Download Irregular Magazine Winter2012 PDF

TitleIrregular Magazine Winter2012
TagsLeisure Unrest Armed Conflict Battle Of Stalingrad
File Size5.8 MB
Total Pages53
Document Text Contents
Page 2


Editorial Nick Johnson & Jason Hubbard 3

SI Painting Challenge 4

Stalingrad 1942 Jason Hubbard 6

A Call to Arms: Star Fleet Alex Garbett 8

Sins Development Part 1 Miquel Tankard 11

Advanced Fighting Fantasy Dave Barker 14

Tuk Tuk Will Kirkby 18

Artist Showcase: Lucillia Lischetti Lucillia Lischetti 23

Blast from the Past- Mordhiem Alex Garbett 27

Airship Pirates 29

Snow Bases Dave Barker 36

Planets, celestial bodies and
space stations

Alex Garbett 39

Polemos S.P.Q.R Nick Johnson 41

Conquest of Nerath Paul Moore 42

Discworld - Ankh-Morpork Nick Johnson 43

Magic the Gathering - Innistrad Richard Tinsley 44

Revenge of the 47 Ronin Nick Johnson 46

The Kerberos Club - FATE Edition Jim Freeman 47

Ride Around Missouri – Shelby’s Great Raid

Dave Barker 49

Page 26






Released back in 1999 by Games Workshop, Mord-
heim was a skirmish game based around the fallen
city where gangs fought over the ruins and for
possession of Wyrdstone (Warp Stone), fame and

I got one of my first White Dwarfs while I was on
holiday, which had several articles on Mordheim.
This was way before the game was released and
I remember the pieces on foam board buildings,
gangs, concept rules and more. Then several issues
later the special edition White Dwarf came out with
the free miniature (Aenur the Sword of Twilight) and
from then my imagination was hooked on the look,
background and city of Mordheim.

Game Play

The game features skirmish rules for fighting, shoot-
ing and movement with your war gang/party that
you prepare beforehand from a set amount of gold
you can spend on wargear. A good side effect of this
was having very customised miniatures with ropes,
pistols, swords, shields, bows and more all on the
model. This made for a WYSIWYG (what you see is
what you get) style of gameplay that my friends and
I really enjoyed.

There were several war gangs initially available and
these were increased over the years with newer
models, additional races and special characters and
miniatures from the Warhammer Fantasy

Some of the miniatures being personal favourites
still to this day!

Friends and I often looked to add an extra element
of roleplay into the game and between games,
usually at school and college, discussed character
development and overall story plot, mainly taking
what we had learned from running a good game of
Heroquest and Advanced Heroquest.

What I liked most of all though was the terrain and
buildings supplied. Made of cardboard and plastic
details they were extremely cool, very easy but sat-
isfying to assemble and were fantastic for playability
and game accessibility

The printed card terrain also looked like something
straight out of the Warhammer world and the back
story of Mordheim with the flame marks on walls
and themed buildings like the inn - just fantastic in
my eyes then and even now.

I’ve been fortunate to have two copies over the
years along with the Blood In the Streets additional
building pack. I still have the buildings tucked away
safe in a box along with the war gangs in the attic.

While the boxed set is long out of print now you
can still buy a good range of the miniatures online
from Games Workshop and the rulebook is a free
PDF which you can find from keyword searching
in Google. You can also get your hands on lots of
second hand Mordheim products on eBay and from
gaming shows like Triples. Sometimes you’re even
lucky enough to find a boxed, sealed copy.

Final Thoughts

For me Mordheim is one of those special boxed
games of old. Special for many reasons; the memo-
ries of days and days spent playing on the din-
ing room table with the awesome buildings, the
adventure and RPG aspects of the game, creating
their names, background then throwing them into
danger and having our heroes run over bridges,
dodge arrows, fight monsters and get the precious

I think most of all it is special for the time my friends
and I spent at each other’s houses over the sum-
mer, painting our miniatures, swapping bitz and
modelling that awesome pose for our heroes to
venture and fight again in Mordheim - the city of the

Page 27






Airship Pirates
Behind the scenes of an RPG

Words: Ken Walton
Artwork: Phantoms Siren, MANDEM

n 2010 our company, Cakebread & Walton, ap-
proached the steampunk band Abney Park with the
crazy idea of creating a pen-and-paper role-playing
game based on their songs. Much to our surprise
they were very enthusiastic. It also turned out that
Angus Abranson of Cubicle 7 Entertainment, our
publisher, was an Abney Park fan, and he was very
enthusiastic too. We soon found ourselves working
with ‘Captain’ Robert of Abney Park, who volun-
teered to do the graphic design and find artists.

And then the art started coming in. We were gob-
smacked. This wasn’t just good stuff, this was great
stuff! Before long, we were getting to know some
of the artists via email and working on what turned
out to be very much a shared vision for the role-
playing game; Robert’s vision for the world formed
the framework on which we could build an edifice of
steampunk goodness in words and pictures.

Three of the artists who we worked with and got to
know are Phantoms Siren and the two-person team
at MANDEM. In fact we got to know MANDEM so
well that they’re now working for our company, not
as artists but as proof-readers for our other game
line, the 17th century clockpunk historical fantasy,
Clockwork & Chivalry - truly they are a gestalt entity
of many talents!

The Abney Park’s Airship Pirates RPG line so far
consists of the 300 page full colour core rule book
and 42 page adventure, Ruined Empires. We’ve just

begun work on Blasting the Past, a full-colour time
travel supplement, and work is also ongoing on
Underneath the Lamplight, the first of the ‘culture’
books for the game world.

You can find out more about Airship Pirates and
Clockwork & Chivalry here: http://www.cake-

It’s available from all good games stores, and also
from Cubicle 7’s own online shop:
and in electronic PDF format from DriveThruRPG:

Much Abney Park goodness, including (of course)
their music, can be found here:

And now, we’ll let the artists speak for themselves...
– Ken Walton, co-designer, Abney Park’s Airship
Pirates RPG

MANDEM: Mythpunk Art Noir
Phantoms Siren: Steam Nouveau

Interview by Allie Marini

“Here’s where I get to be a little Marxist,” explains
one part of the Tallahassee-based art collective

Page 53
Issue 12/ Spring 2012 out April 9th

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