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Transcript of SnakeEyes December 2013
GARAGE GAMERS GROUP
ISSUE # 2 DECEMBER 2013
Ork
Stompa
being said, current games
the Tourney will have are
Wild West, Necromunda,
Warhammer 40k, Star
Wars X-Wing & Fames of
War - Open Fire box set.
There will be a trophy for
the overall winner plus
random prizes. Cost will be
$10 per entry. Please see
further info on PentaCon in
the adverts section.
See You There...
Garage Gamers Group
started like everything else
does, as an idea.
As of today, both GGG fa-
cebook page and GGG
facebook group are up and
running, so if you want to
point any facebookers in
the direction of either of
these sites, please do so.
Promoted elsewhere in this
issue, GGG is about to
have its very own tourna-
ment albeit for members
only. Years ago during my
time in the old club War-
hounds, we ran a two day
tournament which I called
DecaCon. The concept
was for gamers to play 10
different games in the one
tournament. The games
were preset, all the gam-
ers had to do was turn up
and play. Rule sheets were
provided for each less fa-
miliar game, and there
were floating referees to
assist on the weekend. The
weekend was success.
GGG member Courtney
Halvorson contacted me
with the idea of a Christ-
mas BBQ for the members.
This conversation grew
into a “How about a tour-
ney” before Christmas.
PentaCon was born. Same
basic setup as the other,
and we only needed 10
players, but could we do it
in time. Well the venue is
set, players have nominat-
ed their interest, and it’s
just the games that need to
be locked down. That
Necromunda was a Warham-
mer 40k spinoff game. It was set
on the planet Necromunda, in a
future where cities grew up-
wards as well as outwards. To
live was to be forever inside
one of these cities for to go
outside was to invite a quick
death due to the corrosive
atmosphere. Theses said cities
were referred to as hives. Hives
could stretch upwards on ten
miles into the sky, and housed
millions of inhabitants. Produc-
tion and trade were high priori-
ty in the hives and gang warfare
erupted constantly for schisms
real and imagined between the
trading houses to which gangs
would show their allegiance.
Hive Primus on Necromunda is
the chosen background for the
game, also known as Hive Palan-
tine. Players take charge of a
gang, of a house of their choice,
and battle it out, fighting for
territories and on the orders of
their individual houses, fighting
until dead or their nerve is bro-
ken...See more in this issue.
Garage Gamers Group (GGG)
NECROMUNDA...RETURN TO THE SPIRE
G A R A G E
G A M E R S
G R O U P
SNAKE EYES D E C E M B E R 2 0 1 3 I S S U E 2
S P E C I A L
P O I N T S O F
I N T E R E S T :
Garage
Gamers
Group.
What we
are all about
The games
we play
Game re-
views
How to
make the
most of ter-
rain
Members
current &
New
Sales page
Members Gal-
lery
Hints & Tips
Contact
Promotions
S N A K E E Y E S
2
GGG members in the middle
of a session of WFRP...
GGG-Members
GarageGamersGroup-The Games We Play
A GGG discussion sup-
ported any miniature
based game could be pro-
moted by the group. To
date the following lists the
games to be played and
currently playing in GGG.
Current games in-
clude:
Warhammer 40k
Warhammer Fantasy
Roleplay
BattleCry
StarWars X-Wing
Old West
Zombiecide
Axis & Allies
Warhammer 40k
roleplay
American Civil War
Apocolypse
AD & D
Arkham Horror
Necromunda
Games coming
soon include:
Wings of Glory
Flames of War (Open
Fire)
Warhammer Fantasy
Mordheim
Axis & Allies WW1
edition
Bolt Action WW2
Axis & Allies Pacific
Axis & Allies Europe
Command Combat
Man O War
Dreadfleet
Blood Bowl
Space Hulk
Jamie Federoff
Courtney Halverson
Chris Taylor
Martin Dorney
Michael Orton
Sean O’Hanlon
Abby Federoff
Demi Federoff
Kris
Jarrod
Ken Carr
Paul Treichel
Claude Chase
Alan Anderson
Alessio Calvatore
Kellie Steel
Simon Machin
Sam Corvi
Steven Azzopardi
George Elliot
Zachary Seib
Darian Chase
Zac Mehta
Glen Taylor
Tim Prenzler
Craig Federoff
Sean Federoff
Nick Chase
S N A K E E Y E S
StarWars X-Wing
Box and Contents
Game Spot-Star Wars X-
Wing
Star Wars X-Wing is a
boardgame based on recre-
ating battles in the Star
Wars universe. Each starter
box comes with the rules,
dices, tactical cards, meas-
uring sticks and of course,
the miniatures. One X-
Wing and two Tie Fighters.
Add-ons for the game
come in a variety of ships
including the Millennium
Falcon, Slave One, X-
Wings, Tie Fighters, Tie
Bombers, Advanced Tie
Fighters, A-Wings, B-Wings
and Y-Wings, a HWK 290
Freighter and the Imperial
Shuttle all in 1/270 scale.
Each game is played on a 3
feet square surface, and a
standard tournament force
is 100 points. Depending on
the skills of gamers each
game can take approxi-
mately 60-90 minutes.
Due to the popularity of
this game, individual ships
are getting harder for
sellers to hold on to or
even get in store in some
cases.
The Core Box set retails
for around $50, and the
individual ships $20-$50.
3
S N A K E E Y E S
4
Necromunda...one of my favourite GW games made its appearance
in the mid nineties. I loved the fact that it was a reasonably quick
game at a time where a game of Warhammer Fantasy or 40k would
take hours to play. Necromunda could be over in twenty minutes.
Campaigns were easy to create and all you needed to play was one
gang of roughly 8 miniatures so a very small gaming investment. As a
collector, Necromunda was also a game I nearly completed, and only
nearly because of our geographical location made it nearly impossi-
ble to get hold of hard to reach, limited releases. That being said, we
at GGG have resurrected the game, and present the results here for
your and our, entertainment.
The setup is simple. All the initial gangs are fairly level. You have
1000 credits to purchase your gang from a choice of six (in-house)
gangs namely:- House Goliath, Orlock, Delaque, Esher, Cawdor, and
Van Saar. These were added to in the release of a supplement called
Outlanders, which allowed players to field gangs of Ratskins, Pit
Slaves, Spyrers, Redemptionists and Scavvies. If you chose any of the
outlander gangs you were already outlawed, with rules then released
for Hive Enforcers, an enemy of any gang. You also had the option of
hiring extra guns if you could afford it, enhancing your gang with
scum, bounty hunters, ratskin scouts and from Outlanders, psykers,
pit fighters and special characters.
So after spending your creds on hiring a gang, you then rolled for
territories, to determine what your gang derived its income from in
between battles. These could be lost in a gang fight as well, if losses
were severe enough. Any hired guns had to be paid in between
battles as well or be lost, as they leave your gang for better pro-
spects. They won’t work for free after all. This only matters if you are
playing in a campaign, as we are.
In a campaign, the leader is determined by the gang rating. This is
formulated by adding the cost of gang members including hired guns
and all of their equipment, to the cost of the total experience of
members and hired guns. This ‘gang rating’ would change with
deaths of gang members and experience gained after battles. After
the campaign is over, the gang with the highest rating, wins overall.
Necromunda added different things to battles, like being able to
shoot into hand to hand combat, and for your own gang members to
be shot accidently by being in the line of fire. It is a game where rang-
es are guessed before a weapon is fired, and then measured. Even if
out of range the gang member must fire as the weapon could have
misfired and be useless for the rest of the battle. Gangers can hide,
can go into overwatch, and you could target an enemy as long as you
saw skin.
Game play was on a 4 x 4 foot board, and as much terrain as you
could manage. Once setup, the game would play in a random sce-
nario such as Gang Fight. Many scenarios are won by the loser run-
ning off the board, and this is the usual aim of many a battle. Once a
side had lost 25% of their starting force, they have to roll on the high-
est leadership score, hoping for an equal or under result on 2 dice. If
they rolled over, it was game over for them, as their gang failed what
is called in the game, a ‘bottle test’, and quite simply, ran away.
HOUSE CAWDOR
HOUSE ESCHER
S N A K E E Y E S
5
GGG have started their Necromunda campaign, with all
gangs starting with their usual 1000 cred creation. The
first 3 scenarios for each gang playing, will be gang fight.
Gang Fight is simply, kill as many of the other gang as you
can. This is to get everyone familiar or re-familiar with the
rules.
It is envisaged that during the campaign, all gangs will
have a maximum of 12 battles. Special rules are that the
gangs must reach level three (have had three battles of
the twelve), before they can fight any level gang, once
again to give players a fair understanding of the rules.
Blank gangs are
used to allow
players to fight
with their gangs
and not have to
fight the same
player multiple
times. We also
are having three
and four gangs on the table at the same time, gamers
permitting.
GGG members currently battling their gangs up the Spire
are as follows:
Nick Chase - House Orlock
Darian Chase - House Goliath
Courtney Halverson - House Escher
Simon Machin - House Delaque
Tim Prenzler - House Van Saar
Steven Azzopardi - House Cawdor
Zach Seib - Enforcers
Sam Corvi - Spyrers
Craig Federoff - Chaos Cultists
The first game we had with GGG members was a four in
battle. Myself, Simon, Courtney and Darian. Once we had
made ourselves familiar again with the rules we launched
the first game of Necromunda. Courtney had the lowest
gang rating, therefore he had first pick of the table side
that he was going to enter from. He also had to set up
first. After the rest of us had set up our gangs, we had to
roll for turn order. Courtney won first turn, followed by
myself, Darian, then Simon.
Courtney wasted no
time in targeting my
Orlock’s and Darian’s
Goliaths as he was
spread out in be-
tween our gangs.
Gunfire flew every-
where through the
air as four gangs
jinked, slid, climbed
SCAVVIES
HIVE CITY
SPECIAL CHARACTER MAD DONNA ULANTI
Special characters are available for hire in Necromunda
but won’t hire out to just any old gang. Mad Donna (above)
will hire out to an Escher gang before any other…
S N A K E E Y E S
6
and dropped towards each other. It was a couple of turns
in when the first bottle test was failed. Courtneys Escher
gang ran from the fight, vowing their revenge, next time.
A couple of turns later and Simons Delaque leader was
pinned by gunfire, with Simon cursing the rule maker as
his leader rose only to be targeted and shot again, this
time dropping him for good. Bottle tests have to happen
when the gang loses 25% of their total. The test is made
against the gang leaders Leadership score. When the time
came for him to test his nerve, it had to be against the
next highest in the gang. Unfortunately for the Delaque
gang it wasn’t enough. They too, looked forward to pay-
back, especially when one ganger was kidnapped by
Nick’s Orlocks.
Then it was just down to Orlocks versus Goliaths. Darian
had kept his gang in the background, keeping any chance
of being targeted low, although earning a good natured
tease about his big tough Goliaths hiding. He had to come
out now, but Nicks Orlocks were equipped to fight at long
range, whereas Darian had equipped his Goliath gangers
to excel at hand to hand combat.
If Darian had any chance, he had to get close enough to
the Orlocks, to charge them. It wasn’t long before both
gangs were one man short of 25% losses. Whoever could
take down one more enemy would make the other gang
start having to take their bottle tests at the start of their
next round.
The Goliaths raced across the
undercity, positioning themselves to attack the Orlocks.
The Orlocks moved toward the Goliath gang at a more
sedate pace, knowing that they only had to have enough
of the burly Goliaths in range of the assortment of au-
toguns and lasguns. The moment came when both gangs
had almost met in the centre of the table of terrain. It
was Nicks turn, and he had several gangers close enough
to target a Goliath ganger multiple times. It seemed like
over kill, but faced with the negatives that can take a kill-
ing shot in Necromunda and quickly turn it into a near
miss, the Orlocks took no chances. Two shots hit the
ganger front on, stopping him in his tracks. One would
have only pinned him, but the seconded wounded and
the Goliath went down. Darian rolled his bottle test with
baited breath. The Goliaths ran. The Orlocks had won.
ENFORCERS
HOUSE GOLIATH
REDEMPTIONISTS
S N A K E E Y E S
7
Warhammer Fantasy Roleplay predates both Warhammer Fantasy
and Warhammer 40k. Where Dungeons & Dragons or D & D, lent
towards a character combination of combat and magic skills, WFRP
widened the range to specialise in either or both. The list of careers
both starter and advanced, give characters a huge choice in just how
the want their characters to develop. So far, WHRP has had 3 edi-
tions released, but being a sucker for the original, and being able to
pull into what the 2nd and 3rd editions offered, GGG started with
first edition, and as mentioned last issue we started with The Enemy
within Campaign.
The adventure opens with the group arriving by river to Nuln, on a
wet, wintery night with the prospects of a good nights accommoda-
tion slim to none. They accept the advice of a shady character and
after payment has passed palms, follow the said character to where
he assures them, is an inn that will have adequate lodgings for the
group. Instead, they are set upon by cutpurses and choose to fight
their way out, killing two of the would be thieves and sending the
rest fleeing for their lives. They made it to an Inn eventually that still
had vacancies, and there met a noble who, looking for some adven-
ture, joined the group, after
spending his coin on the
bedraggled bunch. At this
time the group consisted of
two Dwarves, an Elf, a Hu-
man and a Halfling.
During the night a face is
spotted at the window of
the dingy inn, and failing to chase the owner, most of the group
spent the rest of the night sleepless. The next day while looking for
employment, one of the Dwarves, Durim, made his way to the
Watch-house to make formal complaint about the footpads and the
two deaths. Whilst there he became under suspicion but managed to
escape before being embroiled further. Meeting after midday in the
Konnigsplatz, the group chanced upon a notice for employment and
took on the role to recover a certain family gem. This began the
Oldenhaller Contract. As it turned out the gem was a Nurgle
(Daemon Prince of Pestilence) artefact, and although the group did
recover it, with some members nearly dying in the process after
fighting through two sewer gangs, a group of nurgle cultists and a
Beast of Nurgle that the cultists had managed to summon. They
returned the jewel and received agreed payment, then only to find
themselves running from the law after Durim was recognised. The
group jumped ship on a river boat heading for Altdorf. The noble,
Axel Von Kruger refused to leave, proclaiming he was a noble in his
home city of Nuln and had nothing to fear from the law as he had
done nothing illegal. He was subsequently arrested.
Whilst his credentials were being verified, Axel was interviewed by a
man who he later found out was a member of the Witch Hunters.
The group met up again at a river stop, where due to a boatman
strike, had to continue by coach to Altdorf, the capital. It was during
this leg of the journey when the coach, group and passengers came
upon the wreck of another coach, and mutants were enjoying the
spoils. As it was their fashion, and they just hated mutants, the
group attacked and killed the killers. While collecting the bodies for
disposal, they had a shock, as one of the dead passengers looked
exactly like Axel. A search of the doppelgangers body revealed a
letter to a solicitors in the town of Bogenhafen, discussing payment
to this person of twenty thousand gold coins. A quick discussion
soon led to the decision to travel to Bogenhafen as soon as possible.
Keeping as low a profile as possible, the group made their way into
Altdorf. They ran into an old friend of Stephens, down by the docks.
A barge owning river trader. He offered them work on the barge in
return for travel on his barge to Bogenhafen. Whilst awaiting in an
Inn and talking of old times the group were provoked into a fight by
some young nobles and their bodyguards. This also was joined by a
local protagonist, who was feared by the locals for his cruel behav-
iour. Needless to say that luck was against them, as one noble got
away after a knife struck him in the face. The protagonist was killed
as was the other noble and bodyguards. Because of the cruel behav-
iour of the protagonist, the group were cheered by the locals and the
killings were covered up.
The group left the Inn under advisal of a hasty departure from Alt-
dorf, but not without being attacked again by two would be assas-
sins, bearing a mark on their chests in the shape of a purple hand.
The next day on the river, the group learned that from a river patrol,
that authorities in Altdorf were on the lookout for a group for the
killing of two nobles near the riverside the previous night. The pres-
sure was now on, as they made their way down the river to
Boganhafen.
PAINTING BAD MOON ORKS - SIMON MACHIN
Orks by their very nature are individualistic scum bags. They tend to have bits and pieces attached to them and their
vehicles. Hence when assembling an army of Orks, I find it best to make each one as individual as possible, then after
assembly I undercoat the miniatures with a black undercoat.
SKINS - I then paint in the basecoat of the Orks skin, in this case Dark Green (I used an old Dark Angels Green - GW)
for mine. I then use a 50/50 mix of the dark basecoat and Goblin Green, after which I dry brush the skin, using Goblin
Green only. To highlight the upper levels of the skin of the miniature I then drybrush Scorpion Green.
METAL - All metal bitz on the model as well as their weapons are drybrushed with Boltgun Metal.
UNIFORM - I use Codex Grey on trousers and vests and highlight the raised areas of cloth with Fortress Grey. The
boots are painted Chaos Black. For any leather straps I paint them in Bestial Brown as a base coat, then highlight the
raised areas with a 50/50 mix of Bestial Brown and Khemri Brown. Any rings or ammo cartridges I paint with Dwarf
Bronze. I then go back and highlight the boots using a 50/50 mix of Chaos Black and Codex Grey.
FACE - Paint the eyes Red. I paint the teeth of the Ork Khemri Brown, and then layer the lower 3/4
S N A K E E Y E S
8
Off The Palette
Of the teeth, with a 50/50 mix of Khemri Brown and Bleached Bone. I then paint the lower part with a layer of Bleached Bone. For the Bad Moon colouring, I took some yellow layer paint (Flash Git Yellow) and diluted it with a thinner or you could use water to a ratio of 7/30 paint to water. I then painted this colour over any Ork symbols on the miniature, and over any helmets or shoulder pads. I always leave the edges of helmets and shoulder pads unpainted to give that rough, worn appearance. As this mix of paint is quite thin you will need to re apply this several times to build up the layer. The layering also gives the appearance of weathering. After completing this phase, I then wash the miniatures in a mixture of black and brown wash, ensuring that the mix is not too dark. If you get any issues with this being too dark on the model remove the wash with some water on your brush. Allow these to dry.
PAINTING BAD MOON VEHICLES
Assemble the Ork vehicle and undercoat in black, ensuring to leave and clear parts like canopies and windows to the side, prior to painting, as they can be added on after the model is painted. Allow the undercoat to dry. If possible paint separately parts like cockpits etc as they can be extremely detailed, and look great if painted correctly. I drybrush the entire model with Boltgun Metal. For the bigger models I like to prepare the Bad Moons colour separately in another container. In this case I used a 50/50 mix of Iyanden Dark Sun and Bad Moons Yellow. I then thinned the base colour with about 40% thinner. With the basecoat so thin, it allows the build-up of several layers on the model. I also try to make the paint look patch work. This fits in with the Ork theme, as opposed to a solid colour when painting marine tanks. Any patch effect is also applied to any armour plates on the vehicle. Once all the detail is covered I then add any miniatures to the vehicle and any canopies. I then use a mixture of thinned brown paint and brown ink, and wash the model several times with this mix. Watch for any thick colouring as the aim is to give the model a muddied appearance.
I would suggest using a thick brush that holds a lot of the wash mixture and use the mix to the edges of the model with-out allowing it to gather on the flat plates. After the first coat has dried, check that the model is not shiny. If it is you may have to remix your wash using more brown paint. The overall colour should be flat. I will wash a model at least 5 times or more to get the look I am after so have patience as it is worth it. The look I am aiming for here is a dirty, rusty appearance, which I believe is the Orky look. Once the wash is dry you can drybrush brown or orange on parts you want muddy or rusty, and highlight the metals on the guns. That’s it for me. Good luck painting your Orks. The best advice I can give anyone is to practise and experiment. Simon.
Below are two of Simons paint jobs, the third being on the previous page, showing the colours and techniques that he covers in his article. The Stompa also appears on the cover of this newsletter.
S N A K E E Y E S
9
PENTACON
1 DAY TOURNAMENT
5 DIFFERENT GAMES
Warhammer 40k
Necromunda
Flames of war - open fire
Star wars x-wing
Wild west
Sunday December 15
S N A K E E Y E S
Membership to Gar-
age Gamers Group is
free. You can be ap-
proached by a member
and asked if you wish
to join, or turn up and
play in one of our
games. Locations, dates
and times are in this
newsletter.
Contact the Editor for
more information on
submissions. See the
back page of this publi-
cation for contact in-
formation. 10
$10 entry
Trophy & random
draw prizes
10 positions only
1000hrs start
Battlestation ipswich
239 Brisbane street
Ipswich
Contact 0419729794
S N A K E E Y E S
11
FLAMES OF WAR
WARHAMMER FANTASY
WARHAMMER 40000
DUST
WAR MACHINE HORDES
PAINTS
RULEBOOKS
NOVELS
BOARDGAMES
TERRAIN
Come and see Nate at
BattleStation Ipswich for all your gaming
wants and needs. .
Ph: 07 3281 3653
239 Brisbane Street, Ipswich
Perry Miniatures
P A G E 1 2 I S S U E 2
Perry Miniatures online for
some time as my other pas-
sion in miniatures is size. I like
the detail on a 28mm figure.
The other bonus of these box-
sets are that you can use
them as Union, or Confeder-
ate. I was familiar with The
Perry twins work at GW but
was very pleasantly surprised
when my boxes arrived. Very
clean mould lines, which as a
gamer is the most hated, I
think part of preparing the
model and spending hours
scraping excess plastic. The
detail on these miniatures
are crisp, and sprue op-
tions are numerous. I’m in
no rush to paint these but
am looking forward to it.
do it. Pick your game firstly, as in
what system do you want to play?
Fantasy, Historical, SciFi etc. Buy a
starter box set. These usually
contain two small armies to give
you a feel for the game, and con-
tains the rules in some format.
Purchasing this will achieve multi-
ple outcomes. Do you like the
system? Are you ‘good’ or ’bad’?
Do you enjoy painting these? This
Last issue I rambled on a little of
how to keep it simple when it
comes to collecting miniatures.
The companies that sell these
items do it very well, and as each
release comes out it is usually
painted and advertised to such a
degree that you MUST HAVE it.
Sometimes it’s hard to fight this
impulse (see last issue) but if you
remain true to your goal, you can
type of purchase also gives you
some core forces that you can add
to over time, and like mentioned
in last issue, you may have your
two starting armies. Currently
GW’s Warhammer, 40K and
LOTR have starter box sets,
Flames of War have a set named
Open Fire, and Bolt Action has a
Normandy starter set with terrain
and a hard cover rulebook.
are a couple of places to start.
Ebay for one, if you’re lucky, and
don’t forget to change your search
options as the item may be under
a different description. Most will
be listed under your choice of
system, but occasionally you will
find them just under books.
The Book Depository
(www.thebookdepository) may
have your book and if not can
remind you when it comes in, just
leave a contact email address for
them. Incidentally you will also see
a great discount in a lot of novels
that you may already collect and
you can pre-order. They also offer
free postage.
A google search will also produce
results and this is ideal if you are
happy with a digital copy. The
search will usually provide a page
of potentially available books in
this format. For the really old
painting guides you can find them
on Scribd. At around $10 a month
you can have a good look and
download what you need. As usual
if it’s free you may get more than
you are looking for. Ensure good
PC protection & good luck.
As a gamer for many years, I have
always tried to combat the ongo-
ing conundrum of what you want
verse what you’re willing to spend.
I hate the rising costs of minia-
tures and good terrain and rule-
books as much as anybody, there-
fore am quite mercenary when it
comes to the purchase of these
items. I present this column to all
of those gamers looking for that
other option.
This month as promised I want to
talk about accessing those old
painting books, and rule books. If
you want them in hard copy there
Hints & Tips
The Collector is a
gamer with 24 years
in collectable games
and wargaming...
“When the
mainstream
miniature
sellers are not
in your price
range, there
are
alternatives”
From the Collector’s Vault
S N A K E E Y E S
12
I haven’t been exposed to a lot of
American Civil Wargaming excepting
BattleCry the boardgame and Com-
mand Combat using 15mm figures
but, I have always wanted to collect
an ACW army and find some rules
down the track. I had been eyeing off
S N A K E E Y E S
Star Wars X-Wing at Ned’s Shed
13
X-Wing Rebel intercept Mission. Captured
Rebel Agent is on her way to Prison Planet
KaBlaa for deep mind probe interrogation
of critical Rebel secrets. Imperative elimi-
nation by Rebel force as all previous
attempts of rescues failed.
The End. Failed mission. 1 TIE Fighter de-
stroyed. Shuttle escaped and the
Agent .... Well??? All Fighter pilots rook-
ies except surviving TIE base level initia-
tive 3, Shuttle 2.
Ed - Ned made the base himself. Will ask him to tell how in next
issue.
S N A K E E Y E S
Dark Heresy is a role playing game set in the grim darkness of the 41st millennium , the decaying dark
future of Warhammer 40,000. Below is the background story of Magnus Silvanus, GGG member Court-
ney Halversons character in Dark Heresy.
GRIM TRAUMA ( Magnus Silvanus )
By Courtney Halverson
Magnus's life was destined to be filled with tragedy and rejection. The circumstances of his birth had sealed that when his
mother fell pregnant with him after being raped by a mutant. His mother, Lyra was a gaunt figure with deep mysterious grey
eyes, beautiful long ginger hair and ghostly bluish skin. Life on the border of the station and its underdecks were always
fraught with trials and dangers. His father, Cortez Silvanus was a man to behold in his unusual beauty. He was a tall man at 1.8
metres. He was of a spindly build, with watery blue eyes, fair skin and flowing blond hair. All though he looked young he is
quite old for one born in the voids of space. He was thirty seven terran years of age compared to Lyra who was twenty five.
When she gave birth to Magnus she did not survive his birth for the trauma and stress that was placed on her body was too
much for her bear and she gave unto deaths embrace with one last push to give her son life. Cortez hated his son for taking the
life of the one he loved he couldn't understand why he felt extremely uncomfortable in the presence of young Magnus. It was
just after Magnus's fifth birthday, when Cortez finally snapped. He could no longer tolerate Magnus in his house, so took the
boy for a walk through the halls of the station. While the boys attention was else were he slipped silently from Magnus's side,
and with one last look at the boy he faded into the shadows never to see Magnus again.
For the next three years Magnus skulked around the underdecks living off scraps of food and fending off mutants and anything
that would do him harm while still trying to find his way home to no avail. One day while sifting through some rags and junk his
hand brushed over the body of a woman. She had very elegant hands and in her cold right hand she still gripped a knife. As he
reached for the knife the hand jerked out of his reach. Startled by the movement he jumped back out of reach and just in time
as the blade sung through the air right were his throat had been. The body, dragged herself to the nearest wall for support.
Magnus watching her intently, noticed the laboring rise and fall of her chest as his gaze moved up his eyes locked on hers. They
were a mesmerizing violet that was made all the more vibrant by her porcelain skin and blond hair. Her right arm was extend-
ed in a defensive manner her hand was not steady. She was afraid of him, her face once beautiful now distorted by fear. He
didn't have time for this. He could hear the mutants coming for him. The death of one of their own at the hands of a small boy
bore a dark vengeance upon Magnus. A vengeance he was sure would shorten his chances of survival. With a quick movement
he was under the woman's guard before she new what was going on, and he had knocked her to the ground. The look of terror
in her violet eyes was amusing to Magnus. Now that he had her pinned and had wrested the knife from her hands a sinister
grin that looked out of place on the small boy sent the woman over the edge as she thrashed around to try and knock the boy
off. When that failed she begged and pleaded with him to let her go, but he just stared back and started to laugh as he drew
the knife slowly across her throat. He watched with an excitement he had never known before as her life flowed through the
opening in her throat and the light that had made those eyes so vibrant went out and left them pale and vacant. Before he
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could enjoy this moment further there was a crash some distance behind him that broke this beautiful euphoria. As he left her
lifeless body with an enriched vitality and purpose to live he vanished into the dark depths of the underdecks.
Now armed with a knife and the desire for killing he would often sit and watch passers by and pick an unsuspecting victim. the
beauty he saw as he wrested the life from each victim was as euphoric as the vibrant violet eyed porcelain doll that had awak-
ened this addiction within him. Twelve years had passed and his body count had started to raise interest and concern for what
passed as the law on the station, but for try as they might they could not catch him.
That was until one day someone approached him with an offer that would bring him out of the underdecks. The thought of
being paid by someone to kill to indulge in his addiction was one he could not refuse. With his
agreement he stood to his full height of 2.1 metres and the thug with the offer now realized that
this is someone very detached from the realm of sanity. The lifeless and seemingly vacant green
eyes, the greyish skin, and black hair pulled into a tight knot at the back of his head added to the
already fear inducing presence that emanated from his being. The offer it seemed, was from the
Inquisition.
"Innocence proves nothing"
Zach Seib runs a Dark Heresy campaign every second Sunday at Sam’s Garage. GGG members playing have en-joyed themselves so much that games have run into the night and one session even into the wee hours. Leave a mes-sage for Zach if you’re after more information by emailing [email protected] BTW I didn’t make it to the
last session, so still don’t know how to turn on the damn power fist...
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its expansions (chaos rising and ret-ribution).
I met Nick after starting as a train guard with Queensland Rail. We had a conversation about wargaming and he found out that I had played Necromunda, and still had four gangs, which after minimal haggling I sold to him, (For an absolute bar-gain - Ed). We soon after got togeth-er for a game of Warhammer 40000. I had decided to collect a Dark Angel variant army, but ini-tially Nick loaned me a chaos Slaanesh army to play. We en-tered a local tournament and alt-hough we both lost more than we won, I did enjoy myself and that’s when I got back into the table top game. I have also enjoyed reading the books of the Horus Heresy or any other space marine book that I can. My first favourite was my
Well I and my brother started play-ing Warhammer Fantasy with some guys at school and that’s how I first heard about all this Games Work-shop stuff.
When I was about 12 my brother got Necromunda I started playing that. My first gang was Cawdor but I then got a Scavvie gang and a Ratskin gang. i ran out of people to play with when I was about 13.
I then moved onto playing all the Warhammer 40k stuff I could on either the pc or playstation. Space hulk on the playstation was my first game. I then had rites of war (I think that’s what its called) on the pc.
Then life got in the way, but I got back into it when I brought dawn of war and the expansions (winter as-sault, dark crusade and soulstorm). I then moved onto dawn of war 2 and
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Ratskin gang. I have now moved onto collecting a Dark Angel army and running with a Van Saar gang. I have started to collect a Tau army as well. I will pretty much play anything if it’s with a good group of people.