Professional Documents
Culture Documents
September 2009
Editor:
Garrett Brennan - Unrealg
Cover Artist:
Nicholas Kay - Klausmasterflex
Artists:
Nicholas Kay - Klausmasterflex
Damon Drescher - Nomad77
Adam Richards - Mr Pokey
Kurt Metz
Writers:
Jim Tiemann - aeroplane
Mike Jacobs - txMaddog
Lt.Gregor
Dave Wasserman - Megad00mer
Geoff Engelstein - engelstein
Matthew “Maldus” Cicero - Maldus
Christopher Jeschke - OldOneEye
Dan H. - Trichloro
Glen Ocsko - glenoxo
Mike Thornhill - Aarkon
Andy Rodriguez - Krug_666
Aaron Ree - ajree210
Proofing Team:
Chad Campbell - triplare
Scourge
Simon Foley - Relentless
Robert Edman - Griffsnog
Ian Schlientz - Ulthanash
Matthew “Maldus” Cicero - Maldus
Dennis McCollum - Z|Insane
HotPanda
1
The Freeboota the freeboota
Volume 1, Issue 3
Table of Contents
Hobby U.
A Quick Guide to “Dipping” Your Minis 3
Rippy Daggaz make ‘em R.I.P. 6
Creation of an Alternate Chimera 7
Tips & Tactics
Using Tyranids in 5th Edition - Part 2 13
Wound Allocation for Fun and Profit 17
Starting a 40k Club 19
Tweaking the Game:
Fargonne In’drinc 22
Mission: Playground of Chaos 23
Top Shelf:
Book Review: Survival Instinct 25
Battle Report:
Message from da Kaptin, Freeboota vs. Freeboota 26
Fan Fiction:
Greetings 40kradio fanatics and thank you for reading the 3rd issue Come to the Sabbath 31
of the Freebootaz Webzine! I really want to thank all of the freebootaz who Last Stand Part 3 33
helped with this issue. You guys are awesome!
This issue is packed with amazing articles from painting techniques
to creating your very own 40k club. We’ve also included a book review
of “Survival Instinct” by Andy Chambers, as well as another battle report.
And as always, we have some excellent fan fiction from the freebootaz.
Continue reading issue #3, and look for issue #4 in the future!
2
Hobby U. the freeboota
Volume 1, Issue 3
speed painting:
A Quick Guide to “Dipping” Your Minis
By Aeroplane
Believe it or not, the Tyrant below was painted If you are going to add any detail or accent color,
using a very simple paint job that looks like a do it to the head and weapons. They are the
million bucks with just a little bit of effort. part that counts. The
gun cables are a differ-
ent color on this model
because it is armed with
a devourer - I made the
cables and muzzle pink.
It turned out looking like
pepto-bismol, but worst things can happen! (my
chief complaint is the lack of contrast, not the
color) The gun cables on my other shooty ‘fexes
are green. Again, this was just done for variety
Clip the pieces off the sprue and then REMOVE
and to make the Dakka look different.
THE MOLD LINES - it’s very important that you
get the mold lines off the model because ‘dip’
Look at the pictures
really makes them stand out.
at this point; you see
a paintjob that a 10yr
Assemble and touch up the light color. On a
old can accomplish!
bigger model,like this carnifex, do the legs/tail
and body first, then mate them. Leave the head
and arms off for now. At this stage you should
It was painted using a quick-painting technique
have the body assembled
called “Dipping.” “Dip” or “Dipping” is a technique
and mated to the tail/legs.
that is easy to complete, saves a bunch of time,
Paint the carapace whatev-
and looks really great on a variety of figures. This
er color you like (in my ex-
guide will paint a Carnifex to look like the Tyrant The bulk of the model
ample, red) and then touch
above. has 2 colors on it, and
up the first color (tan). You
the detail work on the guns and head are very
can see a few spots that
Step 1: need to be addressed...
simple. So far, not including the time it takes for
Spray the lighter color on the model. I do this paint and glue to dry, I have about 45min-1 hour
when it’s still on the sprue, but that is totally up spent on this model. Note, a little bit of attention
It’s a lot easier to assemble and paint / touch-up
to you. Don’t worry too much about an even, has been paid to the mouth and teeth -- noth-
without the arms attached. Once you are done
smooth spray job right now. Just don’t get it ing complicated. And I spent an extra 20 min
with that, attach the arms. They were painted
runny or gloppy. making the devourer rifle...
before assembly as well, along with the head.
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Hobby U. the freeboota
Volume 1, Issue 3
After applying the ‘dip’ DON’T TOUCH IT FOR Same with these rippers. Tan and red on the
8-12 HOURS!!!!! This is not our acrylic hobby body, black in the mouth, white on the teeth,
paint, but polyurethane wood finish. It takes a dip. Thats it! One of these days I will finish the
bases and they will look complete.
4
Hobby U. the freeboota
Volume 1, Issue 3
5
Hobby U. the freeboota
Volume 1, Issue 3
Job’s a Good’un:
Rippy Daggaz make ‘em R.I.P.
By TxMadddog
In this article, I will show you how, with just a few Clean up all the parts, remove all flash, and as- of clean up between the
simple tools and a bit of planning, you can add a semble the legs, body and head as normal. When teeth. I also brushed on
little extra “ZING!” to your army. We will be Konvert- completed, glue the boy to the base. Don’t glue some plastic cement be-
ing some plain old Ork Choppaz to a pair of cool- the Choppa arms or the holstered Slugga on yet. tween the teeth to smooth
looking Rippy Daggaz! We still have some work to do… out any small burrs.
7
Hobby U. the freeboota
Volume 1, Issue 3
Step 3: Clamp the sides together and trim. I use clippers, scis- Step 4: Cut more of the plastic card into 2” wide strips. Step 5: Next I cut the base plate and front plate for the tank,
sors, knives and sand paper to make them match. notice that I’ve marked the front plate for a ¾” cut out.
Step 6: Take the 90 degree and cut a bunch of little pieces. Step 7: Use the 90 degree pieces and use them to secure the Step 8: Attach the front plate. Note that I did cut out the
side panel to the base plate. notch. Also note I used paper to help the angle plate to hold.
Step 9: Cut out a segment for the front “sub-plate” and glue Step 10: Cut a piece of plastic card to make the other side of Step 11: Cut a back plate for the “cab”.
into position, to help this glue the other side plate on. the front box, this will take a lot of time to get right it’s a lot of
try and fail then glue into position.
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Hobby U. the freeboota
Volume 1, Issue 3
Step 12: Cut out the back part of the front panel. I use the Step 13: Cut out a front plate and glue into position. Step 14: Cut out a back plate for the troop transport section,
clippers and a knife. notice I marked the top 3/8” tall and cut out 2 panels then
glue into place.
Step 15: Cut panels of Plastic card and fill in the open spaces. Step 16: Measure the ring of the Leman Russ turret, and cut a circle in a top plate for the cab,
glue into place.
Step 17: Front wheel support, cut a wide piece of plastic tube Step 18: Glue the support into place. Step 19: Crew compartment doors, cut two long strips for
then cut in half then glue onto a piece of plastic card.
the top door, and cut the angled plate for the back door and
glue them into place.
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Hobby U. the freeboota
Volume 1, Issue 3
Step 23: At this time glue 5 small segments of rack to the large wheel. Glue the long track seg- Step 24: To make the main gun, a multi-laser, cut the battle cannon down & cut plastic tube/
ments on and the large wheel, the reason for waiting to glue the back wheel on is so he track rod into 4 long strips. Cut a las-cannon nose off, and glue to the plastic rod.
can be tensioned correctly to reduced sloping in the track.
Step 25: Turret prep, remove the front tab on the turret lower Step 26: Tank front prep, to give the tank front the ‘arder look Step 27: Detailing… this is hard to explain exactly what to
plate and shave down to allow the gun to traverse lower, then use U-channel cut to size and glue the strips onto the front. do, the main part of detailing is rivets, but this could be add-
glue it together. ing extra tank bits, weapons, or prepping the model for paint.
10
Hobby U. the freeboota
Volume 1, Issue 3
11
12
Tips & Tactics the freeboota
Volume 1, Issue 3
Tyranid Tactica:
Evolution: Using Tyranids in 5th Edition - Part 2: Troops, FA, & Heavy
By Megad00mer
So last issue we went over the HQ and Elite choices for firing a Str 3 gun that’s missing half the time. troop: Hormagaunts
the Tyranids and my opinions on how to get the most Remember, they aren’t there to kill things. That’s They’re Fast. They have Fleet. They have a good
out of them in 5th edition. In Part 2 we’ll be looking at what the rest of the swarm does. number of attacks on the charge but they are
our Troops, Fast Attack and Heavy Support choices.
horribly overpriced. Take a basic 10pt Horma-
The tactics are simple. Take them in broods of gaunt and a 6pt Ork Boy. Look at what you’re
troop: Gaunts 16-20ish. Any less and they die much too quickly getting for your points then softly cry into a
With Gaunts the important thing to remember and at more than 20 and they become unwieldy. pillow. Hormagaunts are one of those units that
is that they aren’t in the swarm to kill things. Stick them in front and try to screen as much as took a major hit due to the new 5th ed. assault
They’re mainly there for two reasons, to take possible. Anything behind them (barring Mon- rules. They’re just way too expensive for what
objectives and to provide screening for the units strous Creatures of course) gets a nice 4+ cover they can actually accomplish in a typical game.
that do kill things. Gaunts are fast and cheap save. If any Gaunts survive the march across the They lack hitting power and have almost no stay-
so they do both jobs very well. If your Gaunts table use them to grab objectives on the other ing power since you can’t take them in the num-
happen to kill something consider it a bonus. side. Keep another brood of Gaunts behind to bers needed due to their cost. To make them a
When it comes to weapon options both the hold an objective in your deployment zone and threat you are almost forced to buy Toxin Sacs
Spinefist and the Fleshborer are equally good in be sure to keep some Synapse in range so they so they become Str 4. Now they’re even more
my opinion. On a Gaunt, the Spinefist is a 12” Str don’t go running at the first sign of trouble. expensive and just as squishy. Hormagaunts are
3 AP 5 Assault 1 weapon that’s Twin-Linked and in a kind of “tactical limbo”. Any role they can fill
the Fleshborer is a 12” Str 4 AP 5 Assault 1 weap- Another popular tactic is to give them Without in the army can be done better or for less points
on with Living Ammunition so you can re roll Number as it allows the brood to come back by the other Troop choices. They can grab objec-
wounds. Termagants (Fleshborers) are 1pt more onto the table after they’re destroyed. Now this tives, screen and they’re fast but so are Gaunts
than Spinegaunts (Spinefists) so if you want your makes the Gaunts kind of expensive and it can and they’re half the cost and just as survivable.
Gaunts to have a little punch pay the extra point be a bad thing in Kill Point missions but it can Hormagaunts can fight in close combat but
and go with Termagants. If you want an extra work well in objective games. WoN Gaunts work so can Genestealers and they are a hell of a lot
body or two then go with Spinegaunts. In the best in broods of 8 as this offsets the extra cost more effective. Hormagaunts are also Beasts and
end it doesn’t make too big a difference. and when the time comes to sacrifice them they that means they’re stuck on the first floor if they
die nice and quick. Use them to screen as normal enter Ruins.
Some players take Devourers on their Gaunts, I and send them to their death. As they come on
personally think it’s a complete waste of points. the table in your following turn grab any objec- For all their problems Hormagaunts can be a fun
On a Gaunt a Devourer is an 18” Str 2 AP- Assault tives in your deployment zone. Again, try to hold unit to use. They’re fast as hell and allow you to
2 weapon. To make it even the slightest bit use- some Synapse behind so they don’t go running roll a ton of dice when they charge. I use them
ful you also have to take Toxin Sacs to bump the in subsequent turns. If you roll a Kill Point mis- from time to time in beer and pretzel games but
shots to Str 3. That’s 9 points a Gaunt. Yeah it’s an sion hold your WoN Gaunts in reserve and bring I recommend leaving them on the Hive Ship for
extra shot at a longer range but that’s 9 points them on later in the game when it’s a bit safer. competitive games.
for a Toughness 3, 6+ save critter that’s still only
13
Tips & Tactics the freeboota
Volume 1, Issue 3
14
Tips & Tactics the freeboota
Volume 1, Issue 3
On top of that, in Annihilation games, Biovores For Close Combat Heavy Fexes there are tons
literally fire Kill Points at your opponent. A Kill of options. The Godfex seems to be a popular Well, that about wraps it up. Keep in mind that
Point is gained for each enemy unit or indepen- choice because people love to make giant, invin- this article was just my opinion on how best to
dent model killed. If a Spore Mine cluster does cible monsters from hell. A Godfex is basically a use the bugs in a competitive sense based upon
not explode on the turn it’s launched, it forms a CC Carnifex with as many scary biomorphs you my 12 years of experience being a dedicated
new unit. Spore Mines are Toughness 3 with no can slap onto it. It’s meant to scare the bejeezus Tyranid player. Whether this article piqued your
armor save and even if there are three Mines in out of your opponent and distract him from the interest in starting a Tyranid Swarm, or you think
the cluster, the death of one causes them all to rest of your army. Typically Toughness 7 with 5 I’m a giant schmuck who has no business us-
explode and die. So a single shot fired at them Wounds, a Godfex can be tough to take down. ing Tyranids ever again, I’d be happy to discuss
will give your opponent another KP. Compared Good in theory but personally, I rarely take things in the Tyranid section of the Freebootaz
to what Zoanthropes and Carnifexes can accom- Heavy Support Melee Fexes. They’re slow and forums or Private message me with questions,
plish in game, I just can’t see why anyone would in most games they won’t see combat before comments or scathing insults.
voluntarily use up a Heavy Support slot with they’re taken down. They’re survivable and can
Biovores. take a lot of punishment but they’re also very ex- As always, happy devouring.
16
Tips & Tactics the freeboota
Volume 1, Issue 3
17
Tips & Tactics the freeboota
Volume 1, Issue 3
We Happy Few...
So what does all that mean? Let’s dig in a bit… their effort to making the Club succeed. And yes,
Starting a 40K Club the reality is that a Club’s first leader is often the
By Maldus Do You Have Enough People? person who sets the thing up.
Warhammer 40K is a vast hobby that attracts Far be it for me to tell folks how many people
people of all ages and walks of life. Occasion- truly constitute a “Club”. However, my experience Determine the Nature of the Club
ally, groups of these devotees begin to clump is that a Group of Friends is less than 8 people A Club’s nature is the way you want its members
together until one day someone utters out loud while a Club is 8 or more regular attendees at to interact. It isn’t about which aspect of the
the group’s unspoken thought, “Hey! We should meetings. And yes, you probably realize that for hobby you enjoy…it’s about how you get on
form a 40K Club!” there to be 8 regular attendees means you need with your fellow members. Clubs tend to fall into
10-12 members on the roster. So before you a few broad categories:
For some, formalized organizations of game worry about the rest of the things you need to
playing doesn’t sit well. Many enjoy their 40K do to get your Club off the ground…see if you 1. Hard Core: This is the Club filled with
with their close knit group of friends. Others have enough interested, committed people! intense people trying their hardest to
prefer the joy of a relaxing uncomplicated hobby be the very best at what they do…be it
where their artistic endeavors are distraction Put Someone in Charge painting, gaming or fluff creation. These
free. Me? I like a room full of people when I play! Someone has to take the responsibility to not folks are competitors and honing their
only organize the Club but to also deal with any skills to the highest degree possible.
I like Clubs. I enjoy meeting up with a medium- issues that arise within the Club. This is not as Such Clubs are highly charged and fast-
large group of people bonded together by their easy as you may think and the entire Club needs paced as much as they are fun.
common enjoyment of something. So the ques- to be willing to defer to this leadership…or you 2. Social: This is a Club where folks feel
tion becomes, how does one go about forming a will spin your wheels. A lot. Large Clubs often the social aspects of the Club are just as
40K Club? have several people who help make decisions. important as the 40K hobby. This group
Small Clubs generally start with one or two mo- enjoys relaxed meetings where people
Building Blocks tivated leaders. Most Clubs have a single person are not so intense. This kind of group
Let’s start with the basic things you need to think who breaks ties and who sets the pace and the also sets up events in non-gaming
about when pulling together a 40K Club. atmosphere for a Club. environments such as Bitz Swap BBQs.
Members tend to become good friends
1. Find out if you have enough people. The best way to choose a leader is to elect one. outside the Club. Club meetings often
2. Put someone in charge. Gather the Club members on the first meeting end with a few beers at the local bar.
3. Determine exactly what sort of Club you and vote. It is, in my opinion, important to elect 3. Diverse: This sort of Club enjoys 40K…
wish to have. the leader of a Club…the members deserve the and a lot of other games. The member-
4. Set up a Club Codex. right to choose that person. If that newly elected ship has a lot of interests and the Club
5. Set up a meeting schedule. leader needs some support, I think it is a good leaders rotate their game sessions to
6. Establish a place to call home. idea for him to be able to choose the people allow each game system to get its time
7. Determine if and how you will fund Club that will help him run the Club. That way, people in the lime light. Members enjoy the
activities. who are motivated, interested and, most impor- Club because it provides a large group
8. Set up a way to communicate. tantly, get along well with the leader…can add of players who are all interested in a
variety of game systems.
19
Tips & Tactics the freeboota
Volume 1, Issue 3
New Unit:
Fargonne In’drinc
By OldOneEye
ing list (‘Drunkard’s Walk’, ‘Fortune, Guide’, ‘Mind herency must be maintained. Effects last only
Fargonne In'Drinc 45 POINTS War’) for the point cost listed in the Craftworld during the figures next movement phase. In
Eldar Armory. addition, for each point they fail their Ld roll by,
WS BS S T W I A LD SV
they must take a penalty of -1 to their BS and WS
Fargonne 5 5 3 4 3 5 1 10 4+ Warlocks: Warlocks are independent characters. (minimum of 1) but get a +1 to Ld. If this bonus
Warlock Buds 4 4 3 3 1 4 1 8 4+ But may not move on their own. They must ei- would give them a 12+ Ld score, they act as if
ther remain with the Farseer, or they may be as- they have And They Shall Know No Fear for the
Unit Type: Special Rules: signed to join a Wraithguard or Guardian Squad- rest of the current turn.
• HQ • Independent Char- ron as indicated in the appropriate entries in
acter the army list. With the exception of the Farseer’s
Unit Composition:
• Psychic Powers Buds, you may not have more than 1 Warlock in Warlock Powers
• 1 Fargonne In’drinc Drunkards Confidence: 20 Points
• Warlocks a unit. Each Warlock also must choose 1 Warlock
• Up to 5 Warlock Buds This Warlock power allows the recipient to alter
power from the following list (Conceal, Destruc-
tor, Embolden, Drunkard’s Confidence) at the its basic stat line for 1 phase (except for Sv).
Wargear:
points cost listed in the Craftworld Eldar Armory. Target unit can raise a single stat 1 point, but 2
• Rune Armor
• Any wargear allowed points must be subtracted from another stat.
by the Craftworld Dedicated Transport See chart for stat adjustments. Effects last for
Eldar Armory The Farseer and Warlocks may be mounted in a current phase only. Increased W capacity does
Options: Wave Serpent for 110 points. not affect total wounds received in that phase
• May take up to 5 Warlock Buds at +13 points and will affect figure at end of phase. If more
each. Psychic Powers than one stat is given, the player must choose
Drunkards Walk: 40 points one to subtract points from. If the stat becomes
The Farseer sends out a psychic blast of drunk- 0, the figure is dead and removed from play im-
Wargear enness to attack his opponents. In game terms, mediately.
Rune Armor: Gives the Farseer an invulnerable
designate a target and use the small blast tem-
save of 4+
plate. All models touched by the template must +1 to -2 from
Special Rules make a Ld test. All Space Marines (except for WS I, A, Ld or BS
Independent Character: Unless accompanied Space Wolves) have a -2 Ld penalty for saving. BS WS, S or T
by 1 or more Warlock Buds, the Farseer is an Those that fail, react in this way on their next
S W
Independent Character and follows the Inde- movement phase. For each inch of movement
T W
pendent Character special rules as given in the that is taken by the figure, roll a scatter die and
move the figure 1” in the direction of the arrow. W S or T
Warhammer 40k rulebook.
On a “HIT” result, the figure does nothing and I Ld
Psychic Powers: The Farseer must choose be- loses that inch of movement. Units affected by A S, WS or BS
tween 1 and 4 psychic powers from the follow- Drunkard’s Walk MUST be moved first and co- Ld I or A
22
2
Tweaking the Game the freeboota
Volume 1, Issue 3
New Mission:
Playground of Chaos
By Trichloro
Overview: Tainted Objectives: picks their deployment zone and their oppo-
Playground of Chaos is designed to capture the At the beginning of every round roll a D6 for nent’s deployment zone based off of the roll
feel of fighting on a world heavily tainted by the every token and on a roll of 5+ that token above, as needed. So, after determining what
forces of Chaos. Much as the machinations of is moved by the Chaos gods. Roll a scatter sort of zone you get, the winner of this roll de-
Khorne, Tzeentch, Nurgle and Slaanesh are con- die plus 3D6 and move the token accord- termines where you actually deploy, for example
tinuously shifting and incomprehensible to the ing the scatter die, even if a hit is rolled just the first player has the long board edge and the
mind of man, so is this battlefield. follow the small arrow. If the token goes other player has the table corner, the first player
off the board or hits impassible terrain picks his side and then picks which corner their
Deployment: then it is destroyed. If it lands on top of opponent sets up in.
Each player rolls a D6 for deployment zones, and another model, then place it 1 inch away
takes the corresponding deployment zone from from that model. Victory conditions:
the list below. When deploying you must be Holding the most objectives at the end of the
at least 12 inches away from the enemy, this is On a roll of 6 the objective and its control- game.
important if the deployment zones over lap. ling unit are moved. If it is contested then
the unit closest to the objective is moved Game length:
Roll Deploy (note this can only be units holding the Starting in Round 4 roll a D6 and consult the
1-2 12 inches from long board edge objective, so only scoring units). If a unit chart below:
is moved with the objective scatter as nor-
2-3 table corner
mal but follow the Deepstrike rules for the Rnd Roll Effect
5 15 inches from short board edge
entire unit with the token. If the unit is 4 2+ game continues
6 Dawn of War - half of the board edge destroyed, then token is destroyed with it.
- Deploy 1 HQ and 2 Troops, every- 5 3+ game continues
If Delayed is rolled, the unit only must go
thig else (except reserves) comes in 1 Chaos gods obliterate everything
back in reserves and they Deepstrike back
round 1 from board edge and the game ends in a tie
automatically the next round. Then the
6 4+ game continues
token is placed 1” away from what caused
Special Rules: 7 3+ game continues
the mishap.
Reserves, Deep Strike, Outflank (scouts and infil-
1 Chaos gods obliterate everything
trators), Night Fight (see below), Tainted Objec- and the game ends in a tie
Setup:
tives (see below)
Place 5 tokens in a star formation (pentagram) 8 3+ game ends
Night Fight: with each being 12 inches apart. The center of 1, 2 Chaos gods obliterate everything
Every round starting with round 2, roll the star should be centered on the table. and the game ends in a tie
a D6, on 5+ that round uses Night Fight
rules. First Turn:
Roll off for first turn/deployment. The winner
23
24
Top Shelf the freeboota
Volume 1, Issue 2
Book review:
Survival Instinct
By glenoxo
Not only am I going old-school here, but I’m in Whilst generally done well, there is a bit of a feeling the right cord in my mind. Donna reacts in the way I
danger of not even seeing this in print. You see, of confusion around the lead character. Throughout would expect her to react when she really shouldn’t,
I’m submitting a review of a Black Library book first the book she is described as fairly level-headed and the female mind to me is as alien as an ork in a tutu.
published back in 2005 entitled Survival Instinct – a natural fighter who uses her head as much if not
yes, it’s a Necromunda novel by the venerable Andy more than her physical skills to win the day. How- Overall this feels like an extended short story, aiming
Chambers. ever, this is flipped entirely on an inconsistent basis, to establish a character you can then go on to play in
with descriptions of some fights (notably one in a bar the game and nothing more. To that end it does the
Please Spencer, at least it’s not about wood elves and with no shooting allowed) almost going beyond the job well, it just left me feeling as if I had just read a
skaven! realms of comfort. If this was a regular occurrence comic book. Sorry, graphic novel.
throughout the book it would be easier to track and
As it is set in the 40k timeline and universe I will to accept, but her motives and mentality shift just a 6/10, but good for a no-brain read should you ever
begin and hope that I don’t lose too many readers at little too much for my tastes. need one.
this point.
I know it could be argued that this is a fair descrip-
Following a mini-quest by ‘Mad’ Donna Ulanti, Surviv- tion of a mad woman hell-bent on her prize, but in
al Instinct tracks her efforts to track down the person a story of such focus on an individual person that
or people who are trying to kill her and get in first. person needs to be fully believable and understand-
Along the way various elements of her back story are able, if not always predictable.
dropped in, in an attempt to explain why a girl who
seemingly had it all would give it up to become a There are some interesting side characters met along
legend in the Underhive. the way which, had the book been produced now
rather than so many years ago, would have been
Starting in the thick of it, the book wastes no time fleshed out further and better integrated into the
in setting out some of the parameters it is working storylines. There was some opportunity here to
towards, namely that the lead character is the focus view the dark, dirty world of the Underhive through
and nothing or no-one will get in the way of the so many eyes that I felt a little bit cheated. *Imagine
exploration of her past and her motives. Whether it is Batman but with no scenes without him in them –
hired guns, armies of scavvies or mutant crocodiles, nothing really from his enemies, colleagues or even
there is nothing that really fazes this legendary gang random passers-by. It wouldn’t quite give you that
fighter-scum-legend in the Underhive. rounded view of the situation, of him and of who
others really perceive him to be.
As far as things go, it’s a straightforward concept
quite tidily done. The plot seems deliberately fo- This book also suffers from a classic blockage to
cused, with little to no distractions from pushing the believability – the lead is female while the author is
story on to the next encounter, often to the detri- male. It takes an exceptionally talented writer to suc-
ment of context. cessfully transcend the gender divide, and whilst Mr.
Chambers is a good writer he just doesn’t quite strike
25
The Freeboota the freeboota
Volume 1, Issue 3
Battle Report:
2000pt Freeboota vs. Freeboota Battle Report
By Aarkon
ary and got ‘No Quarter Gained’. Which means
Farseer Aarkon looked over the desert wasteland. we’ll get a secondary point for any troop in one
His Seer Council long since decimated. The Spirit of the four table quarters.
Stones of his loyal Warlock Council have long
since sat in the Wraithbone constructs known
as Wraithguard. Farseer Aarkon could see the
remains of a long since abandoned Imperial City.
The Eldar of Craftworld Ulthwe was unable to
detect the ancient webway gate with the heavy
infestation of mon-keigh. However now that
their city has long since been reclaimed by the
desert, the Eldar can once again reclaim what Marshal Deadshot’s Black Templars
was once theirs. However shortly after Farseer
• Emperors Champion: Accept any challenge no
Aarkon and his people landed close to the site
where the webway gate was detected they came
matter the odds
into contact with a detachment of Black Templar • Chaplain: Master of Sanctity, Bolt Pistol, Frag
Farseer Aarkon’s Ulthwe Grenades, Melta Bombs, Holy Orb Of Antioch,
Space Marines who have landed at the site as
• Avatar Bionics, Terminator Honors, 3 Cenobyte Servi-
well, investigating the devastation to the city.
• Farseer: Runes of Warding, Spirit Stones, Sing- tors
The Black Templars have detected the Eldar, and
having such in-born hatred for any for the ‘witch’ ing Spear, Doom, Fortune • Crusader Squad: Initiates (10), Neophytes (10),
have decided to cleanse this planet in the name • Dire Avengers (10): Exarch, Two Shuriken Power Fist, Melta Gun
of the Emperor and remove the foul ‘witches’ Catapults, Defend, Bladestorm • Crusader Squad: Initiates (10), Neophytes (9),
from what was once one of the Emperor’s holy • Wave Serpent: Twin Shuriken Cannon, Spirit Power Fist, Flamer
cities. This is the story of that conflict… Stones • Crusader Squad: Initiates (10), Neophytes (10),
• Guardians (11): Shuriken Cannon, Warlock, Power Fist, Melta Gun
This is a 2000 point battle report between two Embolden • Sword Brethren Terminator Assault Squad (6):
Freebootaz. Myself, known as Aarkon to the • Rangers (5): Pathfinders Lighting Claws (5), Thunder Hammer, Furious
Freebootaz and a good friend of mine, known to • Wraithguard (10): Warlock, Singing Spear, Charge
the Freebootaz as Deadshot. Deadshot will be Spiritseer, Enhance • Venerable Dreadnought: Tank Hunter, Missile
playing his Black Templar list and I will be playing • Fire Dragons (10): Exarch, Flamer, Crack Shot Launcher and Lascannon
my recently painted Eldar Ulthwe list. We rolled • Wave Serpent: Twin Shuriken Cannon, Spirit • Predator Annihilator: Lascannon Side Spon-
the dice and the game was decided. We would Stones sons, Smoke Launchers, Extra Armor
be playing Annihilation. We would be deploying • Dark Reapers (5): Exarch, Tempest Launcher, • Land Raider Crusader: Smoke Launchers
as per the Pitched Battle rules. Here in Canada Fast Shot
we also use the Hall of Heroes Secondary Objec- • Wraithlord: Bright Lance
tives to break ties. So we rolled for our Second- • Wraithlord: Bright Lance
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Come to the... (cont.) Kefron began to panic, falling on his ass and begging for mercy, like a dog. Gath raised
Snaga and drove it into Kefron’s breastplate, splattering bone and blood across the floor.
lit altar that Kefron now kneeled before. Gormaar, Torg and Harek flanked Gath. The rest Kefron screaming in agony, Snaga bit down again, nearly cutting him in two, the ancient
of the Berserkers waited in the darkness. “Kefron,” Gath whispered, “what now?” Kefron chain-axe screaming and spitting sparks. Choking on his own blood, Kefron reached
rose to his feet, and lit a large candle. It illuminated the chamber, revealing blood stained out for Gath only to be swatted back to the gored stone floor. Gath delivered the killing
walls and mounds of skulls, human and alien alike. Kefron pulled a silk cover to the floor, stroke; the sorcerers head rolling back down to the altar, his life force spilling everywhere.
revealing a grim brass statue of a horned and mighty daemon. Axe in hand, he sat, hun-
dreds of skulls at the base of his feet. Gath walked back to the altar, still glowing, his men standing about in confusion. He
placed Kefron’s decapitated head at the feet of the idol. “Yes.” the voice boomed in his
“Your Lord Khorne;” Kefron began, “Here his head. Gath stood in front of the altar, his body
presence is felt like no other. Stand before him violently shaking. His men began running for
Gath Deathwalker, receive his blessings and do the exit not sure what was going on. Kefron’s
his biddings.” Gath knelt beneath the blaz- carcass hovered above the floor, electric cur-
ing idol. Silently he spoke to Khorne, asking rents running over the body. Gath was sud-
for power; strength to defeat any who stood denly thrust to the ground; the chamber began
before him in battle; strength to suffer griev- to hum and vibrate. Looking up, Gath saw
ous wounds and fight on. The temple quaked. the very fabric of reality tear, the warp spilling
A harsh hot wind rushed in, blowing out the through into the shrine. A whirlwind of colors
candles. Thunderous laughter shook the altar, surrounded Gath. He dragged himself to his
“Bring me his skull and it shall be done.” the knees, struggling to see what was happening.
voice boomed in his head. The Berserker party Kefron’s body was being dragged into the warp
backed way from their commander, who now by the hounds of Khorne, their daemon master
glowed red in the pitch black of the shrine. howling and laughing. Gath finally rose to his
Striding towards Kefron, Gath switched on his feet, gazing into the Immaterium. The giant
double-headed chain-axe, savoring the thought daemon saluted Gath, his hounds still fighting
of killing the sorcerer. Kefron, sensing he was for Kefron’s body. Gath was thrown across the
endangered, leapt backwards, unsheathing shrine as the portal closed.
his great sword. He cleaved a Berserker’s head
clean from his shoulders and cursed the Blood Stepping out into the rising dawn, Gath walked
God. “Bring me the wizard!” Gath shouted to past his crew. Only eight now remained. Their
his troops, his voice deep and twisted. Several eyes followed him as he boarded the Stormbird.
Berserkers rushed him, chain-swords and axes
wailing. Kefron unleashed a pulsating wave of “What is the plan Captain?” Vaakon asked,
warp energy. The Marines fell; their heads ex- unsure if Gath was even coherent. He reached
ploding in a shower of crimson. Gath leapt over into one of his satchels and produced an ornate
his fallen comrades, wildly swinging his axe. amulet of shimmering violet. The Berserkers
Kefron blocked his attacks, desperately trying all stared at it, dumbfounded. “The wizard said
to escape. The World Eaters stood watching the this rune was a key. To what I know not. I do
mighty battle, Kefron and Gath both glowing in the darkness. know his next destination was the Purgatory system. He was to liaison with a Night Lords
force en route. I say we join them; take skulls for Khorne and see what this key opens.”
“Fool! You attack me after I have led you here! Your power you owe to me!” Kefron bel-
lowed, deflecting the onslaught of blows. “This matters not to Khorne; only that your In the depth of space, amongst the stars, Gath sat listening to the voice, “Skulls; skulls for
skull sits at his feet and your soul reaped in his name!” Gath proclaimed. Kefron kicked my throne…blood for the Blood God….skulls for my Sabbath…”
out, knocking Gath to the floor. Kefron ran for the hallway, stopping short he began an
incantation, trying to bring the wrath of his magic upon Gath, “Your parlor tricks won’t ‘Come to the Sabbath…’ Gath remembered the wizard saying. The Sabbath of war is all
work on me wizard…Khorne commands this hall. Tonight you sleep in Hell.” Gath the Death Walker shall live for.
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IG Short Story:
Last Stand Pt. 3
By Ajree210 Art by Mr Pokey, and Nomad77
Be sure to read part one & two in our previous issues! “Looks like this is it old pal.” Bren said, his voice carrying and said a silent prayer, hoping for some miracle from the
over the roar of the oncoming horde as if it wasn’t even Emperor.
The howl that erupted from the orks was as if death itself there. “We’re gonna need all our luck to make it through
was screaming over the war torn planet. The ground this.” Kreen’s trance was broken suddenly as the sound of the
shook as the shockwave of awesome vocal power surged Heavy Bolter stopped. Kreen looked around the trench for
towards the Imperial line. The screeching howl permeated Kreen nodded, his helmet bobbing lightly,” Yeah, we can another ammo crate, but to his dismay, he found noth-
into every living soul and viciously ripped all hope from do it. Let’s get this Bolter up and hold this line. For the Em- ing. Hessav’s body still lay on the back wall of the trench,
them like a wolf tearing flesh from bone. Men stood frozen peror!” As Kreen yelled his final words, Bren did the same the blood now dry on his uniform. Kreen noticed two frag
in fear, tanks stopped firing, and voxcasters went silent and moved to the trigger handle of the Bolter, holding the grenades on the dead man’s belt as he hurriedly searched
as the blaring noise shook the very roots of the Imperial’s grip with his good arm, bracing himself to fire the power- for more rounds, and stooped over to unlatch them. He
spirits. Nothing would stop the orks now. ful weapon. Kreen grabbed placed them in an empty
an ammo box and loaded ammo bag on his belt
The cry sent shivers of cold fear through Kreen’s body. He the large, explosive rounds and leaned away from the
tried to focus on the oncoming horde of green muscle and into the side chamber. Bren stinking body, repulsed by
dust as it slowly filled his vision, but the noise made his loaded a round, glanced the stench. Bren called out,
ears ring and his hands unsteady. Suddenly, the ork’s cries down at Kreen and said,” trying to alert someone to
were covered by the sound of thunder, thousands upon Let’s do this.” bring them some ammo,
thousands of boots stomping across the dry earth, sprint- but none came. Kreen
ing towards the humans. Crude engines and other twisted Kreen nodded, and the pulled up his lasgun and
contraptions plowed forward. The rusty engines spat dark, shells began passing up stuck on his sharp bayonet,
billowing smoke from multiple exhausts and their drivers from the case, through his looking at his reflection on
unheedingly flattened those who got in their way, speed- hands, into the Bolter and the silver blade. He prayed
ing ahead to bring death and carnage upon their foes. out the other side as hot, he wouldn’t need to use
Large, pounding tremors shook the ground as a lumber- spent cases. The sound of it. Bren drew his laspistol
ing Stompa Titan grew behind the green curtain, rising the bolter tore at Kreen’s and loaded a fresh cell. He
above the foot soldiers. It madly fired all of its guns at the ears, but the pain didn’t turned to face Kreen.
Imperial Line, recoiling sharply as its giant cannon lobbed faze him. His view was fixed
a smoking ball of metal and explosives through the air. on the distance, staring at “This is it, Kreen old pal.
The poorly aimed shot landed far over the Imperial lines, the bloodthirsty horde about to descend on their com- Either we hold this line or we get trampled by these green
but the shockwave from the blast knocked the wind from pany. Time slowed as he was drawn into a trance, gazing bastards and in my opinion, I like the first option better.”
Kreen and dropped him to his knees. Death was coming, out into the sea of death. He saw their bolter shells ripping Bren said, chuckling.
and Kreen knew it. into green muscle and bone, separating limbs and flesh
from their bodies. He saw Nobz with sizzling Klaws and Kreen laughed, surprised how even in the face of death,
Kreen looked over at his old friend Bren. Bren turned, as huge axes crush their own boyz as they charged forward, his comrade Bren can still sustain his usual humor. “I agree,
if sensing Kreen’s gaze upon him. Their eyes met and a doing anything to get to the enemy. A trukk erupted into so let’s kill us some greenskins!” Kreen replied.
feeling of both fear and bravery surged through them, em- orange flame and flying metal as a direct hit from a lascon-
powering each other through an invisible force. Both men non slammed into the hull, throwing orks into the air and Kreen pulled up his lasgun and looked down the olive-
knew what was coming. They knew that they were going flattening those around the trukk to the ground. Those cased gun. Green bodies filled his few as he switched from
to die. A smile crept onto their faces as they realized they unlucky orks that didn’t get up in time got trampled by the semi-auto to fully automatic. He grinned as he spoke to
were thinking the same thing; with the Emperor at their tide that surged behind them. As far as Kreen could see, himself,’ Die, greenskin filth!’
side, they can make it. green ground and gray sky filled his vision. He looked up
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Kreen looked up and the sight that was above filled his
soul with renewed vigor. The gray sky was popping, as if
bubbles in the clouds were bursting and creating holes in
the sky. Out of those holes fell what looked like crimson
tears, white flames shooting from the droplets. Kreen had
only heard stories and tales of what he was witnessing,
tales of giant heroes dropping from the sky and saving
worlds. His prayers had been answered.
The sky cried red drop pods, carrying the Imperial’s saviors.
Kreen stood suddenly, the dizziness and fear subsiding,
replaced by joy and happiness. The huge Stompa turned
its guns to the sky but suddenly erupted into flames and
debris as a massive strike missile plummeted from the sky
and slammed into the behemoth. Kreen watched as orks,
once filled with battle-lust and rage, suddenly look up and
hoot in fear, watching the pods as they headed straight
for them. A cheer was slowly rising from the Imperial lines,
and Kreen joined in. He yelled for victory, for the Emperor,
for the people who died making their last stand on this
bloodstained planet. He heard a familiar voice as Bren
slowly stood next to him, joining in the chorus of cheers.
Kreen turned, a huge smile spread across his face as he
hugged his friend.
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