Warhammer & Science Fiction
Warhammer & Science Fiction
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It has become a convention amongst gamers that Science different targets if you wish. After firing this,rapid fire'the
Fiction Games and Fantasy Games are somehow distinct and weapon wonrt work f or the f o.llowinq 2 Turns whilsl the
mutually exclusive. An odd situation, thal in a hobby which batteries reqenerate, A Laser can be fiied with one hand - like
pfomotes the imagination an irrational and avoidable barrier any pistol weapon. A Laser Rifle is a similar but larger weapon
should exist. I have seen and pafticipated in qames in which which requires two hands to use.
the two genres have been mixed, and these have worked
exceptionally well, keeping the players both amused and The lrbedler
confused at the same time.
The Needler is a powerful airgun which fires a steel needle.
If you own a copy of WARHAMMER then you probably realise often poisoned or drugged in some way. The needles are
that the rules afe designed to be used - if you wish change carried in a magazine, each with up to 100 needles (DI00 on
rules, redraw charts, invent new creatures .... anything should finds), it takes an entire Turn to fit a new maqazine. After
be possible, after all most of the enjoyment from a game each shot the weapon needs to be repressurised - this takes a
comes from invention. And that - hopefully - is where I step in complete Move Phase to complete. Every shot fires one needle
wielding a Laser Pistol and shouting rBeware of Greeks bearing perfectly, silently and very accurately, making this an ideal
particle beam weapons'. Yes indeed, Science Fiction and weapon for an assassin. Needlers can be built into ball-ooint
Futuristic elements in general make a superb cross-over into pens, wizardrs staffs, swords or almost anythinq.
any Fantasy Campaign, These can be worked very easily into
the usual Fantasy contexts - an old technical civilisation could
have left behind advanced artifacts, weapons, transports,
qadgetry of strange and unknown kinds, Such artifacts can
become vitally impoftant to your adventurers, not quite
understanding how they work - but being perfectly prepared to
take advanlage of the fact that they do!
t4
The Hand Flamer Rifles
A Hand Flamer is a large pistol weapon with a canister A Rifle is a heavier large calibre version of a handgun
attached underneath. The canister contains a highly volatile requiring two hands to use. Obviously the performance of any
chemical which reacts violently with oxygen producing a rifle will depend on the weapon itself but I think we only need
flaming sheet of burning chemieal which sticks to skin and differentiate into I basic kinds.
clothing. These are really nasty weapons - unreliable too.
When firing a Hand Flamer a roll of a 1 on the 'To Hitr dice Victorian types such a the British Martini-Henry and
means the weapon has exploded - roll a D5. American Springfield. These fire a single shot which is
loaded into the breach, the weapon must be reloaded
I The weapon is useless - you are unharmed after each firing. It takes I complete Move Phase to
2 The weapon explodes caused a Strength 2 hit on reload.
you
I The weapon explodes causing a normal Hand Early 20th Century types such as a Lee-Enfield. These
Flamer hit on you have a magazine containing upto l0 bullets - varying
4 The weapon explodes causing 2 normal Hand from weapon to weapon. It takes an entire Turn to fit a
Flamer hits on you new magazine, or a complete Move Phase to load a
5 The weapon explodes causing a norma.l Hand bullet into the breach. Some weapons, such as
Flamer hit on anyone with 2" - and 2 hits on you Winchesters, carry their ammunition in a tube rather
5 The weapon explodes causing a normal Hand than magazine and these can be part loaded like
Flamer hit on everyone within 6" - but leaves you revolving pistols.
miraculously unharmed!
Late 20th Century types such as an Armalite. These are
When firing a Hand Flamer place a circular 2" radius template sophisticated weapons capable of either firing single
over the target area. All troops within the area are eligible to shots or Sustained Firc. Loading is by magazine only -
be hit, throw for each separately. Targets hit by a Hand holding up to 20 bullets. If you wish you can fire the
Flamer will receive damage as normal - and then additional weapon like a rnachine gun - using I0+D6 number of
damage for each Shooting'Phase that the chemical is still shots up. This is called Sustained Firc. You must have
burning. Roll a D5 at the beginning of each succeeding at least 10 bullets left to fire in this way. When firing
Shooting Phase. Sustained Firc take a 2rrradius circle template, such as
that used for magic, and place it. over the target area.
I-5 The chemical is still burning - take another hit. The target area can be anywhere that is visible to the
6 The chemical has burnt out - no damage f irer and within the weapons maximum range. All
figures within the template are eligible as targets and
Whilst on fire the victim is too physieally and mentally may be hit - throw for each separately. Figures not hit
occupied to do anythinq other than flap around trying to beat may do nothing else for the rest of that Turn - they are
out Dhe flames (determine movement direction and distance too busy keeping their heads down! They may not return
randomly - move as if routed). One canisler fires only one shot fire that move. If you are firing Sustained Fire then you
- it takes a complete Turn to change canisters. receive an Initiative modifier of +L0 (so you usually get
to fire first!)
The Flame Lance
Hand Guns
t5
Bolt Guns Grenades
Bolt quns afe ultra-modefn versions of contemporary Grenades can be t.hrown a distance of 5r'+ 2" per Strength
automatic rifles firing an explosive self propelling shot. The level of the thrower. Various grenades have various effects.
weapons tend to be heavy but 'stubbyr and are rlsually All grenades effecl an area equivalen! to a circle 2rrin radius,
recoilless. A Bolt pistol may fire one shot from a magazine of like the magic template. Plaee the template over the tafget
5 bullets, Il takes a complete Turn to change maqazines. A area - all models in the area may be hit, Roll a dice to hit
Bolt Rifle fires either a sinqle shot or Sustained fire of 5+D5 each victim - if the first dice turns up a 1 then you have
bullets from a magazine of 12 Shots. The bullets are explosive missed completely and rnust roll to see where the grenade has
and each hit causes lD6 actual Hits at an Attaek Strength of QOne,
4. Sustained fire uses a ternplale as for Autornatic Rifles and
iras the same IniLiative modifier - you require at least 5 br-rllets I-2 Undershot - the Grenade has fallen short of the
lo fire a burst of sustained fire from a Bolt gun.
t.afget point by 1D6 inches. If this means the
grenade lands on or behind the throwef then it has
gone off in his hand,
t6
t off whilst the company are examining it - but the GM should
be lenient and not get them all killed! An adventurer will
o\,. to reload it. If they have encountered this sort of thing before
then they won't require as long - this I leave at the GMrs
discretion. Remember that a player finding a weapon
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shouldn't really know how powerful it is, or whether it needs
reloading, or any possible side effects. He certainly shouldn't
be able to tell one type of qrenade from another - so grenades
\,xi?i1f,ffi. r.7 are always an unkown quantity until they are used. You can
mix in non-functional or unstable weapons too; ones that
either don't work or work spasmodically or in unpredictable
.s -{iffi \{+
ways. In qeneral you can apply the following rules to findinq
art i facts:-
f/!\
A charaeter finding an SF artifact for the first time
cannot use it that qame. He may use it in the next
game if he makes his Intelligence 7o. This is the
q\ Intelligence x10 as a percentage, For example
Intelligence =6 , Intelligence o/o = 610/o. If you can roll
under 50olo on a D100 then you can use the weapon -only
one person may try. If you fail to make the throw then
try again next adventure.
+
A eharacter finding an artifact similar to one he
Vortex direetion of movement chart usino a Dl0. already knows how to use may spend some time trying
to make it work immediately - he may do nothing else.
Roll a D5 at the end of each Active Player Turn. If you
Flight Packs score a 5 then you can use the weapon. If you score I
then you are utterly baffled, and must give up in
A flight pack looks like a backpack with nozzles and jets, and disgust.
emits a worrying smell of kerosene. A flight pack is controlled
purely by leaning in the direction you want to go - so it doesn't
effect your ability to carry weapons. The wearer can fly like
any normal winged creature. A flight pack contains enouqh
fuel to last for 5 Turns of flight - it takes J Turns to refuel
from a large jerry can of suitable fuel. It takes a complete
Turn to put on or remove a Fliqht Pack.
,7
If you intend to use Futuristic weaponry, or even if you don't, I Borgesson has received a number of death threats from
would strongly recornmend changing the fules on maintaining religious factions opposing the expedition - but he has
formations - especially for games involving less than 50 disrnissed these as hoaxes,
figures a side. The reason for this will become clear - and can
be demonstraled practically by throwing a grenade into a solid
formation of troops (messy). Figures are still organised into The expedition will be led by Borgessonrs son Gunnar -
units - which can be of any number of troops but typically is who is controlled by the GM - and there are already
about L2, Each individual in a unit must stay within 2rr of some people hired. The exact number can be
anothef member, although they rnay move closef or into base determined by the GM - trouble shooters, a Pakistani
to base contact if they wish. The gap is measured between the who speaks the lingo, a few scientists. All these are
tfollowerst,
base edoes - not the actual models - like so :- 'hirelingst or whatever you want to call
them.
The players are flown to Pakistan. You will need to travel into
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the hills to find the tower. The roads are impassable by car or
even land-rover. The adventurers have enough money to buy
mules, hire guides and buy weapons. Shotguns and pistols may
be bought - the GM can determine availability and cost. The
GM can determine the effects of losing baggage, catching
Eastro entiritis etc, as he sees fit. The journey to the border
-\, could take days or weeks - the GM can draw a map and dictate
rates of travel. Possible encounters up to this point could be:-
A unit may split up. This is, in effect, the unit leader saying Army patrols who think yourre rebels
something like, 'You 4 men follow me and werll storm the
building from the front while the rest of you try to sneak in Russian army patrols who think yourre rebels
through the backr. To split up a unit takes an entire Turn
during which the unit must remain stationary and the leader Smugglers - who could maybe trade you some good
may not fire. The rest of the unit may fire as normal. Splitting automatic weaponry.
cannot be done if the unit is already in close combat. The
split unit cannot be split again - it can be remerged anytime. AfghanTribesmen who think you're Russians
Once solit t.he unit acts like two indeDendant units.
Lost Journalists or American advisers
When used for the first time Futufistic weaoons cause Terror
in the target unit. Used subsequently they cause Fear in target The GJvl.can play around with these ideas and any others - so
units taki-ng casualties. Grenades cause Fear in target un-its that if the qroup are clever they can pick up some friends and
and a targe! unit taking casualties rnust take a Morale test more weapons'
minus 2' Heroes are exempt from these effects'
Eventually the group reach a giant natural bowl 2 miles in
The following account is of a proposed plot outline for a diameter - in the middle stands the tower. The grouP can now
Science/Fantisy crossover game involving a Games Master and advance upon the tower.
at least I - but hopefully more - players. The GM can take the
role of all encounters. I havn't given enough details to actually What nobody knows is that this is no ordinary ancient
play the scenario - that is rpio yo, - tt-ut t tfrinl you'll fini monument - in fact the tower isnrt even of human
enough information to develop the plot. The game starts with construction. I00 Million years ago a spaceship came to this
the GM assembling all of his players and giving them the p_art of the world and before they left the aliens constructed
background story........, the tower. The tower contains a powerful transPorLation
device that can transport anyone entering it to another similar
THE pROpOSITION OF ERIC TIORGESSON device somewhere else in the Universe. The device works as a
sort of time machine as well - so it can transport over
Eric Borgesson is a very wealthy Swedish banker currently distances and through time. Unfortunately the aliens were in
livinq in London - 1981 - the present. Mr Borgesson, an elderli too much of a hurry and the machine went wrong soon after it
and much respected man, has placed an adv-ert in the press. was built, cfeating an afea of unstable space around the tower
The advert goes, 'Positions still remaining within proposed stretching I mile in all directions.
Antiquarian Expedition. Objectives to investiqate newly
discovered remains in Pakistan - Surveyers, Cartographers, The effect is that any group entering the area are transported
Experienced Field workers and Scientists all required. into either another time or place - maybe in some far off
Apply....' universe. Wherever they are transported to the image of the
Tower will remain in a constant position - perhaps as a hazy
You the players have answered this advert, Borgesson gives shadow, sometimes as a solid image. Sometimes the local
you the following information. inhabitants will be able to see the Tower, sometimes not, For
Recenily. a sinqrp r,,ini,,i rower was discovered on
Pakistan/Afghanistan border. It has not previosly been
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a mile away on Alpha Centauri, and the same for time jumps -
investigated, was discovered by an aerial survey and has the tower remains constant. Whether they are transported
not been entered. though time or space moving closer or further away from the
tcwer will always cause a time/space jump. Sometimes the
The tower's design is consistant with it being very old - mechanism stabilises for, say, a day or maybe even longer and
probably around J thousand years - and belonging to an the travellers will be able to move freely within that
ancient Indian culture. time/space zone without any more jumps occuring. During
these periods of stability the Tower will disappear altogether,
The Pakistan government has agreed to the exPedition and. will only reappear again when the stability breaks down.
taking place but is offering no help and cannot The Games Master can give rough indications of when the
guarantee the safety of the group. There are many Tower is qoing to return rin phase' by dropping hints about
bandits, hill tribes and rebels not to mention possible 'shimmering on the horizen' etc. All this I leave up to the
border clashes. resourceful GM to determine - but I would sugqest you albw a
ta
Zone
You cortld draw up a differen! chart for each time/space
hiqh o/o chance of any one jump stabilising. foj. a day ano an to if vou wanted. The charts would then be useful if you wanted to
.riliA" of sta'Uitising fer over a week' Then roll dice with this sort of game again'
down aqatn'
r""Ot.fy"f'"""t
Jetermine when the mechanism breaks "ontinu"
For examPle:-
Basic chance of a jump being stable 75olo'
accordinq to
It may be convenient to adjust ..these .. enter
If the travellers get sPlit up they,maygives
"1."r-lt"n""'
aiii"i""i- ri."/space zones at different tirnes -this a
01-25 EARTH
rz*s
25-]5 MARS
15-45 MOON
45-55 ALPHA CETI I
55-65 DIMENSION OF THE BLACK YUNGON
ETC
¤ f Tower )g
6\ /p But lhis would require much more work on your part as you'd
nave to write histories for all your alien planets,
Mars etc -but
if you
rA\-Z¤Z this would probably be the most rewardinq approach
have the time and intend to re-use Lhe system at any
tlme'
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t9
(lnd!
THERE rs NO SHoRTFqE oF
RRTICLES ON THE SUB:rECT OF
? FINTINq METRL MINIRTURES,
HOI,/EVER THE VRST MATORITY
Otr THESE ASSUME SOME
PREVIOUS EXPERIENCE ON "THE
PRRT OF THE RERDER Lwor
FILWFIYS By IN TEN-rJ .
Paint - of the wide variety of typos that may be used I would Modellinq knife - a modelling knife and some spare blades will
'reconlmend the humble tin of enamel, if only because of its be essential.
availability. Be sure to pufchase the matt type (although some
gloss black will prove useful). Also, a spray can of matt white
will be required.
Thinners - the above paint may be diluted with white spirit or
turps substitute.
Brushes - rather than take out a mortgage on the best quality
sable. A relatively inexpensive synthetic-sable mix will do to
start with, Buy a brush with the longest bristles you feel you
can eope with. The less steady your hands, the shorter the
bristles should be.
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