
The
latest issue of Fanatics magazine for Mordheim, city of the
damned arrived shortly before the launch of STRIKE TO STUN.
The first thing which catches your attention is
the headline "Girl Power". No, Town Cryer hasn't become
a teeny-magazine, the headline hints at the new Amazon Warband
for the Lustria setting. As always, the magazine starts with
the obligate Editorial by Steve Hambrook. But after this short
introduction, the magazine starts with full throttle, err...
I mean full warpstone power. The first chapter is dedicated
to Games Workshops summer campaign "Dark Shadows".
Now your warbands can explore the misty island of Albion. Although
I didn't think that it would be possible to convert the Mordheim
rules to a playable Albion-setting, I have to admit that the
authors did a great job. With rules for weather, which is an
important factor on Albion, the special Terrain (fens and woods),
new monsters (fen-beasts and giants) and the Ogham stones you
get all the rules you need to play in an Albion-setting. The
description of the Dark Emissary and the Truthsayer together
with two new spell-lists also adds a special flavour to the
game. The three scenarios are also great, each with special
rules and a Reward-Table for Albion artefacts. If you also play
Warhammer Fantasy Battle and have some special Terrain and Miniatures
I strongly recommend you to play some battles with this setting.
The second chapter holds the last part of the
Lustria- Cities of Gold setting. To be honest, I disliked the
setting in the beginning (see review of TC 13), but it seems
that I caught the Lustria-virus: I really think about the possibility
of building some Lustria-terrain and collecting one or two Warbands...
The articles in Town Cryer 14 and the current issue have especially
changed my mind. The introductory article describes three sample
settlements which can be used by players as camps. Each settlement
offers something special: while the Estalian colonial-town of
Santa Magrita has a great market on which common equipment could
be purchased cheaper, the Norse settlement of Skeggi offers
cheaper Hired Swords. With the Amazons, a new all-women warband
is introduced to the Lustria-setting. I wonder why all female
warbands have to consist of half-naked pin-up girls with huge
breasts and huger weapons. But it seems that this is the fate
of females in Fantasy-games... The Amazons are an interesting
and dangerous warband. Somehow I have the feeling that the Amazons
are the Sisters of Sigmar of Lustria. Like their Mordheim-counterpart,
they have access to a wide range of unique artefacts and special
skills that can only be used by them. Led by the powerful Serpent
Priestess who wields a couple of devastating spells the Amazons
can be used as a close-combat warband as well as a shooty warband.
A wide range of both hand-to-hand and missile weapons and a
couple of special weapons like the starsword or the sunstaff
makes them a tough enemy for every other warband in Lustria.
Although the idea of a new all-female warband is very intriguing,
the wide range of special equipment and an above-average starting
profile makes them in my opinion a little bit too powerful for
a human warband. The next pages hold the information about new
Dramatis Personae for Lustria: First of all there is the renegade
Dark-elven Assassin Dijin Katal, a nightmare for all enemies.
Then there is the Amazon Priestes Penthesilea, who seems the
Lustria version of Bertha Bestrafung and finally the Norse Berserker
Drenok Johansen, an awful warrior wielding a huge Battle-axe.
The final part of this issue's Lustria-section is a modelling
workshop by James Mackay, which describes how to build Rivers
and swamps. The drawback of this article is the fact that all
pictures of the terrain are only in grayscale.
The next chapter is in my opinion the best one.
We all know that Warpstone, or Wyrdstone as it is called by
the humans of the Empire hold great powers. It is said that
it can turn lead into gold and to lengthen the lifespan of mortals.
So why always sell the collected stones to greedy merchants
who pay a lousy amount of money for the hard work of collecting?
Why not keeping one or two stones for yourself and use its magical
powers? Warpstone can make one more powerful by lending its
supernatural powers though its use holds great risks. You can
turn into a Chaos Spawn or get a mutation. What makes this article
so great is the new mutation table which introduces 36 mutations
(d66). From Eystalks to Mace-tail, you can find a lot of nice
mutations in this table.
In the following chapter a new scenario called
"The Mummy" can be found. Although placed in the city
of the damned it acts as an introduction to the forthcoming
Khemri-setting. Awakened by a Necromancer, the deadly remains
of KaHotep, a Tomb King from the lands of Khemri, restlessly
haunt the streets of Mordheim, until a warband is able to defeat
this foul undead and his minions. The scenario is for 2-6 warbands
and should be led by a Game-master who controls the Mummy and
its Tomb Guardians. It really makes me curious about the new
setting placed in the lands of the dead, which should start
in the next Town Cryer.
The last few pages of Town Cryer 15 are dedicated
to the Fan letters and the "Watchtower", an overview
about all articles ever published in Town-cryer. All in all
issue 15 is the best Town Cryer I ever read. For the first time
I found almost all articles useful and interesting, especially
the Wyrdstone-article and the Mutation-table are of great use
for every Mordheim player. I can only recommend this magazine
to every player who likes Mordheim or Warhammer-skirmish and
I hope that the following issues will be of the same quality
like Town Cryer 15. (nc)