive: Aurora Chapter . . . 18
Apocalypse Datasheets . . . 25
Strategy: Tyranids in 5th Edition . . . 28
Ammobunker Report on GD UK . . . 33
Interview: Brian Aderson, GD Organizer . 58 Playing 40K Second Edition. . . 61
Battle Report: IG & Eldar vs. Chaos . . . 65
Tutorial: Modular 5th Ed. Game Table . . . 92
Tutorial: Pre-Heresy Terminator Shoulder Pads . . 95
Tutorial: Old School Plague Marines . . . 100
Dark Heresy: Alternate Premises. . . 105
Comics. . . 107
Fiction: The Four Horsemen: Space Hulk . . 114
Fiction: The Pandora Strain . . . 118
Specilist Games . . . 133
Epic: The Painting of a Ship. . . 134
AI: Flying the Chaos Way . . . 136
Epic: Collecting Guard, Part 3 . . . 137
Tutorial: Travel Space Hulk. . . 145
Teaser for Issue 9 . . . 147
33
65
MATTHEW PHELPS
I must apologise for the lack of Part Two of the Ruins Tutorial in this issue of Firebase - due to The Ammobunker taking part at Games Day UK this year all of my time went into that particular venture (see the article in this issue for more). I will, however, be getting back to work on that to get it fi nished off in time to appear in the next issue of Firebase.
Post Games Day I’ve been able to get back to some actual modelling; I fi nished off my second Dreadnought/Defi ler:
Matthew Phelps: I also started a heavily modifi ed Leman Russ - in these pictures you can see some of the work done so far, including the new position of the turret ring, side skirts, forward crew hatches and engine.
Matthew Phelps: And, fi nally, I’ve gone back to working on my Militia. Here’s the fi rst infantry fi gure I’ve put together in far too many months; this guy has a scanner which will be used to help squads target the enemy, hopefully it will mean a Lascannon squad taking down a Carnifex a lot easier…
DAVID MCGUIRE
This is a pretty big piece which dominates any 4’ x 6’ board it is on; it contains 4 separate bunkers, all with fi ring slits, and 4 roof positions with cover all round. It’s taken a few hits from enemy fi re here and there, but is still intact and in use, although it appears that some AoBR Orks have snuck onto the roof! As a piece of line-of-sight blocking terrain it more than suffi ces, but it can also play a part in many different missions.
The roof sections are removable so you can place models on the fi ring positions inside. I made this out of dense styrofoam, using 10mm thick boards; I drew templates fi rst for
each wall or fl oor section, cut them out and stuck them all together with hot glue. The detailing is from GW’s Cities of Death range, as well as some posters I downloaded from Warseer, bits of plastic plumbing and other sci-fi bits and pieces I had lying around; the bronze doors are actually clips to attach shelves to a wall. I painted the whole thing dark grey with some budget acrylics and
then progressively drybrushed lighter shades. I drybrushed Burnt Umber for the dirt and grime, black for the scorch marks and used a few watered down ink washes and some of the new Citadel washes here and there for staining the concrete and adding more dirt and rust. After spraying with matt varnish I added some scenic water to the pipes (for leaks) and to the lamps (to make them shine a bit!).
Five bases of terrain ready for painting. Each of them uses the GW Cities of Death sprues and Hirst Arts’ Gothic pieces, as well as assorted junk from my bitz box, some cat litter, Polyfi lla, sand and glue. All bar one are 12” square. Below left, the stairway is made of Hirst Arts
pieces. To block line-of-sight more completely, I boarded up all the windows on the lower level with panels from the Platformer range.
Below right, blocking line-of-sight is something I have tried to do in many of my terrain boards, hence the large rubble pile, the large, leaning wall on the right and the intact ground fl oor of the building.
Above right, more Hirst Arts pieces went into making the wall in the one on the left. The block of foam on the right hand one will be the foundation for a fairly tall rubble pile. Those damn Orks get everywhere!
GREG ALEXANDER
Some of you, if you were at the UK Gamesday, might have noticed this particular squad if you happened to wander past one of the tables put on by The Ammobunker. They were part of the WIP table and to be quite frank had Matt, one of my fellow Ammobunkerians, not insisted that I have a squad on show (having seen the test-mini I had posted in our Project Log forum) then I wouldn’t be part of this particular article.
Anyway, I’ve always been tempted to try and do a Marine in predominantly orange colours, just to see how he’d turn out. Fortunately I’ve still not managed to do that; common sense prevails some might say… I did, however, try it out on the shoulder pads of a spare model that I had kicking around just to see if I could get it looking OK. I did. I then looked at
the Dreadnought I’d painted in Deathwing colours…
Before long, I was happily attacking the model with Foundation paints, reasoning that I may as well give them a chance to impress me. Which, I’m happy to say, they duly did. With them came the new washes; again, I was impressed. Microset and Microsol made an appearance with regards to the transfers. The name ‘Fire Wolves’ was a happy accident - originally they would have been the ‘Fire Gryphons’, but I couldn’t fi nd any Gryphon transfers online, or in my room, so that idea went out the window as I can’t freehand to save my life. While hunting around my room, though, I came across a Space Wolves transfer sheet…perfect.
MICHAEL GLAESER
It seems like my list of things to paint just keeps getting longer. When I’m not doing commission work, building a new Daemon army, dipping Tyranids or working on future Golden Demon entries, I’m working on my Vostroyans.
I recently added some armour to my force which includes a Malcador, Baneblade and Macharius; I’m particularly excited about the latter as it is such a cool kit! The guys at Forgeworld have really outdone themselves on this one, it truly captures the spirit of the Guard. However, it needs a bit of work to become a true vehicle of the Vostroyan Firstborn.
As with all my other tanks, I replaced the main gun with plastic empire cannon barrels as these pieces look handcrafted, much like other Vostroyan weaponry. If you look hard enough, I also replaced the hull heavy stubber with part of a Dwarf organ gun to continue the cannon theme.
Other additions include eagles on the side panels and a searchlight, both courtesy of the plastic Cities of Death buildings. To fi nish it off, I plan on converting Forgeworld’s General Grizmund model into a Vostroyan tank commander. Emperor have mercy on my future opponents!
AUDIOBOOK: THE DARK KING AND THE LIGHTNING TOWER,
- DAN ABNETT & GRAHAM MCNEILL
The first Black Library audio book! Obviously we are anxious to listen, not knowing what this book will bring. Well, what awaits us is one story from the time of the Horus Heresy from each Dan Abnett and Graham McNeill. They are solid short stories, even if we’ve read better stuff by those two authors; then again, who would want to listen to the entire ‘Gaunt’s Ghosts’ series in one piece? Alright, you got me. I would. So how are they made up, what kind of acoustic spectacle lies ahead? Are there sounds like in Dawn of War?
If that’s what you’re hoping to fi nd, you will be highly disappointed. The sounds are similar to 80s movies, and the voices don’t seem too authentic or convincing either, yet somehow it’s still got charm.
The one thing that becomes unbearable in the listening process is that the voices are always accompanied by “says Rogal Dorn”, “says Konrad Curze”, which I found subtracts a lot of suspense from the plot. After a little while you cannot shake the feeling that they didn’t adapt the story but just read the original.
All in all this is an audio book for 40k fans with a penchant for trashy things. Kind of like a B-Movie audio book.
THE BLOOD ANGELS OMNIBUS - JAMES SWALLOW
The Omnibus contains the related novels Deus Encarmine and Deus Sanguinius that are connected through a short story about a shady inquisitor, which is part of both novels. It’s a fairly good compilation and one of the few 40k books with a white binding. Only James Swallow’s books and the Ultramarines novels have achieved this so far. The story tells of the relationship between two brothers, Rafen and Arkio, who are forced to turn against each other in the course of the plot. It’s a saga about heroism, corruption and deceit on the highest level.
The Blood Angels are pursuing the Word Bearers after their attack, but what lies ahead is only the setting of a new threat.
Arkio appears to be Sanguinius reincarnation. This leads to a schism within the chapter, posing a threat to the Blood Angel’s existence.
James Swallow’s story is witty as well as epic and should become part of your mandatory reading. Still, it cannot establish itself among this issue’s selection.
RED FURY - JAMES SWALLOW
Alongside the omnibus’ release, James Swallow also delivers the third part of the Blood Angels, basically the follow-up story.
Heavy combat has reduced the number of Blood Angels far enough to endanger their further existence. The chapters of the second creation are called to a council meeting on Baal. The envy and the rivalries of the succeeding orders make this meeting Dear Brothers, dear Xenos.
This summer we got to watch the best of the best give their all in the Olympics, and this issue of News from the Library is somewhat similar to this. We’ve got re-issues of old time favourites, new novels and an old one I picked up (on my way home from grocery shopping), basically some of the best 40k books out there competing.
This issue revolves mostly around Space Marines; and their dark secrets that have been buried deep within some Chapters. Of course we’ve also got another premiere in store, our own Olympics’ opening ceremony, so to say: the fi rst Black Library audio book. On to the reviews!
Timo Lorenz (Brother Marine of the Book Worm Chapter)
a rather bold venture but the Blood Angels´ despair also leads to a dark path.
Unfortunately this is also way too predictable early on.
Is a follow-up to a closed narrative cycle really necessary? Not in my opinion. The plot Swallow developed within the fi rst two novels was mystical, heroic and most of all, self-contained.
Red Fury seems like it’s an attempt to just toss another story into the cycle and comes across as very unrealistic due to the Blood Angels’ constant insubordination. The schism that divides the legion is a part of the plot I can bear but the disobedient Marines that refuse to obey the Chapter Master and just abide by their own rules? Please. That reeks of too much corruption and most of all, of a bad sequel. Too bad really. But possibly the reason why the binding is back to black?
LORD OF THE NIGHT - SIMON SPURRIER In the novel Lord of the Night Simon Spurrier actually tells two tales simultaneously: the story of a young interrogator named Mita Ashyn that tries to prove herself to her new master, and the story of Night Lords Commander Sahaal, who wakes up after ten thousand years of exile.
Sahaal picks up the search for a stolen artefact, applying his legion’s terror strategies. He starts a kind of guerrilla warfare in order to attain his goals and encounters Mita, who is on a hunt to prove her abilities, even against her master’s will.
The author brings us two main characters that are complete opposites on the one hand, yet bear similarities on the other: they are both ostracized by their surroundings.
A dismal atmosphere is created by the eccentric Inquisitor as well as the inner struggle Sahaal has to fi ght in order to save his spirit from being corrupted by Chaos. New facets of the Warhammer Universe are revealed here.
Lord of the Night is absolutely part of my Top 10 of the all-time best W40k books. It is suspenseful and skilfully written, and if you happen to see this book (published in 2005) in the store, you should pick it up!
Still this book just missed being placed in the fi rst three by a millisecond against Ben Counter’s Demon World.
Second Opinion by David McGuire:
I am not about to disagree with my fellow Brother of the Book Worm Chapter - Lord of The Night is one of the best-loved Black Library books for a good reason; it stands head and shoulders above most of its stable-mates. Complex and layered in quite unexpected ways, with fully realised characters that you grow to care about (yes, even the evil ones!), this is a tour de force of pain, lies and suffering,
with enough violence and vengeance to keep the tale rattling along. There seems unlikely to ever be a sequel, which just makes this one-off all the better for it.
Ave dominus nox, indeed. THE KILLING GROUND - GRAHAM MCNEILL
Uriel Ventris returns with his comrade Pasanius and the Unfl eshed from the Eye of Terror; in this fourth Ultramarines novel. The demon train takes them to an abandoned town on the planet Salinas.
This planet bears a secret, the city ruins’ past seem to be the key to it all.
Not just these dark secrets await Uriel and Pasanius; they must also undergo the task of proving their purity after having been in the Eye of Terror.
Graham McNeill puts a close to the Ultramarines saga with The Killing Grounds. Unfortunately this book is lacking the great moments of the bestial battles against the Tyranids, or the dark visions of Medrengard. The novel is not in itself bad, and defi nitely a necessity, as it closes the saga. However, it is not of the same class as its predecessors and can therefore not take part in this issues competition for Olympic medals.
TITANICUS - DAN ABNETT
What’s left to say about Dan Abnett that hasn’t already been said?
Titanicus’ setting is a planet under attack by the Chaos Titans. Following the emergency signal, an imperial Titan Legion lands, and a colossal battle ensues. What gets left when two Legions of the God Machines collide?
Once again Dan Abnett manages to deliver a fascinating, thrilling novel. He highlights individual fates within a highly epic confl ict, establishing an emotional connection between the reader and those characters, be they Moderati or “just” reservists in the Imperial army.
He installs life in these characters, making them more than just fi ctional entities: he makes them seem three-dimensional due to the fact that he gives them certain traits that you recognize from friends or co-workers.
I’m sorry to repeat myself but what’s left for me to say? Dan Abnett still is the master of suspense in the range of 40k novels and rightfully carries this issue’s gold medal.
ANGELS OF DARKNESS - GAV THORPE Gav Thorpe’s Angels of Darkness was re-issued this summer as well. 2003 must have been a good year for novels! This two-level novel tells the stories of both Chaplain Boreas and the Fallen Astelan, who is being interrogated by the Dark Angels chaplain after his capture. Within the parts of the book that are titled “The Tale of Astelan”, Astelan lays the foundation for the thoughts, doubts and actions Boreas has in the course of the novel’s second level “The Tale of Boreas”.
Has the Chaplain really earned his fi rst black pearl with Astelan or did Astelan really have the upper hand in the dialogues? Which dark secrets that have not even revealed themselves to the highest of Dark Angels does the Fallen One know?
The novel is extremely tantalizing and has several surprises in store. The conversations between Boreas and Astelan seem somewhat like discussions between a man of faith and the devil: the Fallen One comes across as likeable, using subtlety to undermine the Dark Angel’s rigid belief. In the course of the conversation you begin to wonder which one was really on the Emperor’s side.
This excellent novel was rightfully re-issued and is now the proud owner of this issue’s silver medal.
DAEMON WORLD - BEN COUNTER
This 2003 novel by Ben Counter w a s r e - i s s u e d this summer. It’s a terrifi c Warhammer Fantasy/40k
Crossover.
Planet Torvendis has been a Chaos battle fi eld for millennia, and has its dark legends of its own. Torvendis is currently ruled by Lady Charybdia, princess of Slaanesh, but peculiar incidents are threatening her empire.
A young and aspiring champion unites the barbaric tribes, a mysterious stranger walks the planet and a small group of Word Bearers is hunting a deserter. Are all these occurrences mere coincidence or is there a pattern, hinting at yet another change of power in the Daemon World?
Ben Counter’s novel was one of my favourites among all 40k novels when I fi rst read it in 2003. The book is full of suspense and shows the most wonderful parts of chaotic madness. This novel isn’t just a must-read for only Chaos players!
Daemon World rightfully steps up to receive a bronze medal.
by Adam Smith
In his quest for a fi ne quality carry case, Adam Smith discovers that your first choice isn’t always the best choice...
It all began one fateful night. Actually, that’s not entirely true, it began a week before; when my lovely new girlfriend had arranged to stay for the weekend, and that presented a problem. Having been rather extravagant earlier in the year, I now had 5,000pts of Tau miniatures dominating my
living space. I needed a carry case to hide it all in –a monstrous carry case. And I needed it fast! My fi rst choice was Figures in Comfort, having used their medium sized carry cases many times before. But they were on holiday, and I needed a carry case now. So; I went looking for alternatives and found KR Multicase.
With over 100 troops, numerous battle suits, tanks, light vehicles and even objective markers, I had no idea which foam trays I would need to accommodate it all, let alone which of the enormous carry cases to choose from and time was of the essence.
So I sent them an email and quickly received a full list of the trays I needed, available in a choice of two carry cases which would meet my needs. Attached was also a photograph of a carry case with trays cut to accommodate the Tau army of one of their staff members.
Once the case arrived, I began pulling apart the section of foam to match the photo, while making a few personal improvements along the way. Within an hour (remember, I have 5,000pts of Tau!) all my tanks, troops and battle suits were sitting snugly.
While admiring my handiwork, I was surprised just how good the materials were. The images on the KR Multicase website had left me feeling rather dubious about my expensive purchase, but what had arrived in the post was a weatherproof, nylon 600 denier fabric carry case fi lled with high grade cardboard boxes, each housing tightly packed foam trays now
comfortably cradling my miniatures. Perhaps KR Multicase should invest in a better camera to make their products more appealing?
Only one thing now concerned me, and that was the thinness of each trays foam base. But once everything was packed inside, it was clear to see how the unusual stacking effect worked. Basically, the layers of foam within the tightly packed hard case snugly press against each another, securing both the trays and the models in place, preventing the slight slipping and warping that tends to occur with fabric carry cases –especially when the case is turned upon its side while carried or stored.
So the question you’re probably asking right now is, “Which is the best carry case?”
Well, to be completely honest, none of them are. It all comes down to what you need.
FOAMING
MAD
Photo provided by KR Multicase
Figures in Comfort have the biggest range of foam trays to choose from that fi t anything from land raiders to tiny Wings of War bi planes while KR Multicase trays require a little planning on your part, but provide a very snug and safe fi t for your miniatures, being easy to cut and customise, which makes them much more versatile.
Finally, there is the choice between a hard case and a soft fabric case. Both have their own merits, one is sturdy, one is fl exible and both protect your miniatures in slightly different ways.
So while I used to always buy my carry cases from either Charon Productions or Figures in Comfort, KR Multicase has much to offer. The moral of the story is to check all the shops and have a good look around before you make your next impulse buy. That way you’ll make sure that you fi nd the right case for what you need, regardless of who makes it.
Welcome, scribe, to the latest installment of the Imperial Register.
With 5th edition we have come to fi nd that objectives now play a much larger role in most of our games. Two out of the three are objective based meaning there will always be two or more capture points on the table. Desperate last minute assaults can center upon the taking and holding of these objectives.
Units trying to claim objectives for their army would seemingly fight with renewed vigor and heroism which was not conveyed in game terms…until now.
Remember, if you have ideas for units, vehicles or wargear; send them to the Imperial Register at fi [email protected].
OBJECTIVE UPGRADES: Cost: +10 points per objective
Effect: The effect of the upgrade depends on the army and can be found below.
Range: Any unit with a model within 6 inches of the objective gains the effect.
Note: A player can choose to upgrade each objective he places at the start of the game. The
upgrade must coincide with the appropriate army i.e.: a Tyranid army must utilize the Tyranid objective rule. Any ensuing advantages are only gained by the army that placed the objective and effects are not cumulative.
FORCES OF THE IMPERIUM
All of the Emperor’s fi ghting forces see the objective as a holy relic and will fi ght to the death to defend it.
THE IMPERIAL
REGISTER
All units within range benefi t from the Fearless special rule.
ELDAR
A link to the webway provides the Eldar with powerful knowledge of their enemies.
All units within range benefi t from the Preferred Enemy special rule.
ORKS
Objectives do not mean much to the Orks. All they know is that there is usually a good ‘scrap nearby.
All units within range benefi t from the Counter Attack special rule.
DARK ELDAR
Objectives set by the Dark Eldar are usually cunning traps which lure unsuspecting forces into deadly ambushes.
All units within range benefi t from the Hit & Run special rule.
CHAOS
The Dark Gods only smile upon the bloodthirsty and victorious. Claiming an objective in their name strengths the bloodlust of the warriors.
All units within range benefi t from the Furious Charge special rule.
DAEMONS
Daemonic objectives usually act as conduits to the warp. The favor of the Dark Gods is much stronger in these areas.
All units within range benefi t from the Feel No Pain special rule.
NECRONS
Objectives sought by the Necrons pulse with ancient power not understood by the venerable Techpriests of Mars.
All units within range benefi t from a second “We’ll Be Back” roll should they have failed the fi rst. TAU
In the name of the Ethereal, Tau warriors defend their objectives to further the Greater Good.
All units within range benefi t from the Stubborn special rule.
TYRANID
Tyranid objectives are usually living organisms psychically linked to the Hive Mind.
All units within range benefi t from the Synapse special rule.
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Founded in the wake of great triumph, the Aurora Chapter carries the spirit and tradition of Robute Gulliman into the depths of the 41st milennium. Wherever the enemies of the Emperor strike, the Aurora Chapter can be found defending the people of the Imperium from the galaxy’s most terrible threats.
ORIGINS
The dark days of the Horus Heresy nearly destroyed the fl edgling Imperium before it was truly born. As the legendary battles of the Heresy raged, vast regions of space reclaimed during the Great Crusade were left defenseless and alone. Many worlds fell to anarchy and ruin, as worlds that avoided the opportunistic advances of alien races fell under assault from an ambitious enemy within. The Imperium’s eventual triumph is a testament to the will of mankind, and to those who would defend the Emperor’s realm even when all hope appears to have vanished.
The world of Firestorm had been brought into the Imperial fold during the last days of the Great Crusade. Originally a world operating at the pinnacle of technology, the Age of Strife left Firestorm a shell of its former glory. Firestorm’s rich resources gave way to a vast nobility, whose ambition spilled violently into perpetual civil war. A bloody stalemate took its toll upon both the citizens of Firestorm and the planet itself; untold billions were driven into the crucible of warfare, and great technological
wonders were unceremoniously razed in battle or scrapped for munitions.
Constant warfare and destruction gradually eroded even the most powerful faction’s ability to make war. Lasguns eventually gave way to muskets and crude cannons, which in turn gave way to sword and shield. Peasant soliders, in the fi nal days of the war, wielded
crude spears fashioned from shards of what was once the glorious machinery of mankind. The population of Firestorm, unable even to harvest the most basic of mineral resources, settled into a shattered existence of nomadic gathering. Upon their arrival, Imperial forces were greeted by a world that was a specter of its former greatness.
Having easily cowed the primitively-armed residents, Imperial Explorator teams soon set to determining the strategic value of their new conquest. Firestorm, which combined a strategically valuable location with extensive mineral deposits and fragments of ancient technology, was quickly deemed to be of critical importance. A communique was sent to the Ultramarines - specialists in reclaimation of new conquests - asking for aid in bringing Firestorm back into the fold.
A reply was sent in the form of Sergeant Ardus Cainen, a veteran of considerable experience, and a master of Roboute Guilliman’s methods of developing Imperial holdings. Sent with four other veterans, Cainen’s was tasked with bringing the world’s defenses and industry to sustainable levels within one Terran year. Within six months, Cainen had unifi ed the scattered tribes of Firestorm into a coalition, and had laid the groundwork for a proper Imperial government. This coalition was stable enough that work could begin on the planetary economy and defenses - a process that, thanks to the Ultramarines’ expertise, showed remarkable progress.
However, during this period of healthy progress, communication from the Ultramarines came to a quick halt. Given the limitations in interstellar communication, transmissions from the Ultramarines fl eet had been sporadic since Cainen’s arrival; however, the lack of any communication at all was disconcerting. Unaware of the war that was tearing the Imperium apart, Sergeant Cainen and his
men continued on their mission - developing government, economy, industry, and defense worthy of an Imperial charge. Ancient defense systems scattered throughout the system, long forgotten by Firestorm’s inhabitants, were re-activated by Techpriests left behind by the Explorator teams to aid the Ultramarines. It was this action, perhaps more than any other, that saved Firestorm from a quick and terrible end. Over the following months, several of the satellite monitors that ringed the system began to fail. While no immediate cause could be discerned, a disturbing pattern began to emerge, as the orbital monitors failed along a direct path toward Firestorm. The disturbance was fi nally identifi ed when one of the defense monitors sent back visuals of crudely-wrought vessels, moments before the satellite was destroyed. Sergeant Cainen brought the world
to full alert, assembling his defensive forces - Greenskins were on their way.
With scant time remaining before the Orks would make planetfall, Cainen began to organize. In an effort legendary by even Ultramarines standards, Firestorm’s fl edgling industry was shifted to a war footing almost overnight. News of the impending attack spread quickly; faced with the prospect of certain death, the population of Firestorm woked tirelessly to master the art of warfare. Government buildings were turned into fortresses; assembly lines, previously used to produce mining and farming, now forged the tools of war.
The Warboss Zagrokk and the sizable greenskin forces under his command had been displaced from their holdings by the ferocious battles of the Heresy, and had set its sights on Firestorm THE AURORA CONTROL ZONE
As the Macharian Crusade reclaimed great portions of the galactic southeast, the forces of General Tarka’s Third Army were met by a fl eet of streaming jade battle cruisers identifying themselves as a lost detachment of the Aurora Chapter. Originally sent as a garrison force to the system to defend against Eldar raids, the large force of Auroras found themselves cut off from the Imperium during the Age of Apostasy. Taking charge of several systems within the reach of their fl eet, they successfully carved out a stable empire of worlds under their protection, awaiting the Imperium’s eventual return.
Led by their Master Velatian and the Librarian Sulaco, the Aurora detachment aided the Macharian Crusade in its battles to reclaim the worlds of the galactic southwest, participating in the Scouring of Adrantis V and the infamous Siege of Duma. The Marines returned to Firestorm victorious, re-uniting with the homeworld their predecessors had left behind six thousand years before. The entire Chapter was deployed to Theris III during the turbulent wars of the Macharian Heresy, upholding the peace so hard-won by their brothers.
as a resupply station and source of slave labor. The Great Crusade had seen a change in human civilization, turning once-ripe targets of Ork invasion into well-defended enclaves able to turn aside all but the largest WAAAGH. The prospect of once again pillaging an undefended human world had set the Orks into a frenzy, and the greenskins had set the whole of their warmaking apparatus towards the quick conquest of the planet. The fi rst volley of orbital defense lasers took the Orks by surprise, reducing a full third of their Kroozers to smoldering hulks. It was not long, however, before the sentries were met with suicide
charges from brutal Ork Ram ships, and their guns silenced. The initial wave of defenses had slowed the Ork attack, but now thousands of greenskin warriors assaulted the planet, dropping from the skies in huge Rokks and swarms of fi ghters.
Upon landing, the Orks found crudely-walled cities bristling with weaponry. The walls fell after several sustained Ork assaults, but not before the defenders took their toll in green blood. As the walls were abandoned, Orks swarmed into the cities, only to fi nd them suddenly emptied of their defenders. Through a system of ancient tunnels, Firestorm’s populace had evacuated to the planet’s heavily-fortified mountain ranges. Buildings in the abandoned cities were booby-trapped, set to explode and collapse on the invading Orks. The blunt Ork assault gave way to a protracted siege, the Orks attempting to wall the humans inside their mountain fortifi cations while they mined the planet bare.
The population of Firestorm turned to guerrilla tactics, destroying Ork equipment with satchel charges and crude fi rebombs. Mile by mile, the humans began to retake Firestorm’s surface. The Orks attempted to retaliate, but the human assailants would simply melt back into the mountains, where pursuing Ork forces were slaughtered by the massed defenders. Sergeant Cainen is said to have met his death in one such siege, holding the gates of his mountain fortress against hordes of greenskins. His loss was mourned, but gave the men and women of Firestorm a martyr to rally behind.
The renewed purpose of Firestorm’s people resulted in a profound increase in the intensity of confl ict, and a great victory was won by Firestorm’s warriors as Warlord Zagrokk himself was killed as he attempted to mount an assault on command bunker within Mount Zarek. The fi nal blow to the Orks came as two of the remaining Ultramarines repaired a downed Ork aircraft and snuck aboard the Kill Kroozer Deff’s Hed, Zagrokk’s fl agship. Their attack detonated its core, sending burning shards of the Kroozer into an eternal orbit. Leaderless and demoralized, the Orks fl ed the planet. The battle for Firestorm was won, and the defenders took to once again rebuilding their home. Less than a year later, the Ultramarines returned to Firestorm; the remaining Marines were given the grave news of Horus’s rebellion, and the Emperor’s internment in the Golden Throne. In turn, the new arrivals were told of Cainen’s heroic command of Firestorm’s people in the defense of their homeworld. The story spread throughout the Legion, becoming a source of inspiration and bravery as the Ultramarines fought to keep the Imperium from crumbling in the wake of the Heresy. Eventually, word of Firestorm’s salvation reached the ears of Roboute Guilliman himself. When the Ultramarines were divided into independent Chapters during the Second Founding, Guilliman honored the fallen Sergeant by placing Firestorm in the hands of one such Chapter, honoring them with the title of “Aurora” - an ancient Terran patron of hope, renewal and the new dawn.
HOME WORLD
Firestorm, named for its regular meteor showers, has a surface comprised mainly of low-rise mountain ranges. These mountain ranges are rich in mineral resources - the recovery and processing of which employ the vast majority of Firestorm’s citizens. Thanks to the steady pipe of technology afforded its citizens by Aurora Chapter, life on Firestorm is relatively luxurious by Imperial standards. Many citizens live in small communities situated upon the more productive mineral deposits, while others have situated near the small cities that house Firestorm’s production industry. Unlike many Space Marine home worlds, Firestorm does not offer up natural extremes and hardships for its people;
the majority of citizens lead peaceful, if spartan lives of mining, farming and industry. Rather than a potential pool of recruits, the Aurora Chapter views the citizens of Firestorm as a people under their protection. As such, great efforts are made to shield the population from the strife and confl ict found throughout the rest of the galaxy. The Aurora Chapter maintains its fortress-monastery of Tithonus in the remote Okeanos mountain range where Ardus Cainen is said to have fallen. Set into the rock of Mt. Eos, Tithonus is a maze of tunnels and enormous chambers where the Marines of the Aurora Chapter train and live. Here, the most promising recruits from Firestorm’s military academies are given the grueling trials common to every Space Marine Chapter. Those few who earn their place within the Chapter’s ranks become heroes and legends in their own time, lauded and revered by their communities, joining those warriors who have kept a long vigil over the planet of Firestorm, and all others who live under the protection of the Imperium.
COMBAT DOCTRINE
As strict followers of the Codex, the Aurora Chapter remains a fl exible tactical force that is able to adapt their forces to any battlefi eld situation. The Auroras strike rapidly; foot troops are often mounted for quick tactical deployment, maximizing the shock value of their initial attack. The Auroras’ expanded armory is quickly brought to bear with a fl urry of Rhinos, Razorbacks, and Drop Pods. The Chapter’s propensity for rapid, devastating armored strikes has earned them the nickname “The Hammer of Roboute.”
It is in open warfare, however, that the Chapter has earned their reputation as an armored assault force unequaled by any but the most heavily-mechanized of Imperial Guard forces. Owing to their home system’s rich mineral resources and an in-system Forgeworld, the Aurora’s armory is three times larger than that of an average Space Marine Chapter. Even a partial deployment of the Chapter’s armory is a sight to behold; Land Raiders and Predators swarm over enemy lines, crushing their foes beneath heavy tracks and a hailstorm of fi repower, while explosive rounds from Whirlwinds and Vindicators detonate across the battlefi eld. Across the Ultima Segmentum, the name “Aurora” has become synonymous with armored destruction.
ORGANIZATION
The Aurora Chapter is organized into the standard formations prescribed by the Codex Astartes, and their heraldry closely resembles that of the Ultramarines, with a few exceptions. Notably, while the Chapter originally displayed their Company colors on their pauldron rims, they are now denoted by white Company markings on the left kneepad of the warrior’s power armor, while their shoulder rims remain permanently black in honor of the many brethren lost during the defense of Milagro IV in the Johnus Uprising.
As a proud First Born Chapter, the Auroras maintain close ties with the Ultramarines, often aiding the warriors of Ultramar with armored divisions and regularly sending troops for Ultramarine Honor Companies. The Auroras are also known to have alliances with THE ANDROMEDUS FORGE WORLD
Lying within the Tempest system, the Titus asteroid belt is one of the most valuable assets in the sector; it contains plentiful reserves of mineral compounds required to forge critical war machines. Forge World Andromedus, founded in M33 to utilize these resources, enjoys the full protection of Aurora Chapter, whose home world also lies within the system. Several times in their history, the Forge World and the Aurora Chapter have worked in tandem to repel invasions of the system, and have always emerged victorious. For their aid, the Forge World supplies the Chapter with an impressive arsenal of Land Raiders, Predators and other armored vehicles, giving rise to the Aurora’s legendary armory and their penchant for massive armored assaults.
Fiction by Brian Solomon & Michael Hoepfl
Soft chants of ceremony filtered into the darkened antechamber. Inside, Brother-Librarian Sulaco fl exed and rotated the mechanica that had long since replaced his body. It was three days hence that the Master of the Chapter had fallen; in the chamber beyond, the Chapter Council was performing their grim duty to select his successor. Roused from several decades of slumber, Sulaco awaited his role in the ceremony with a patience alien to mortal fl esh. Years of internment in this living tomb had robbed him of much of his psychic might, but he could still see the minds of men clearly as ever.
His thoughts drifted into the past - Sulaco had given over a thousand years to the Chapter, years that served as ample ground on which his mind could wander. So much of the Chapter’s history lay within him now; he recalled the grueling losses of the Johnus Campaign, and the miraculous victory in the canyons of Vernus VII. He relived the glorious return of the Imperium to Theris III, and the incalculable devastation of the Macharian Heresy. The memories of so many battles played across his vision, given form by cogitators attached to his aged brain. To him, the past unfolded with the unerring accuracy of a textbook, unfettered by the diminishing recall of mortal fl esh.
He knew, however, that there were gaps. His sarcophagus had carried his broken body onto several Imperial forces throughout the galaxy,
including the Azure Flames Chapter of Space Marines, and the 401st Cadian regiment. The Chapter’s Librarium, housed deep within the rock of Mt. Eos, is said to have a record of Imperial organizations, history and military deployments that rivals that of the Adeptus Terra. Exactly how and why the Aurora Chapter would keep such a repository of knowledge is unknown, but it has proven invaluable to the Chapter and its allies when requesting aid and assistance from the Imperium.
BELIEFS
The Aurora Chapter, like the majority of Space Marine Chapters, recognizes the Emperor as a warrior and leader without peer, but do not put faith in the aspects of godhood and divine salvation that the Imperial Cult ascribes to him. A reverence of the Primarch Roboute Guilliman also figures strongly into the Chapter’s doctrines, exemplifi ed by the Aurora Chapter’s strict organization along the lines of the Codex Astartes. Though not exactly religious in nature, a set of rituals and iconography have grown up within the halls of Tithonus, and the Aurora Chapter observes many of the holy days observed by the people of Firestorm since before the days of the Imperium. Banners and other iconography of the Auroras often heavily
features the stars and the heavens, as well as weapons of war balanced by shields, walls and fortresses, symbolizing the Chapter’s role as a defender and harbinger of new hope.
The Aurora Chapter sees its place within the Imperium as a protector of the Emperor’s realm and the citizens that dwell within, rather than a crusading force in the Emperor’s name. The Chapter has often refused to attack intelligent, civilized species - such as Eldar or Tau - without provocation. This has caused considerable friction between the Auroras and other Imperial bodies, including other Space Marine Chapters. Thus far, the Aurora Chapter’s long history of loyal service to the Imperium has kept them shielded from overt accusations of heresy, but several Puritan Inquisitors are said to be building a case for the Chapter’s excommunication and cleansing. It remains to be seen if the Auroras can hold to their ideals in an age which demands unquestioning service to the Imperial cause.
BATTLE CRY
While the Aurora Chapter itself does not appear to have a true battle-cry, many banners, emblems and other symbols of the Chapter are inscribed with the the ancient Terran phrase “tuebor,” meaning “I will defend.”
Several characters and concepts for this article have been borrowed from the Macharian Crusade Campaign Book, created by our friends over at the Bell of Lost Souls. Thanks to bigred, mkerr and all the rest for their dedication to the hobby, and the use of their materials! To see more on the Macharian Crusade, Warhammer 30K and many other works by the BoLS, visit their website at http://bellofl ostsouls.blogspot.com
the surface of more worlds than he could recall - its fearsome array of weapons had allowed him feats that even the most capable Marine could not match, but no mind could survive so long and brutal a lifetime without failures and blanks. There were ages and campaigns that registered only as a single word or a fl eeting image, but no more. He knew them now from data-slates and memory cubes fed into the near-infi nite storage of his electronic mind; histories of his own deeds, read to him like a child’s story. He wondered, sardonically, how many of them were true.
However, despite a thousand years of memories to contemplate, he drifted time after time back to his friend Velatian. Where others saw a stern and withdrawn leader, Sulaco remembered the man who would debate the nuances of a battle strategy or a scrap of ancient literaturewith equal ferocity . He recalled the the Siege of Duro, of Velatian’s tireless command while mired behind enemy lines. He had never known a fi ner leader, or a more dedicated ally. The realization that his friend had been dead for many centuries hit him suddenly, as it always did. Slowly, and with bittersweet reverence, the memory of the Brother-Captain’s fi nal stand began to unfold, pouring forth from secret places within his mind that he had hidden from even himself.
***
From the moment that the Auroras came out of warpspace in the Kassiar system, the campaign had gone poorly; the events on Kassiar IV were simply the consummation of the whole wretched
affair. What seemed to be a world under attack from a small Chaos cadre had, in reality, been gripped by full-scale rebellion; with treacherous malice, the billion-fold citizens of Kassiar IV rose to slit the throats of their would-be saviors. The surprise attack on the Aurora fl agship by a Chaos splinter fl eet had driven the battlebarge out of orbit. Worse, the ships were ones they had recognized - the dread fl eet of Captain Sorge. The Alpha Legionairre had pursued Velatian since the days of Theris, and now he seemed to have fi nally gotten the best of his old foe. There was little hope left; only a handful of of the original detachment remained against a tide of maddened cultists, Tratior Marines and beasts spawned from the unfathomable depths of the Warp. Dogged in their pursuit, the traitors had even followed them up the rocky cliffside to the narrow plateau that had given the Marines’ this moment of respite. A single Thunderhawk now held most of the remaining Auroras; only Velatian’s own guard remained, setting up defensive positions on the outcroppings of rock. Both Sulaco and the Captain himself stood over the edge of the sandy plateau, watching the hordes of Chaos followers advancing on their position.
“We’ll hold them long enough for you to evacuate.” Velatian’s authoritative voice cut calmly over the whine of the gunship’s engines as they began to spool up to full power. The Captain looked thoughtfully at the armored transport, as if judging its worth. “Cainen’s Wing can’t stand up to a cluster of melta-bombs, and there’s important work for you in there.”
The Aurora Chapter’s Chief Librarian raised an eyebrow. “You have a plan.”
Velatian’s gaze returned to the outcropping. “Didn’t we agree, Brother-Librarian Sulaco, that it was mightily unfair of you to read my thoughts?”
“There’s no need,” replied Sulaco. “You’d be remiss not to have one.”
“Indeed.” Velatian’s countenance became dark as he watched his men secure their position, set to sell their lives dearly. “Though this is one that I had hoped would would remain unused.” Velatian opened one of the small pouches attached to his belt, and retrieved a small data-slate. He handedit to the Librarian. A long set of digits played across its screen. “Memorize those, Delphias, and quickly.” Sulaco nodded, and committed the string to memory with a speed and accuracy that few could achieve. Seconds later, the data-slate hummed and went blank as its data stores were purged. “As soon as you’re clear,” Velatian continued, “broadcast that sequence into the Aether.” The wind blew harshly, and long moment passed as the two old friends looked over the cliffside into the approaching army. Finally, the Librarian spoke.
“It would have been an honor to die at your side.”
Velatian shook his head. “I’ll not have your head added to the tally of my foolishness, Sulaco. Besides, Brother-Librarian,” his friend
smirked, even as the roars of inhuman thralls and mechanical horrors began to coruscate over the hills, “it is your solemn duty to record those stories that will inspire a Chapter.” He clapped the Librarian on the shoulder. “Do me one last favor, my friend - tell this one well.” Sulaco nodded and reluctantly climbed into the Thunderhawk, its ramp closing swiftly behind him. Looking through the viewport, he saw Velatian’s face once again become the stern mask of command. With a roaring cry, the Captain and his men opened fi re into the approaching horde as the Thunderhawk lifted off from the surface of the doomed planet. As the ship broke orbit, Sulaco blasted the message into the Warp as broadly as his vast psychic power would allow.
Moments later, the thin membrane of reality tore open as a trio of Cobra-class Destroyers emerged from warpspace, bearing the striking emerald of the Aurora Chapter. Streaming clusters of plasma torpedoes screamed into the planet’s atmosphere, bombarding Velatian’s position with white-hot intensity. Sulaco had never seen his friend again; the loneliness burned in his memory as brightly as anything.
***
Sulaco was roused to the present with a jolt; recognizing the fi nal chants that would herald his entrance, he prepared to pass into the chamber ahead. Briefl y, he pondered deleting the memory of the Captain’s death. Would it erase the pain of his passing? Might Velatian’s fate slip into the same shadowy realm as so
many others, only to haunt him in the dreams of his years-long slumber?
Gears hidden within the thick granite walls began to grind, and the forward wall of the antechamber slowly opened to reveal a skull-masked Chaplain. Behind him, surrounded by the Chapter’s commanders, the Chosen Aspirant knelt in waiting upon a raised dais. Sulaco, taking the sum total of his thoughts, concluded that
t h i s c e r e m o n y had passed into dull routine; its importance - to both Sulaco and the Chapter - had diminished. This storied ceremony had become a rite without meaning; perhaps, he thought, that should change. “Ancient One,” the Chaplain intoned. Toward the young ones, Sulaco knew, t h e C h a p l a i n was stern and uncompromising; however, his voice was now soft with reverence. “We await your wisdom, Lord, and your judgment.” The
Chaplain bowed, bidding him entrance into the dark stone chamber.
“Listen well, Brother-Chaplain, and you shall have it.” Sulaco marched toward the center of the room, preparing to favor the young ones with tales of heroes long forgotten; to keep a promise made in the distant past, in the fl esh of another lifetime.
FORMATION:
1+ Malanthrope 5+ Ripper Swarms
During the fi nal stages of a world’s consumption, living carpets of rippers devour everything for absorption by the hive followed by the rarely seen Malanthropes selectively processing useful genetic material. Few Imperials survive witnessing this horror. The splintering of the last hive fl eet has spawned a new phenomenon, where the ripper consumption is occurring at a smaller scale in the early stages of an invasion. On Sameul
VI, consumption began during the primary incursion to quickly invigorate the hive fl eet and exploit advantageous genetic collection. Like a nightmare locust plague, a mass of rippers herded by a Malanthrope ravaged vast biomass tracts. The sheer number of rippers overwhelmed all defenses while the deadly Malanthrope eliminated die-hard survivors.
SPECIAL RULES:
Deployment: All units must deploy within 12” of a
Malanthrope.
Debris cloud: The swarm creates a cloud of debris inhibiting
LOS. Unlike a normal swarm, a gorging swarm offers an intervening cover save for all models.
Sheer numbers: An uncountable mass of rippers surges
forward. If one ripper does not get you, another one will. All rippers get to re-roll to hit rolls. In turn, killing scores of rippers does not affect the voracity of the swarm. All rippers have the special Feel-no-Pain rule.
Mindless hunger: The ripper’s sole objective is to gorge
themselves. The rippers can neither perform sweeping advances nor consolidate.
Malanthrope Ripper Swarm Ripper Swarm Ripper Swarm Ripper Swarm Ripper Swarm
FORMATION:
3 - 5 Trygons
One of the deadliest Tyranid creatures is the subterranean Trygon. They live underfoot capable of burrowing through the densest rock erupting from the ground with epic displays of
violence. In rare cases, as a result of rich nutrients within the earth, Trygons hyper-evolve into an abundant horde of super-beasts…
SPECIAL RULES:
Deployment: All models within the formation must enter play
from the strategic reserve. The formation deploys starting with the fi rst Trygon using Deep Strike. The subsequent Trygons are placed within 12” inches of the fi rst Trygon as they home in on the fi rst Trygon.
Earthquake: The eruption of multiple Trygons creates
an earthquake. All enemy infantry forces within 6” of any Trygon must immediately take an unmodifi ed leadership test including units normally immune to leadership tests or automatically passing them. If the unit fails the test they are considered to have gone to ground (p24) that turn and get all respective benefi ts and defi ciencies. The test represents units being thrown about from earthquake.
Datasheet for use in Apocalypse games. Derived from IP owned by Games Workshop by Stefan Sheckells
Trygon Tyranicus Subterra Extremis Trygon Tyranicus Subterra Extremis Trygon Tyranicus Subterra Extremis Trygon Tyranicus Subterra Extremis Trygon Tyranicus Subterra Extremis
UNIT: 1 Intruder Titan
TYPE: Super Heavy Walker
STRUCTURE POINTS: 3
WEAPONS AND EQUIPMENT:
– 2 Heavy Railguns
or
– 1 Heavy Railgun and 1 twin-linked Heavy Burst Cannon
WEAPON RANGE STR AP SPECIAL
H. Railgun (solid shot) 108” 10 1 Ordanance 1, Titan Killer H. Railgun (submunition) 108” 10 1 Ordanance 1, Large Blast TL Heavy Burst Cannon 36” 6 4 Heavy 6, Twin-linked
The Intruder is the largest of the Tau Titans, and it is still dwarfed by the Scout Titans of the Imperium. Not all Tau Titans are agile and graceful constructs, but the Intruder’s compact size allows it to move with a swiftness and smoothness quite simply impossible for the war machines of other races. The Intruder mounts a number of powerful jump jets, turning its movement into a series of drifting leaps, or even fl oating sweeps over the battlefi eld. Despite this almost Eldarish gait, the Intruder Titan is an extremely well-armed, powerful adversary. Its standard armament comprises of heavy railguns,
capable of crippling an enemy Titan at long range. It could also mount a twin linked heavy burst cannon, instead of one of the sets of railguns for close defense. An Intruder’s pace, agility and ability to leap diffi cult terrain allows it to harry the enemy lines in quick scouting raids before disappearing with the same terrifying speed. Intruder Titan crews are small, their prodigious skills enhanced by training as Crisis suits before crewing an Intruder. In many cases, an original Crisis Team pilots an Intruder Titan. They then hunt for heavy armor on the battlefi eld, connected by years of teamwork.
SPECIAL RULES:
Agile: In the Shooting phase may divert energy
from its Primary Weapons to its legs, so it can choose to either:
- Fire all available weapons as normal, OR - Fire a single Primary Weapon and move an
extra D6” (as per the Fleet of Foot rule), OR - Fire no weapons and move an extra 2D6” (as
per the Fleet of Foot rule)
Jump Jets: Instead of moving normally, the
Intruder may use its jump jets to move up to 36” in the movement phase, ignoring all terrain and models. May not land on frendly units or in dif-fi cult, dangerous or impassable terrain, but may land on enemy units, resolving as a Tank-shock. If it uses its jump jets the Intruder may not fi re its Primary Weapons nor use the Agile rule that turn, but it may assault as normal.
ARMOUR
WS BS S FRONT SIDE REAR I A
by Geoffrey Snider
The thought of playing against Tyranids always makes me cringe. I’m not sure if it has to do with some of the more disgustingly powerful strategy cards they had in 2nd Edition, or if it has to do with swarms of Rending Hormagaunts in 3rd Edition, or even if it has to do with players that don’t remember which biomorphs their units have because they don’t model them correctly. When you build an army you can’t say “I’m going to include a fi ve-man Devastator squad with four Heavy Bolters because I expect to play against Tyranids.” It just doesn’t work like that anymore, because you don’t know what variant of the Tyranid army you’re going to be facing. Whichever way you slice it, their unpredictability is what causes my anxiety,
and is subsequently their greatest strength. This unpredictability is precisely why I chose Tyranids to be my fi rst 5th Edition army.
It is this author’s opinion that at its core, Warhammer 40,000 revolves around its ranged combat mechanics. Sure there are many ways to massacre someone in close combat. Sure there are ways to Tank Shock entire armies off the table. But I say that shooting is the mainstay of 40K because armies begin the game deployed at a reasonable distance from each other. The best way to win the game lies in modern military doctrine: defeat the enemy by eliminating them completely, before they can have any effect on your forces. In other words, whoever has the longest range guns will win. Failing this, ranged combat devolves into
a mathematical algorithm that depends (in this game) on who gets the fi rst, and largest volley of shooting. Here’s a simplifi ed explanation of how it works:
Team A has 1000 soldiers and Team B has 900 soldiers. Each time they unleash a volley of fi re, only 10% of their soldiers score a kill shot on the enemy. The teams take turns fi ring.
Team A fi res fi rst, scoring 100 kills (10% of 1000), reducing Team B to 800 soldiers.
Team B fi res second, scoring 80 kills (10% of 800), reducing Team A to 920 soldiers.
Team A fi res, scoring 92 kills, reducing Team B to 708 soldiers.
Team B fi res, scoring 70 kills, reducing Team A to 850 soldiers.
…and eventually Team A delivers the killing blow in the fi nal round of shooting.
Team B fi res, scoring 5 kills, reducing Team A to 532 soldiers.
Team A fi res, scoring 53 kills, reducing Team B to 0 soldiers.
What I’ve been talking about is the simplifi ed form of what engagement theory calls the Lanchester Equation:
TYRANIDS IN 5TH EDITION, OR HOW I
It’s an equation that works in a very limited capacity; it predicts the outcomes of pitched fi refi ghts, where both sides in an engagement have roughly the same capabilities, but one has greater numbers. It can be modifi ed to account for advantages that certain sides possess, and can team up with other equations to determine exactly how many ‘rounds’ of fi ring the two teams will go through before one team is eliminated. In a nutshell, this is what 40K is; a pitched battle where each side is on equal footing. Pitched battles are the fi nest examples of what every general should strive to avoid in real-life wartime situations!
OK, I take it all back. This is what I think 40K is, but I also think that 5th Edition has taken a massively productive step away from being a simple pitched battle; the ability to go fi rst with
a greater amount of shooting is no longer as much of an advantage as it used to be. And what happens when you decrease the effectiveness of one method for removing your opponent’s forces from the table? The other methods (like close combat) become much more viable. This shift in power is a huge step in minimizing the weaknesses of a Tyranid army.
Speaking of Tyranid weaknesses, what exactly are they? Anything that can claim an objective has an armor save of no better than 4+. This leaves them vulnerable to all different types of small arms fi re – in fact all weapons in the game (especially template weapons) have a great potential for wiping out units of Gaunts, Hormagaunts and Genestealers quite easily. Next is their relatively low Ballistic Skill, which makes it diffi cult for them to hit anything with their ranged weaponry. Even
if they do manage to hit their targets, ‘bug guns’ have a much less lethal AP rating than almost any other army. Finally, they possess little to no invulnerable saves, making their larger, armored units vulnerable to weapons that ignore their armor saves.
You may be asking yourself “If they have so many drawbacks, why should we even consider playing them?” Their strengths far outweigh their weaknesses. What the Tyranids lack in shooting quality they make up in quantity. Now don’t expect a unit of Gaunts with Spinefi sts to do any more damage than an angry Grot – I’m talking about Warriors, Tyrants and Carnifexes armed with twin-linked Deathspitters and Devourers, or Barbed Strangers and Venom Cannons. They also compensate for their
lack of BS with some special shooting features like Living Ammunition and Pinning. Invulnerable saves are a mixed bag – they’re usually reliable enough as a backup defense, but when cover saves are a viable option like they are in 5th Edition, why pay the points for them anyways? You might need them in close combat, but Tyranids have such solid hand-to-hand capabilities (lots of attacks, Monstrous Creatures, high Initiative and Weapon Skill, as well as immunity to Instant Death) that they rarely need to worry about Power Weapons or Powerfi sts. Finally the greatest all-prevailing
strength of a Tyranid force in 5th Edition is their ability to almost always have a Cover Save. Cover saves are now an all-important fact of life for Tyranids. Now that 40K uses the ‘True Line-of-Sight’ rules and shooting at any given target is almost always possible if it’s in range, it’s necessary for them to have as much protection as possible – especially for those scoring units with weak armor. Tyranids can now take advantage of a ‘Tiered System’ of cover saves. It’s a bit diffi cult to grasp at fi rst because it relies on a player’s ability to think three-dimensionally, but once you get the hang
of it, the game is irrevocably changed in your favor. There are four tiers to keep in mind for this system:
Tier 1: Terrain
Tier 2: Small models
Tier 3: Medium-sized models Tier 4: Large models
Tier 1: Terrain – There are several types of terrain in 5th that you can rely on. The three most important are Area Terrain (anything players agree classifi es as Area Terrain), small model-sized LOS-obstruction terrain (usually ruins that LOS can be drawn through, or intervening enemy models), and terrain that completely blocks LOS (solid walls, Buildings, etc.). First of all, anything that blocks LOS to your models
is valuable, especially for Tyranid Monstrous Creatures that need to be 50% obscured to receive a cover save. Second, LOS-obstructing terrain (we’ll call it ‘medium-sized’) is great for potentially providing cover saves for anything in the army. Finally, Area Terrain gives anything that isn’t a Monstrous Creature a cover save as long as that model’s base is in it.
Tier 2: Small Models – Small Models for Tyranids consist of Gaunts, Hormagaunts, and Genestealers (or anything else that shares their small base size). These models are roughly 50% as tall as medium-sized models, ergo they grant any small or medium-sized models ‘behind’ them a 4+ cover save.
Tier 3: Medium-sized Models – Tyranid Warrior Broods, Lictors, Tyrant Guard, Zoanthropes and Raveners all come on medium-sized bases, and their height and bulk are usually suffi cient to cover 50% of a Monstrous Creature. Occasionally one will not be enough (a lone Zoanthrope), but units of them are suffi cient.
Tier 4: Large Models – This is obviously the category that includes models on large bases like Hive Tyrants and Carnifexes. Tier 4 is a bit like an Ace in Poker – it can be used as both the highest and the lowest tier. On one hand, these large models need to be at least 50% obscured by models or terrain to get a cover save. On the other hand, they’re large enough to act like moving cover, partially blocking LOS to anything else in your army (including other models of their size).
Once you’ve played a few games utilizing this Tiered Cover system it will come as second nature to you. It’s especially important when you’re setting up your army because many other armies will tend to take an aggressive shooting stance against Tyranids. Thankfully the rules for pre-game deployment in 5th Edition lie in stark contrast to 4th, allowing you the freedom to arrange your forces however you want.
The army listed above is incredibly versatile, and takes full advantage of Tiered Cover. It has
a high number of scoring units, good medium-range firepower, hand-to-hand superiority, high mobility, and a few dirty tricks. In actuality it performs a bit like an avalanche, starting out ominously and small, but turning into an unstoppable, raging torrent.
The simplest factor contributing to this force is fi repower – it includes fi ve Barbed Stranglers that nearly almost hit something, as well as Deathspitters that can smash large units easily. Lightly armored vehicles are vulnerable to these, while Zoanthropes are needed to take on larger targets like Monoliths and Land Raiders. Next are its scoring units. Two broods of Hormagaunts, backed up (or fronted as the case may be) by four broods of Gaunts. The sixteen-model unit of Gaunts is your mainstay, frontline Tier 1 cover provider, while the Hormagaunts set up slightly behind them on each side. The smaller units of Gaunts serve several purposes: 1) provide additional cover if the primary unit is wiped out, 2) stand in front of, or wrap halfway HQ - Hive Tyrant (160) - (Enhanced Senses,
Extended Carapace, Toxin Sacs, Barbed Strangler, Scything Talons, Psychic Scream) HQ - Hive Tyrant (160) - (Enhanced Senses, Extended Carapace, Toxin Sacs, Barbed Strangler, Scything Talons, Psychic Scream) Elites - Lictor (80)
Elites - 8 Tyranid Warriors (253) - (Toxin Sacs, Scything Talons, 7x Deathspitter, Barbed Strangler)
Troops - 16 Hormagaunts (208) - (Adrenal Glands, Flesh Hooks) Troops - 16 Hormagaunts (208) - (Adrenal Glands, Flesh Hooks) Troops - 16 Gaunts (128) - (Spinefi sts, Without Number) Troops - 9 Gaunts (45) – (Spinefi sts) Troops - 9 Gaunts (45) – (Spinefi sts) Troops - 9 Gaunts (45) – (Spinefi sts)
Heavy Support - Carnifex (161) - (Enhanced Senses, Extended Carapace, Reinforced Chitin, Barbed Strangler, Scything Talons) Heavy Support - Carnifex (161) - (Enhanced Senses, Extended Carapace, Reinforced Chitin, Barbed Strangler, Scything Talons) Heavy Support - 3 Zoanthrope – (195) - (Warp Blast, Psychic Scream)