About Nathan Bean

Tyrant/ Editor Nathan is a 'former member of...' numerous mediocre punk bands and internet gobshite and has been involved in the United Kingdom hardcore scene since the mid 90's. Now retired from active duty he spends his time writing about gaming, movies, music and comics, shouting at the television and threatening to start another band.

40k  through eight editions – (or my journey through the warp so far

It’s 1987, Blackadder the third was on telly for the first time (if you haven’t seen it go watch it), Grant Morrison had just started writing for 2000ad (if you haven’t read him then go do it) and Margaret Thatcher had just been voted in as PM for a second time (no comment), but more importantly than all that, I was at infant school and I had just got my hands on White dwarf Magazine and because of it the first edition of Warhammer 40k, which leads me nicely straight into part 1….Rogue Trader.

Part 1 – Warhammer 40k 1st edition aka Rogue Trader

The first edition of Games Workshops Science fiction alternative to its already existing Warhammer fantasy battle line had to make sure it carried a title that let players/buyers know it was a different product, so they went overboard and gave it two extra titles. The Warhammer brand name remained but the boys at GW tagged on the number 40,000 to let you know it was set in some ridiculously far future, but also gave it the sub-title Rogue Trader. (an element of the background they would keep through all these years). So anyway….what was first edition really like? I hear you ask. Well, to be honest it was confusing, but also exciting. Let me explain why. Rogue trader was a sandbox game, full of ideas and suggestions but never really telling you what you SHOULD do, more about what you could do. There were only really three factions back then, Imperial, Eldar and Orks. (yeah sure we got some info on Tyranids and Slann etc but the focus was heavily on the big three), Army Lists (or what passed for them back then) seemed to be written in a way that suggested you randomly create your force, which was really odd considering the choice of models was at the time pretty limited. Guidelines for creating your own vehicles, aliens and characters from scratch made the whole game seem like an exercise in DIY game design. The book oozed with flavour though and took its influence from three main sources. Warhammer Fantasy, Dune and 2000ad. From Warhammer fantasy it took the main races, elves became space elves (or Eldar), orCs became orKs, Dwarves became space Dwarves (squats…more on them in part 2) etc. From Frank Herbert’s Dune novels it took more than most people realise, the space marines are essentially the Sardaukar (or emperors imperial marines), the navigators are lifted pretty much straight from Dune, as are many pieces of tech including suspensor technology, force weapons, and vehicles such as the Ornithopter. 2000Ad had become a very popular comic by the late 80s and hugely influenced the feel of this first edition (go back and look at the early Adeptus Arbites models and tell me which well known comic character it reminds you of).

What is really interesting about the first edition however is what’s NOT there….no chaos and no Horus heresy. The Warp is mentioned and explained, but there is no talk of the chaos gods or daemons. The emperor is also mentioned as is his golden throne but there is no explanation of the events that placed him there. (they were to be dealt with extensively in the two most highly regarded books in 40ks history, the Realm of chaos books). The first edition couldn’t really be considered complete without a whole bunch of white dwarf articles (which had new rules almost every issue back then) and the aforementioned Realm of Chaos books.

As for how the game played, it was primarily designed as a skirmish game, although even back then it was designed to be played with squads of troops rather than single figures. Pictures of games seem to suggest they assumed you’d be playing with around twenty to fifty troops a side Max, with very little inclusion of vehicles. (mainly as the ability to produce vehicles at any reasonable cost just simply didn’t exist). Back then we played with around a dozen figures a side and had a great time. Armies tended to be comprised of mostly characters and it resembled a game of inquisitor (GW short lived 54mm skirmish game) more than a modern game of 40k. However EVERYTHING was about to change as the game approached its biggest change and the release of Second edition…..

Part 2 -2nd edition aka the introduction of the game in a box

Its 1993, and 40k has seen such huge growth over its first six years that it launches as boxed game (interestingly the only edition where a separate rulebook was not actually available- you bought the  box or you didn’t have rules and considering this is pre pdf era it was a smart/greedy move by GW). Two forces , Marines and Orks accompanied three softback rulebooks in the core box. The three core factions were joined by legitimate army concepts for three more forces, Tyranids, squats and chaos. And the imperial faction was split firmly into marines, army(now the imperial guard) and the Ad-Mech. (alongside a few other curios including rogue traders, assassins and inquisitors).

One of the most enduring elements of the game that started way back in second was the idea of the codex. Full army books detailing the background fluff and stat-lines for the force of your choice (and also ensuring every time you bought a new force you needed a new book to match). Those early codex’s are actually pretty familiar products to even new players as the format hasn’t changed much. Bit of background, descriptions of units, painting guide, pictures of models and then rules.

Sadly a few forces detailed in the core product never saw a codex release, notably Ad-Mech (who would have to wait until seventh edition) and squats (who are still waiting). The marines settled into their individual natures with the major chapters , dark angels,space wolves and blood angels being given their own books ever since and ultramarines being the default on which players could base their own chapters.

Play wise the game had gotten bigger,  vehicle kits were now available for most forces and the idea of a game that needed the 6ft by 4ft board with dozens and dozens of figures aside was born. The second edition is often criticized for the fact its characters were too powerful, and to a degree its a fair comment, but the points sink was huge for them, and to be honest it was a time when the great heroes and villains of the universe were being born to the game, characters who still adorn tables to this day, including Bjorn the fell handed, the Ork warlord Ghazghkull Thracka,  commissar Yarrick, Captain Tycho, Marneus Calgar, Abaddon the Despoiler, Kharn the betrayer and Eldrad Ulthran amongst many others. So its no surprise that this edition had a tendency to feel like a game where these characters squared off against each other with their armies “in attendance”.   (as an interesting aside, this is how Horus Heresy/30k games can feel these days when Primarch’s or other major characters are involved on both sides…funny how things go round in circles).

The rules had been streamlined as GW understood their target audience was pretty young and had probably never played a tabletop war game before and it allowed even big games to be resolved in an afternoon.

The aesthetic in these days was bright and heroic , and the idea of the grim dark of the 41st millennium was yet to be fully realised. Figures were now predominantly plastic, or a mix of metal and plastic, which helped players amass larger armies than the skirmish feel of rogue trader.

The balance between forces was actually pretty good and its hard to say which “codex” was better than any other. All the armies had big hitting characters and managed to maintain an individual feel from each other. Sisters of battle ended up with their own codex back in second edition and have not genuinely got a real codex since (although at the writing of this, we have been informed one is forthcoming). All chaos forces shared a single codex, but the separate feel of the powers was in full effect (and had been even in first edition).

For a game that was doing so well it was a brave move that GW would only five years later make all published rules, including all codex’s entirely redundant with the introduction of third edition in 1998.

Part 3 – 3rd edition – aka all you need is this book and the figures you already have aka here come the dark elves aka codex purge 1

Forgive me for a little nostalgic aside here for a moment, its 1998 and I am working one of my first bar jobs in Sunderland, north east England (for anyone who hasn’t been…it really is grim up north) and I am working late nights in some rough shithole , partying afterwards and trying to get my arse up for college the next day. Anyway as part of some random drunken conversation I get talking to a workmate about how we both used to be into that “ Warhammer thing” and wouldn’t it be cool to get back into it. It was around 3am and instead of going home and approaching the subject the next day, we thought it smarter to keep drinking and then go sit outside the local GW until it opened and go get some stuff. So we did just that…and the weirdest thing happened…..People kept turning up as it got closer to opening time and before we knew it we had unintentionally become the front two in a huge queue of super keen geeks. Little had we realised that today was a huge sale day where GW were to sell off all its second edition products at crazy low prices to make room for the imminent third edition release. Not caring which edition we played and having played a little second edition a few years back, me and my mate both left with a core box each, every codex each and a shit load of miniatures. We were set. We had a great summer delving back into the universe and painting and gaming,

So what was with the sale, that’s not normal for GW is it? No it isn’t and here is why they did it. The third edition scrapped everything and made every codex redundant, sure you could use the same models, but the rules had changed.  In some form of recompense to players, GW did something they hadn’t done since rogue trader and have not done since…included stats and de facto army lists all in the core rulebook. Get you by, army lists for every force , including the new faction…Dark Eldar…

The game was made available in a core box , this time containing the marines (again) and the new kids on the block, the sexy dark Eldar (who actually hadn’t even really been mentioned before then)  and as a separate book.

Rules wise the game had matured, third edition 40k was the first edition of what I would call modern 40k, and the game hasn’t really radically changed since then, anyone playing Eighth right now, would see much that is familiar. The powerful heroes of second edition were put in check by making them available mostly only in games of 2000 points (that was a seriously big game back then) and even then only with your opponents permission. The days of Calgar or Typhus strolling across the table destroying your entire force squad by squad were gone. Third edition was the first time we saw concepts such as cityfight and thematic codex’s based around war zones (Armageddon and black crusade) as well as spin-off codex’s to highlight popular sub armies and models such as Catachans, assassins and craft world Eldar

Plastic technology was continuing to improve and vehicles and walkers and big monsters were available for every army which made them a much more regular part of games in general.

Third edition suffered from an almost continuous FAQ in the form of chapter approved articles and books which slowly morphed it into fourth edition.

But third edition was not just content with giving us one new race with the introduction of the craftworld Eldar’s dark kin, it gave us two other brand new races, in the form of the zombie like Necrons and the Mecha influenced tau. An undead style army was something 40k had been missing since its inception and I am surprised looking back that it took them so long to introduce a race such as the Necrons. To be fair the first Necron codex was very limited but players took to them in droves and the faction has grown ever since. (GW students will know that Necrons were first introduced to  us through the Orky version of Necromunda that was Gorkamorka, but that discussion is beyond the scope of this essay) . The Tau also filled a gap by being a technologically advanced race, but one that was in its infancy rather than in its decline. Heavily inspired by Japanese manga and anime the tau were something completely brand new. (as a second student footnote, tau were hinted at in Necromunda, with the names of the Spyrer suits and their mysterious back story)

Other new armies included the forces of the Daemon hunters and the witch hunters. The two new inquisitorial codex’s for the first time meant these warriors of the Imperium and their chambers militant were now playable . (sure sisters had a second ed codex but their codex in third ed made them a part of the witch hunters faction rather than an army of their own…even tough it was possible to run both pure sisters and grey knights armies) The grey knights had also been a part of the background since day one, but now were given power armour and became a faction that would make enough of a mark to cement itself in every edition since)

all of this results in the One thing I can say for third edition (which it shares with fantasy 6th edition as footnote) is that the variety of armies was extremely wide. Back in third not only did you have multiple armies that didn’t exist before to choose from , you also didn’t have to just have an Ork army, you could have a speed freak army, or a savage Ork army, you didn’t just run Tau, you could run Kroot mercenary forces. No  two armies, even from the same codex had to look the same which was great for breathing life into the tabletop. It was another six years will they would bring out 4th edition……

Part 4 – Fourth edition aka 3.5 aka the game you’ve been playing for six years

Its now 2004, I’ve moved on from working shit bar jobs and am running a comic book store in Newcastle, but 40k hasn’t really moved on at all. The amount of new ground broken in third edition meant fourth edition had its work cut out to provide anything truly innovative and new. The constant tweaking of the rules since the release of  third meant most people were already playing fourth before it came out. Minor changes to assault rules and vehicles rules did little to change the way the game was played, and to be fair, the game was in a good place, and I don’t blame GW for having a “if it aint broke then don’t fix it” attitude about it. Rather than making codex’s redundant in one foul swoop (which is something GW would never do again until the release of eighth edition) they went through a gradual process of revising and re-releasing them over time,

In terms of army choice there wasn’t  much to  speak of that had changed. Daemon hunters and witch hunters got dropped and a pure grey knight codex was to released instead 9finally came along in fifth edition). (sisters were relegated to having to exist purely on a white dwarf codex bless them). Tau became the tau empire(with little change aside from the introduction of a second servitor race the Vespid to mark the codex as any different form its predecessor). Chaos Daemons were given their own codex as an allied book to chaos space marine. Some armies didn’t even get a codex revision in fourth and would have to wait until fifth.

Two of the most interesting elements of fourth edition in my opinion and both things I enjoyed back in the day were combat patrol and kill team. Combat patrol pushed the idea of a “lunch break” style game that can be played in less than an hour, limiting the army selection to 400 points and with a ton of restrictions that made for a quick game as an alternative to the 1500/2000 point games that had become the norm, and not everyone always had 4+ hours to spare to play a game. The idea was great and it p[played really well, and confusingly, combat patrol back then is what kill team is now, and kill team back then was something else entirely.

The original kill team as introduced in fourth edition was an asymmetrical warfare experience that had one player design a team of bad ass individuals who would go  up against a horde of bog standard bad guys, in a kellys heroes style affair. All I can say is that why anyone on earth would WANT to play the horde of boring bad guys rather that the bespoke bunch of characters which were the eponymous kill team is beyond me and maybe that’s why modern kill team is combat patrol and kill team really isn’t played any more (and probably wasn’t much even back then).

The idea of the full colour hardback 40k rulebook was born in this edition though and set the standard that has been maintained since. For anyone wanting to get into “old-hammer” then fourth is  a really good version to go and buy, as it can be found pretty cheap and most modern figures transition seamlessly into a fourth ed army.

Part 5 – fifth edition aka its been four years can you buy another book please

Sadly the most interesting thing I can think to say about fifth edition is they moved the copyright information to the back of the book rather than the front (its true…go and check). But seriously though,even now with both books in front of me and the desire to make some astute observation about  the difference between fourth and fifth I am at a loss. Gone is combat patrol (sad), gone is kill – team (good riddance), the quality of the book remains at least but it all seems a little deja vu. If you are looking for some sort of discussion of the rules changes between fourth and fifth and how they “nerfed” some armies and made others “ way too powerful” then your in the wrong place. To put it simply the game hadn’t really changed. The rules change were incidental on the whole and although the book is written well and is clear for new players , no new ground was broken.

The biggest and best thing about fifth edition was the entire revision of the dark Eldar with some of the best new miniatures we had been treated to in years by the ever talented Jess Goodwin.

The game on the tabletop remained the same, new softback codex’s continued to be released for some armies and not for others, behind the scenes forgeworld models were becoming ever more popular so the inclusion of crazy powerful tanks or the like became the new “in” thing, feeling a little like the heroes of second edition dominating tables and even though they were given huge points values, they broke the game almost everywhere they were played. (the production of imperial armour books is a subject that isn’t really within the scope of this essay – needles to say the game had sadly reached a point where you could beat anyone if you paid enough real cash for the big guns).

Battle reports from this era showed bigger and bigger games (probably to justify the ridiculously expensive , in both points and cash, models being released in both plastic and resin) and infantry almost became redundant as armies made entirely of vehicles became possible.

Not the hobbies finest hour in my opinion and the game had become stale, which meant there was a need for a fresh approach more than ever….and what we got was sixth….

Part 6 – sixth edition aka the rot sets in

Its 2012 and according to the Mayans the worlds about to end (and don’t worry I know that’s not what they thought) and its only been four years since the release of fifth edition but GW treat us with a fancy new rulebook. In all honesty the sixth edition rulebook is probably the most aesthetically impressive, its a thick, glorious tome which looks more like a role-playing game than a rulebook for a tabletop game, which makes it a real shame it wasn’t really much different from fifth or even fourth. The change in the psychic rules was  much needed, and the production of psychic power cards was a very cool addition but not much else had changed.

Codex’s went from softback to hardback in this edition, which personally I thought was a great move and the overall quality of those books improved.

Imperial knights were a new faction (if you can call them that back then) and the Militarum Tempestus were given some love as a new kit came out to replace the old storm troopers.

The game was in a place where things hadn’t really changed much in the last 8 years, and other companies were starting to seriously compete with games workshop. Fantasy was in an even worse state than 40k (which was to result in age of Sigmar) and the company had dumped every specialist game in order to focus on big, no HUGE games of 40k and fantasy. I remember costing playable armies back then when I decided to play the game in a more serious way again and it was hard to put something together for less than £300 which is a massive investment for anyone.

Sadly this section , like the last is sparse as not much was happening at all. Which is probably why it only took two years for seventh to be released.

Part 7 – Seventh edition aka 6.5 aka the slipcase edition

in 2014, the new seventh edition rules wise is merely a minor revision of sixth, but I applaud the release. Its like someone had lit a fire under GWs arse and they suddenly sat up and released if they didn’t do something soon 40k was going to get replaced by the other kids on the block. The rulebook ( now published in a fancy three book slipcase) was the clearest and most cleanly presented rules manual to date and the art direction was above criticism. Its a shame in a way they didn’t stick to just a book, rather than a slipcase , which means the old sixth ed book is a more impressive product in terms of production. All that said, credit where credit is due, the seventh edition rulebook set is a good book.

Rules wise the minor niggles were ironed out and the game became the smoothest it had been since fourth. The release of the kill team box set showed GW was interested in providing scope for smaller games again and the game was back in a good place. (oh and they’d moved the copyright info back to the front of the book in case anyone was interested)

As an aside the starter box for seventh , titled dark vengeance was the best yet, with the dark angel and chaos models all being amazing. And in my opinion will be the starter box set that increases in secondary market value the best in coming years.

Part 8 – Eighth edition aka codex purge 2

last year (2017) In a bold move the likes of which 40k players hadn’t seen since 1998 (see part 3 above) GW decided to make EVERY codex redundant and revise the rules for a brand new edition. To soften the blow, they released the INDEXS , which for a reasonably cheap price, gave people the chance to run their army whilst waiting for their particular codex to be released. People didn’t need to wait long as the codex’s came thick and fast, and at the time of writing there are not many left to release and its been less than two years.

The rule set sees its biggest revision in two decades and really makes for a simpler rule set (borrowing some concepts from age of Sigmar), reading the rules it becomes evidently clear why they needed to dump the existing codex’s wholesale as so many things had changed. Game balance is restored between armies , (and for all those competitive tournament players who disagree – this essay is really really not for you) and GW have even gone so far as to provide a fast and easy way to points cost armies (power rather than points) and encourages players to play with whatever models they want, and even to play unmatched games (shock horror).

Play wise, some brand new concepts have really changed the face of the game. The idea of tactical objective cards that can change the focus of the game from turn to turn, removes some of the static feel of the previous editions. The use of stratagems (army specific one off  rules that can be used a very limited number of times in a game) adds to the strategy element , and makes playing eighth edition a very different play experience. The rules set works for games from 500 points to 2500 points without any major issues.

So in conclusion I guess this is where I should declare which edition , in my wisdom is the best. But I don’t think I can do that. Speaking to a few people on instagram a few weeks ago (the spark to me writing this piece), I made the point that we are all probably going to enjoy most, the edition we had most fun with. 40K, can be many things but at its heart it should be about getting together with your mates and having a game. Whichever edition you had most fun with, will be the “best” edition, but don’t kid yourself its got anything to do with that rules-set being better than any other, or your codex being in a strong position at that time, it was about the fact you were playing with people who wanted the same out of the game as you did at the time. That being said I am happy to share what edition is “my” best based on the above criteria. For me Third edition gave me everything I wanted out of the hobby, a clear set of rules, it wiped the slate clean from the hero-fest that was second edition and the choice of armies was incredible. The flexibility within those codex’s to make a bespoke force that suited your ideas was one of the editions greatest strengths. I would happily play third edition any day (and if anyone fancies a third ed get together down at Warhammer World sometime then get at me via instagram @colosseumrex).

40k has had its up and downs, and I am certain its journey isn’t over yet by a long shot. If this essay achieves anything I hope it makes you dust off or seek out an old rulebook and give a different edition a try, especially if you one you played “back in the day”.

Here’s looking forward to ninth edition (but hopefully not too soon).



Harder They Fall #4: Pre-Orders Up Now

Line Of Sight: Pic by Jeff Laisch

In a break from our scheduled programming, just a quick announcement that the latest issue of my very occasional punk fanzine Harder They Fall is now available for pre-order.  Issue 4 weighs in at 44 solid pages of content. No adverts, no filler. Interviews with Rancour from Wales, Ill Natured from Australia, Guilt Ritual from New England, xServitudex, Dan Duggan of Unholy Majesty/The Break In/Santa Carla and The Monster Merchants, Tom Pimlott of Arms Race/ Violent Reaction/Standpoint/ Marco Abiatello of Payday, Dan Capman from Firm Standing Law and Peter Falkous of Thirty Seconds Until Armageddon/ Grace/Vengeance Of Gaia/ Break It Up/ Jinn etc. Phew!

Alongside all that there’s the usual daft anecdotes and articles along with a slick layout courtesy of Falkous. This ones coming out via Static Age publishing so check it out HERE if you want to grab one!

Trial By Dice: The Unholy Rite

So you think you’re the greatest Dungeon Master to gaze upon the Altars Of Madness and come away unscathed?

Or maybe you fancy yourself a legendary Dungeons & Dragons player, who walked into the fires of Gethsemane and strolled out the other side laughing?

If that’s the case then Trial By Dice: The Unholy Rite is the event for you……….

It’s been a bit quiet in terms of big events for Corehammer so far this year – but don’t worry, we’ve got your back. This one required a little more organisation than our usual chaotic gatherings but we’re pretty sure it’s going to be the best thing since Entombed’s guitar tone. Continue reading

March Of the Damned – This months demo round up

Well it’s been a while. Despite my best intentions of keeping the blog updated weekly, they stumbled and expired on the side of the highway like some knackered old tramp on a hot day when confronted with the greater evil of  an academic deadline looming on the horizon. Consider this update a palate cleanser for me then rather than an omen of things to come. I don’t know if or when I’ll be resuming regular posting/editing here. I don’t plan on leaving it entirely in abandons care but there’s a fallow season upon us.

To business then, first up is the demo from  World Of Difference. They are a new straight edge band that, if memory serves me correctly, contains former members of the Dublin group Bang Bros amongst others…. Continue reading


A question I get asked a lot is ‘Nate, you handsome yet knowledgable swine, where do I start with 2000AD?’. My honest answer would be ‘Invent a time machine, travel back to whenever it was you were nine years old, take your pocket money and buy whichever issue happens to be on the shelf in the newsagent’.

I don’t say this to be a snobby elitist, rather that I am convinced that the potent alchemy concealed within the pages of 2000AD is a tab of acid that works best on the malable tissue a developing mind.

Almost everyone (aside from sisters husband) has heard of Judge Dredd these days. Without a doubt 2000AD’s most recognizable character and their industry heavy hitter. He’s had a couple of  Hollywood films, a syndicated strip in the Star. However, that’s just the tip of the iceberg. I’ve enthused about 2000AD on here to the point that I am sure it’s boring to regular readers by now, but until you pick up what I’m laying down I’ll keep preaching the gospel. See it’s becoming apparent that many of my peers were simply not as fortunate as I was to get their mind blown at a tender age and missed the boat. Maybe you were into Roy Of The Rovers or  Panini Sticker Albums…all well and good, but did those things fundamentally change you? Dide they leave a lasting impression upon your imagination? Inform your politics? Did they mutate your mind? No…..then read on.

Rebellion have done a great job of ensuring the classic strips of the 70’s and 80’s are still available for eager new readers to get their teeth into and at the request of a few of the other members of the CH crew I’ve put together this fools guide to the nuts and bolts of 2000AD to get them started. Bare in mind these brief suggestions are based off my own preferences and  experience.I am bound to have missed out something you feel strongly about. Feel free to offer up some suggestions of your own down in the comments section or… write your own pissing article?



Slaine – The Horned God

Great artists, comedy duo, love of Celtic mythology, a hero we can all identify, punk elements, a bad guy trying to be a good guy, a hero in search of himself.

To which I would add of equal importance — a handsome human hero, which was often missing in “2000 AD” when heroes were masked, robots or aliens — and which dates back to “Episode One.” It’s easy to take that for granted, but you wouldn’t believe the grief I put Angela and all the other artists through getting him right. Yes, you probably would!

After a brief lull, the character experienced renewed interest when Mills teamed with artist Clint Langley
Those would be the obvious elements, but I think there’s something else, too. It’s a sense that this is how we want our Irish and British legendary heroes to be and we want to dramatize their lives in our own cold, rainy, windswept islands — not Greek (Hercules), not American (Conan), and not Roman (Spartacus). And not in a fantasy land somewhere else (any number of fantasy novels). Or literary (e.g. a direct and sometimes boring retelling of Celtic myth).

The reason we love Robin Hood and King Arthur is the reason I think readers love Slaine. And he was — genuinely — the first High King of Ireland, so there’s as much — or as little — historical basis for him as the others.

Rogue Trooper

Strontium Dog –

2000AD’s nod to the western set in and around such fantastical locations as outer space and the mutant ghetto of  Milton Keynes. Written by John Wagner with art from the might Carlos Ezquerra Strontium Dog focused on the adventures of mutant Search/ Destroy agent Johnny Alpha and his partner, time displaced  Norseman  Wulf Sternhammer. Honestly

ABC Warriors.

Seven robot outcasts wandering through black holes, palling around with satanic dinosaurs and slaughtering humans… . what’s not to like here? Once again Pat Mills was the man behind the wheel and I blame him for everything. It didn’t take long for me to realise these robots were considerably harder than the Transformers and I quickly redubbed my transformers toys with the names of the Meknificent 7. ABC Warriors were just effortlessly cool. There’s no two ways about. Mills wove themes of occultism, environmental conciousness

Nemesis The Warlock


Ultimate Cyberpunk Soundtrack -Fat of the Jilted Generation 

Mess with the best, die like the rest

Author: Stephen Hupfer
This was originally going to be an article dedicated specifically to The Prodigy’s – The Fat of the Land, but after having a chat with Sophie about how good Music for the Jilted Generation is as well, I thought I’d encompass both albums. Seeing as it’s Cyberpunk Week at Corehammer, we will tilt our hats to the ultimate Cyberpunk soundscape artist and take a trip down memory lane.

The year is 1995. Johnny Mnemonic, Waterworld, Tank Girl, and Judge Dredd have all hit the theatres. On top of these high-tier films sits the ultimate film of all time, Hackers. Now, I know this is not a Hackers spotlight, but it is my favourite film and it happens to include the tracks “One Love” and “Voodoo People” from the album Jilted Generation, which was released a year prior, so I had to give it a spot. Whenever “Voodoo People” comes on when I’m not watching the film, all I can picture is rollerblading on the run from cops in New York City. This album doesn’t sit as high for me as Fat Of The Land, but it definitely still has some major hits.

Note: that heavy-ass riff in “Their Law” makes you want to crack someone’s head with a beer bottle and get involved in a 200 mph car chase. Continue reading

You Can’t Stop Progress – Hardware


Author: Andrew Carr

When Corehammer sounded the horn for people to write about cyberpunk, I knew I had to answer the call. Now, there is a wealth of amazing cyberpunk flicks out there and I was pretty spoiled for choice, so I decided to avoid the obvious classics and look at some of the more niche flicks out there. I considered the artier stuff (Burst City/Tetsuo: The Iron Man) and also the trash (Hands of Steel/Nemesis); however, I eventually decided on something that kind of sits in between and holds a special place in my miserable Lancastrian heart – Hardware.

I only found out about this film a few years back, as I was starting to discover all those movies whose VHS cover art I used to stare at longingly in the local Spar when I was about seven. Podcasts like The Gentlemen’s Guide To Midnite Cinema and The Cult Of Muscle reminded me of those glorious days, when Cliffhanger was next to Ninja III: The Domination and Coneheads was a couple of rows below. As a kid, I discovered cyberpunk through Judge Dredd, Rogue Trooper and the rest of 2000AD. This evolved in my teens into an interest in Cyberpunk 2020, sci-fi movies and an unhealthy obsession with Fear Factory. As an adult, this finally morphed into a love of genre cinema from the 80s and 90s which, strangely enough, brought me right back to those days spent staring up at copies of Nemesis that I could never reach….. Continue reading

The Slugbait Rumor Mill and Other Stories

Author Nick Baran:

The start of my true love affair with miniature wargaming started with this box.

In 1994 I was part owner of a gaming store with some older, more mature, gaming friends of mine. I was in my early 20’s and playing in a straight edge hardcore punk band called, Halfmast. We were an unlikely group of game store owners: a chemical engineer (our chief investor), a mid-sized retail chain store manager, one of his employees, and myself – an irresponsible punk rocker. We opened the store on the tails of the first big wave of Magic: The Gathering hype. With all of the money we made selling M:TG in our first 6 months we had paid off the chemical engineer’s investment and had a pile of cash `to be invested into another game line. The distributors were pushing a game called Warhammer really hard, and we threw our all of our nested profit into it. Then we did it again with 40K. I started an army for both systems but didn’t fully fall in love with either until a new game dropped called, Necromunda…. Continue reading

World Of Ruin – 5 Classic Cyberpunk Video Games

Author Adam Dyeson
Filled with visions of a high-tech low-life future, the cybernetic neon soaked film noir futures envisioned in many Cyberpunk classics were practically destined to find a home on computers and video game consoles. Often reaching past the technologies of the present, but anchored with the all too real potential misery of a dystopian future, the settings often found in the genre have made for some great video games experiences. Here are 5 classic Cyberpunk video games…

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Neo Tokyo Drift – Akira turns 30

Author: David Ager

What’s that, mate? You love future bikes? I do too. And what was that? You like laser guns and people that swell to a thousand times their normal size like they’ve been filled with Sunny D? I like that too. It may have been that strange combination of interests that means I ended up loving Akira, or maybe it’s the fact that if you have even a passing interest in science fiction then it’s almost impossible not to like Akira (even if you don’t understand it.)

It’s Cyberpunk week on Corehammer and when Nate threw the question out to everyone to see if they’d like to talk about something Cyberpunk that was close to their hearts, I knew that top of that list for me was Akira. I first saw Akira at a friends house when I was about 13, at the time we were obsessed with Metal Gear Solid, his Desert Eagle BB gun & these large figurines you could buy of SWAT and SAS figurines from a weird shop in Hull. Looking back at it now we were probably going the direction that several school shooters took but luckily my friend showed me a frog he’d killed and we didn’t speak after that.

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