Saturday, July 13, 2019

Undead Ogres of Bol - welcome to Gnork, Udok, Karl and Iz (ATOTGB Undead 2)

Since Jonas is away on a music festival I though I might as well cheat and add another unit to the Tale! 

Once a band of roving ogres that made the foothills between the Moot and the Worlds Edge Mountains an unsafe place to travel, the 4 ogres Gnork, Udok, Karl and Iz are now roaming the country in the unlife. 

In life, the ogres thrived as highway robbers. Gnork and Iz both wielded heavy woodcutter axes so that they could chop down  trees and obstruct the path of wheeled carriages on the roads. 

One day, the 4 had laid an especially cunning plan to stop an impressive looking imperial coach on it's way to Dönerdorf. They had decided to cut down two trees this time to make absolutely certain that the coach would be stopped. As it approached Karl gave the secret hand sign and yelled "Tiiiimber!". A creaking sound was heard followed by a harrowing *SQUISH-THUMP*! 

When the crew of the Imperial coach arrived to find 4 dead ogres killed by 2 trees blocking the road they stood in hesitation for moment, uncertain if it was a trick or ploy by some group of thieves or robbers? But nothing moved or stirred. Employing the horses the trees were moved to the sides and the ogres were left to rot in the sun...  

I have completed my second unit for my Undead force in the army challenge I am conducting together with Jonas of deathworldadventures.blogspot.com.

Just to rattle the bee hive a little, none of these figures are actually Games Workshop... and there aren't even any undead ogres in Warhammer. Neither 3rd edition or any of the following editions. So what is going on? Well, truthfully I bought the figures on a whim and I think they fit the old school style nicely. The first two from the left are from www.ralparthaeurope.co.uk and the next two are,  I believe,  from www.krakongames.com.  

Rules wise I will be playing them as Ogres... more or less. Conceptually they should be undead, but my grasp of the rules is not great enough yet that I might tamper with them. I could give them the various rules from undead skeletons and up their points by 50%  - that seems fair... but I am not sure yet. In the end it doesn't matter much as I only play with Jonas anyways.

Painting wise I have not veered from my initial description given under the Chariots of Fire. I have opted to paint the wood with Coat D'Arms Barbarian Leather instead of Vallejo Black Grey this time though. The cloth is all Games Workshop Black Templar wash. Otherwise it follows the same description.



The Undead Army Progress; Bold Indicates completed

1 Necromancer
X Undead Heroes
1 Undead Hero on Undead Horse
21 skeleton warriors, with hand weapon and shield + full command, 253 pts
20 skeleton warriors, with spear, shield and heavy armour + full command, 330 pts
20 skeleton archers, 240 pts
2 undead chariots, 88+108, 196 pts
2 skullchuckers, 85+85 = 170 pts
20 zombies+full command, 88 pts
21 ghouls, 168 pts
6 undead horsemen,  heavy armour, shield, lances + full command, 208 pts
4 undead ogres (1 lvl 5 hero), 228 pts
1 carrion, 45 pts
2 ghosts, 100 pts

Post in the series:

Intro:

Undead:
2: Undead Ogres of Bol - welcome to Gnork, Udok, Karl and Iz

Dwarves:

Tuesday, July 09, 2019

Putting the RIOT back in chariot! (ATOTGB Undead 1)



I hereby present the first unit for my A Tale Of Two Gaming Buddies Undead Army. 

In the ancient history of our world chariots were made popular by fashionistas like the Egyptians and bearded hipsters like the Assyrians. They sported hot wheels carried forward by frothing horses under the beating sun. The girls went wild!  The chariots,  however,  proved to have considerable drawbacks. For instance they mainly worked on 100% flat ground... small bumps and stones could really took the day for a charioteer... and with later innovations like the riding horse, the saddle and the good bow, the Assyrian hipster mobile quickly became obsolete and the cool dudes were left with long faces and long beards. 


In the glorious Warhammer world,  however,  chariots are eternally relevant!!! What better way to smite your enemy than to drive into him with scythed wheels screaming at the top of your lungs?




I have painted two chariots for my force.  Both are remnants of the great force of the mummy Lord Tut Ankh Amuck. Now they follow the unbending will of Ulrich Kemler and as he gathers his forces the charioteers have awakened from their slumber next to their former lord. 

In undeath the charioteers ride to set the world ablaze and nothing soothes their empty souls more than the sight of the flaming skulls of their enemies as they race across the landscapes.

Painting wise I was inspired by the John Blanche artwork here:



I love the bone coloured skeletons in the image. I think it is proper old school.  I also don't want to go overboard with rust and grime. These are magical beings - they don't have to be rusty.

My recipe for painting the old school skeleton bones goes as follows:

Basecoat:
White undercoat
Vallejo Beige thinned to a wash
Coat D'Arms Barbarian Leather thinned to a wash
Games Workshop Casandora Yellow Wash
Vallejo Beige drybrush
Vallejo Off White drybrush*

*Teeth, sockets and nose hole get a P3 Umbral Umber wash before these steps

Metal:
Vallejo Gun Metal
P3 Bloodstone thinned to a  wash
Games Workshop Nuln Oil wash
Vallejo Chainmail Silver drybrush

Shafts and leather:
Vallejo Black Grey

Bases:
Vallejo Dark Earth texture paint
Games Workshop Elysian Green drybrush
Coat D'Arms Putrid Green drybrush


Hence, I now hand over the gauntlet to Jonas of deathworldadventures.blogspot.com for the next entry!



The Undead Army Progress; Bold Indicates completed

1 Necromancer
X Undead Heroes
1 Undead Hero on Undead Horse
21 skeleton warriors, with hand weapon and shield + full command, 253 pts
20 skeleton warriors, with spear, shield and heavy armour + full command, 330 pts
20 skeleton archers, 240 pts
2 undead chariots, 88+108, 196 pts
2 skullchuckers, 85+85 = 170 pts
20 zombies+full command, 88 pts
21 ghouls, 168 pts
6 undead horsemen,  heavy armour, shield, lances + full command, 208 pts
4 undead ogres, 180 pts
1 carrion, 45 pts
2 ghosts, 100 pts

Post in the series:

Intro:

Undead:
1: Putting the RIOT back in chariot (Undead Chariots)

Dwarves:

A tale of two gaming buddies: 3rd ed. Warhammer Undead Army

25 years ago I fell head over heels for the Warhammer fantasy battle and role play world. 
My main interest at the time was the RPG but soon I found the Undead army and I was sold... I had to have them!

However at that time I didn't really have the money needed to build vast armies of Games Workshop figures, as I was not a very old boy. So mainly I just glared at all the nice figures in the store and bought only a few of them and never got even remotely  close to painting an actual army. 

I did manage to get a box of skeletons, a chariot, a ghost, a few wraiths, Isabella and Vlad von Carstein and our course a hooded necromancer which at the time came in a blister with a horse and both the rising and walking pose. 

The 4th edition Warhammer Armies - Undead... what a spectacle!

Battles were fought mainly on the floor with plenty of toys substituting for the stuff we didn't have.  I don't recall a game ever bring concluded and mainly do recall games being movement for turn after turn... I think our 'table' was around 10' x10'... 

All this taken together,  of course,  makes me a youngling in oldhammer terms and my original hobby was decidedly Middlehammer(tm). 

Since 1994 I've been collecting Undead as a pastime on and off.  The collection has grown to a point were a sizeable army can even be constructed.  Now,  25 years later,  it seems fitting to actually construct and paint said army. So together with Jonas from deathworldadventures.blogspot.com I am going to start a Tale Of Two Gaming Buddies. 

Jonas being my senior by a few years never played fantasy back in the day but I believe we both crossed paths with Warhammer Fantasy Role Play.  In that view,  we have opted to construct our armies for WFB 3rd edition which is the tabletop comrade of the role-playing game. I will be using plenty of 4th edition figures though. 

I am to let all the figures be from Games Workshop ranges that were around at the time but don't be slammed if the odd new- oldhammer or Grenadier model sneaks in here or there.  I think there's a lot of very interesting oldhammer styled material out there and I'm sure I would have gotten it back then too. 

So breathe in the nostalgia and follow me down the rabbit hole. The way we hope to make this going forwards is like a bit of ping and pong - I finish a unit and post it up and hand over the initiative to Jonas, who then has to paint and post next. There will be no deadlines or "every month"-kind of demands.

All the posts in this series on my blog and on Jonas blog will be labeled "ATOTGB" and all the posts will be linked at the end of each entry.

Furthermore, the armylist will be posted in each entry with finished units marked in bold and the yet to do units marked in normal type. 

The Army

My army will be led by fledgling necromancer, Ulrich Kemler,  descendant of infamous Lichemaster Heinrich Kemler.  In keeping with the WFRP background Ulrich is probably not very successful and isn't even that powerful... but of course fuelled by the thought of revenge over some petty issue with a girl. 

Being an undead army perhaps a lot of background is not warranted. However,  I kind of like the idea that the units still have a bit of personality left in them. Be it through the champion or simply because the necromancer has chosen to give them some. So I'll add slogans and so on to their descriptions. 

To facilitate the games Jonas had made a very nice template for units so we can make a small file with all our units and then quickly assemble armies from them. The idea is to post a unit card every time we post a finished unit on our blogs. 

Now the actual army: 

I have opted to go with as many different units as possible instead of going heavy on one kind. Furthermore I will probably paint more than what is required for the 3rd edition army so that I may field it in 4th edition or 5th edition as well. Later editions have no interest to me.

Here I will simply give the list of units and further motivations and details will be given once I paint them up and photograph them.

1 Necromancer
1 Undead Hero
1 Undead Hero on Undead Horse

21 skeleton warriors, with hand weapon and shield + full command, 253 pts
20 skeleton warriors, with spear, shield and heavy armour + full command, 330 pts
20 skeleton archers, 240 pts
2 undead chariots, 88+108, 196 pts
2 skullchuckers, 85+85 = 170 pts
20 zombies+full command, 88 pts
21 ghouls, 168 pts
6 undead horsemen,  heavy armour, shield, lances + full command, 208 pts
4 undead ogres, 180 pts
1 carrion, 45 pts
2 ghosts, 100 pts

1978 pts in total

This leaves me some 500 pts for characters for a total of around 2500 pts. Most games will be less than this, but I think it is nice to have a "side board" to pick from to vary the army a bit from game to game.

Other "must paints" I have and will paint at some point:

28 mummies, 2240 pts

1 ghost
1 Nagash, supreme lord of the Undead
1 Dieter Helsnicht on Manticore
1 zombie dragon


Wednesday, July 03, 2019

Åcon 2019: WFB 3rd Ed. The Return of The Terror of The Lichemaster: Rigmorr's Grimoire

My second game at Åcon had taken me quite a long time to prepare.  First I had to read the rules for WFB which none of us were familiar with beforehand, then I statted up both sides of the conflict... And next I wrote a scenario. I chose to continue an old narrative from a few years back detailing a descendant of Heinrich Kemler. 


The Return of The Terror of The Lichemaster Part 1: Rigmorr’s Grimore

In a small village near the edge of the World’s Edge Mountains the powerful Grimore of Rigmorr the Unscrupulous is rumoured to be hidden. Rumoured is perhaps the wrong word, as it is only in certain very dark and secret societies that the book is even known. But writing ‘is almost completely unknown to be hidden’ has a bad ring to it. Now, as Hexentag is fast approaching the fledgling necromancer, Ulrich Kemler, heir apparent and decendent of the great Lichemaster Heinrich Kemler, is plotting to secure the Grimore after having stolen the details of the hiding place from his master Erfund Kelminster, a second rate wizard from the town of Dönersdorf. 

According to the ancient maps the Grimore should be found in what is today a small settlement of imperial dwarves. The dwarves go about their everyday life completely oblivious to the fact that a powerful artifact might be hiding in their landfill. Kemler has spent all his power on assembling a vast horde of undead from the battleground and cemeteries in the vicinity and is now marching to attack the settlement at dusk. 

Terrain: A village of 4-5 houses lines a crossing on the road. A well is situated nearby along with some fields and hedges.

Special Rules:

Underneath the Bridge: A hideous troll lives under the bridge and will challenge any character that attempts to cross it. 

The Grimore: The Dwarves have no actual knowledge of the whereabouts of the grimore. However to simulate the fact that it is unknown and to give the game a bit of cheekiness the dwarven player will secretly designate the exact location of the grimore on a piece of paper and keep it safe until the end of the game. The location could be anything that is established as a terrain feature. But for the sake of the game ‘a rock on the board’ is not particular enough. Once he has established the location he should then choose to play either obfuscating or obviously to the location carefully selecting the strategy he thinks will benefit his army the most. For instance it would be perfectly alright for the dwarven player to heavily guard the location. Or conversely, leave it completely unguarded as if nothing is there to find.  

Armies:

1500 pts of Dwarves 

1500 pts of Undead



Dramatis Personae

Undead 

Ulrich Kemler 8
M WS BS S T W I A Ld Int Cl Wp
4 4 3 4 3 2 4 1 8 9 8 9
Lvl 10 human wizard 85
Magic level: 1 – spells: Wind blast, Summon Skeletons, Steal Mind
Magic Points: 3d6
Equipment: Cape

Ernesto De la Cruz (100 pts)
M WS BS S T W I A Ld Int Cl Wp
4 4 3 4 4 3 4 3 9 7 8 8
Lvl 15 undead hero
Equipment: sword, arquebus (9 pts), light armor (6 pts) 

van Teufel (83 pts)
M WS BS S T W I A Ld Int Cl Wp
8 4 3 4 4 3 3 4 8 7 7 7
Lvl 10 undead hero
Equipment: undead horse (20 pts), heavy armour (6 pts), shield (2 pts), sword

Dwarves
Grombrindal (248 pts)
M WS BS S T W I A Ld Int Cl Wp
3 7 5 4 5 4 5 1 10+3 10+2 10+2 10+2
Lvl 25 dwarf hero 208
Equipment: heavy armour (15 pts), magic two handed axe (mighty strike, 25 pts)
Mighty strike: once per battle may perform an S10 attack. May wait to use until hit is established.

Thorfin (197 pts)
M WS BS S T W I A Ld Int Cl Wp
3 6 4 4 5 2 3 3 10+1 7 9 9
Lvl 10 dwarf hero 88 pts
Equipment: magical army standard (lightning bolt, 100 pts), heavy armour (9 pts), sword 

Drumin Drachenhelm (230 pts)
M WS BS S T W I A Ld Int Cl Wp
3 7 4 4 5 4 5 4 10+3 7 10+1 10+1
Lvl 20 dwarf hero 168 pts
Equipment: heavy armour (12 pts), magic axe (Savagery, +D3 A, 50 pts)


Askor Elfenesser (137 pts)
M WS BS S T W I A Ld Int Cl Wp
3 6 4 4 5 3 4 3 10+2 7 10+1 10+1
Lvl 15 dwarf hero 128 pts
Equipment: heavy armour (9 pts), sword 
Save: 

Elk Gravybeard (203 pts)
M WS BS S T W I A Ld Int Cl Wp
3 6 3 4 5 3 3 1 10+2 9+2 10+2 10+2
Lvl 15 dwarf wizard 203 pts
Equipment: staff and pointy hat



The armies were a bit uneven as the dwarves were very character heavy.  The dwarf player was unfamiliar with all of his rules and this probably played against him as much as the undead.  He quickly found out how to use the cannon though with was rather devastating.
 The undead didn't care much about being decimated and just trucked on.
A few minor confusions about characters in units left us puzzled mid game.  The chariots of the undead seemed almost invisible!
 The dwarves failed pretty much all their fear tests which made it very easy for the dead. 
I like the undead cavalry and the idea that terrain doesn't obstruct them.
The undead only managed to search one house and in the end the dwarves were overrun before  the grimoire was found.
 I love the strategies and the aesthetics of the game. I think all involved players need a good knowledge of their armies to get the most from it and this it lends itself less well to demonstration.

I think a skirmish version of the scenario would work really well too. 

Åcon 2019: Rogue Trader: The Gauntlet of Tomb Slab 5

I love playing scenarios with a bit more background and even though it takes forever to make I try my best to get around it. As long as the people who play it appreciate the effort it is well worth it.   Here is my Rogue Trader scenario from Åcon 2019. 


The Gauntlet of Tomb Slab 5

Background
The winds gale and the dust never settles in the rusty old mining town that goes by the name of Tomb Slab 5. Here water is scarce and ways to sustain life are even scarcer. Yet, a few different lifeforms occupy the city and make a living by various trades. A group of Orks try to steal a rhino from a Squat scrap yard. The barren landscape is inhabited by various monsters. As the Orks and Squats are fighting over the rhino a nefarious secret society is attempting to infiltrate and activate an ancient deserved relic in the form of an atom bomb that is hidden among the scraps. A nearby garrison of Field police is sure to be alarmed by the commotion and comes to the aid of whomever. 


Special Rules:

Secret objectives:

In this scenario the participating players play with secret objectives, while the Umpire keeps control of it all. As such the players are not meant to read through the whole scenario but rather keep track of their own business and nothing else. The secret objectives are mentioned after each gang description. 



Encounters from The Desert:

The desert surrounding Tomb Slab 5 is full of creatures that are eager to attack and eat whatever comes their way. 

Each turn on a roll of 1 on a d6 a creature from the bestiary (or the players collection) spawns on a random table.  



 There were 4 gangs (squats,  ork,  cultists and police) in the scenario each with a set of secret objectives as detailed below. 


Squat Mechanics

Eirik and his crew have a garage in Tomb Slab 5 where they are constantly working on new rides and old rides to improve them and sell them off to customers. Lately they seem to have been lucky enough to get their hands on an imperial rhino. The rumour of the feat spreads fast and wild. They know how valuable such a vehicle is so now they’re working night and day to fix it. They also know that there’s plenty of thieves about willing to have a go at it. 

Secret objective: The vehicle is almost done and a buyer is expected to present himself today… the only problem is that what Eirik and his mechanics have is actually not a rhino. Rather it is an old harvester that they’re trying to remod into something that resembles a rhino. As only few people have ever really seen a rhino up close Eirik is hoping to get a good price for the harvester. Negotiate a good price with the buyer (use Wp or Int and get at least 2 successful rolls) and make sure that he doesn’t discover that it is actually not a rhino. 

Protect the “rhino”: The crew has booby trapped the area around the workshop to prevent intruders from nicking the vehicles. Designate to the GM 3 places were a mine/booby trap is placed.

Eirik
M WS BS S T W I A Ld Int Cl Wp
3 5 4 4 4 2 3 1 9 7 9 9
Equipment: Power glove, bolt gun, carapace armour, frag grenade, large spanner
Save: 4+

Tron
M WS BS S T W I A Ld Int Cl Wp
3 4 3 3 4 1 2 1 9 7 9 9
Equipment: Heavy bolter, carapace armour, bag of nails, small hammer
Save: 4+


Björn
M WS BS S T W I A Ld Int Cl Wp
3 4 3 3 4 1 2 1 9 7 9 9
Equipment: Flamer, carapace armour, bag of nuts and bolts, monkey wrench
Save: 4+


Zven and Gunnar
M WS BS S T W I A Ld Int Cl Wp
3 4 3 3 4 1 2 1 9 7 9 9
Equipment: Lasgun, carapace armour, screw driver, 
Save: 4+


Olaf
M WS BS S T W I A Ld Int Cl Wp
3 4 3 3 4 1 2 1 9 7 9 9
Equipment: Bolt pistol, carapace armour, green key, key for harvester

Save: 4+
Name Short Long To Hit S To Hit L Strenght Damage Save Mod.
Heavy Bolter 0-20 20-40 - - 5 D4 -2
Bolt gun 0-12 12-24 +1 - 4 1 -1
Lasgun 0-12 12-24 +1 - 3 1 -1
Flamer 0-6 6-12 +2 -1 4 1 -2
Power glove C 8 1 -5





Squigplop’s Raiders

Tomb Slab 5 is no stranger to Orks. The creatures rummage about and make travelling an uncertain business. Squigplop’s gang of mischievous dregs are plotting to make it big. They are going to steal a rhino and advance within the criminal hierarchy. An imperial rhino is worth more than any other vehicle as it is so hard to come by and can be used for smuggling and so on.  

Secret Objectives:

The Orks are in town to steal an Imperial Rhino. This vehicle is highly coveted among criminals and rare to boot. As the scenario starts a rhino is parked next to the squat garage. The Orks will need to get to it and spend some time hotwiring it (2 successful Int tests, so at least two turns). Once the vehicle is started it must be transported off the table in any direction. 

Squigplop
M WS BS S T W I A Ld Int Cl Wp
4 4 4 4 4 1 3 1 7 6 7 7
Equipment:
Bolter, power fist, chainmail, lucky beret, knife, mesh armour,
Save: 5+

Nonk
M WS BS S T W I A Ld Int Cl Wp
4 4 4 4 4 1 3 1 7 6 7 7
Equipment:
Heavy bolter, frag grenade, pistol, knife, goggles, flak armour,
Save: 6+

Stug
M WS BS S T W I A Ld Int Cl Wp
3 4 4 4 4 1 3 1 7 6 7 7
Equipment:
Power armour, meltagun 
Save: 4+

Chekkenhed, Gobsnot and Tigg
M WS BS S T W I A Ld Int Cl Wp
4 4 4 4 4 1 3 1 7 6(8) 7 7
Equipment:
Tigg: bolter, stub gun, frag grenade, frag armour 
Chekkenhed: bolter w. swordmount, mesh armour, goggles. Note: Chekkenhed is especially kunning. This means he’s got an Int of 8. 
Gobsnot:bolter , knife, flak armour
Save: 6+
Dingbat and Lobsack
M WS BS S T W I A Ld Int Cl Wp
4 2 3 3 3 1 2 1 5 5 5 5
Equipment:
Muskets, flak armour
Save: 6+

Name Short Long To Hit S To Hit L Strenght Damage Save Mod.
Heavy Bolter 0-20 20-40 - - 5 D4 -2
Bolter 0-12 12-24 +1 - 4 1 -1
Musket 0-6 6-24 - -1 3 1 -1
Stub gun 0-8 8-16 - -1 3 1 -
Meltagun 0-6 6-12 +1 - 8 D6 -4
Power glove C 8 1 -5



The Cult of the Blue Oyster

There are many cults spread all over the worshipping all manner of deities and objects. The Cult of The Blue Oyster worships a nefarious sky being strange reminiscent of a blue oyster. It can be spotted on the sky every fortnight and gives off blinks and glitters that the wisest of the cult members interpret.   


Secret Objective:
After having been called upon by the Blue Oyster an egg shaped artifact from The Age of Strife has been revealed to the cult leader Ern Immelman. The item is placed in abandoned part of a Squat scrapyard in Tomb Slab 5. The cultists must try to activate the object to gain immense power and exact revenge upon the world of man.  

Kult Leader – Ern Immelman
M WS BS S T W I A Ld Int Cl Wp
4 4 4 4 3 1 4 1 7 8 7 7
Equipment: rebreather, lockpick

Iron Bonehead
M WS BS S T W I A Ld Int Cl Wp
4 3 3 3 3 1 3 1 7 5 7 7
Equipment:
Autocannon

Z’lisk
M WS BS S T W I A Ld Int Cl Wp
4 3 3 3 3 1 3 1 7 7 7 7
Equipment:
Sniper musket 

Nameless Kultunaut 1-5
M WS BS S T W I A Ld Int Cl Wp
4 3 3 3 3 1 3 1 7 7 7 7
Equipment:
Sod-gun (autorifle) 


Name Short Long To Hit S To Hit L Strenght Damage Save Mod.
Sniper Musket 0-6 6-32 (48) - -2(-3) 3 1 -1
Heavy Stub Gun 0-20 20-40 - - 4 1 -1
Sod-gun 0-12 12-32 +1 - 3 1 -1

Krator’s Field Police

You are the law! And today you are also out on a bit of private business. You have found a buyer for the Rhino that Eirik and his crew are currently fixing. However, you have also managed to leak the information of the whereabouts to a gang of Orks. Your intention is now to have your cake and eat it. 

Secret Objective: The best possible scenario would be that the buyers buys the rhino and is killed by the orks, you then confiscate the rhino. The squats, for all their contemptuousness, are good to have around. The next best outcome would be that the orks kill the buyer, the squats and you take the rhino. 

Lieutenant Krator
M WS BS S T W I A Ld Int Cl Wp
4 6 6 4 4 2 6 2 9 9 9 9
Equipment:
powerarmour, bolt gun (x2), boltpistol, knife
Save: 4+
Sgt. Zean Djondjon
M WS BS S T W I A Ld Int Cl Wp
4 5 5 4 3 1 5 1 8 8 8 8
Equipment:
powerarmour, boltpistol, knife, frag grenade
Save: 4+ 

Cadet Eryk Rokison
M WS BS S T W I A Ld Int Cl Wp
4 4 4 4 3 1 4 1 8 8 8 8
Equipment:
Bolt gun, power armour, knife, frag grenade 
Save: 4+

Cadet Zango Starkfish 
M WS BS S T W I A Ld Int Cl Wp
4 4 4 4 3 1 4 2 8 8 8 8
Equipment:
Bolt gun, power armour, knife, frag grenade 
Save: 4+

Cadet Sterling Powers
M WS BS S T W I A Ld Int Cl Wp
4 4 4 5 3 1 4 1 8 8 8 8
Equipment:
Bolt gun, power armour, knife, frag grenade 
Save: 4+
Name Short Long To Hit S To Hit L Strenght Damage Save Mod.
Bolter 0-12 12-24 +1 - 4 1 -1
Bolt pistol 0-8 8-16 +2 - 4 1 -1

 Starting positions! The police advance from the south.
 The Orks start towards the rhino from the north west.
 The squats have a huge scrap yard of used vehicles and are eagerly awaiting the buyer.
 The buyer is slowly making his way up the road as the police are sneaking behind him.
The players were hard at work! And I even borrowed a selfie stick!
Encounters from the desert started arriving.  Initially an ambull and a chaos android were cashing the police trouble.
 The ambull got killed though and the police could  carry on with their mischief.
A cudbear approaches.  The cultists have identified the egg shaped object that the blue oyster has foreseen must be activated.
 In an extremely busy set of turns the Orks manage to hotwire the rhino after the buyer had accepted a deal from the squats...
... only to be followed by the cultists managing to activate the nuclear bomb and blowing everyone to smithereens.

So in a way the cultists won... or at least completed there objective and voiding everyone else's objectives in the process. 

Thanks to the players! 

Check out Argonor and Sadomator's blogs here:

https://argonor-wargames.blogspot.com
https://deathworldadventures.blogspot.com

Tales from Kenwah - Scenario 4 - Side Quest: The Dark Well

While the story of Juhanni the Cat have been told other chronicles we would be wise to not forget what happened to The Brothers of Void.

Lit by the holy high the brothers have rediscovered their gist and the remaining drug spewing troops have decided to make a huge sacrifice for the Nothingness - the local water supply and sanitation plant must be filled with 'Green Insanity' as one of the preferred psychofarmica is called. It will without a doubt require great pains and the loss of life, but it is worth it.

The supply is guarded by a group of has-been soldiers that are mostly concerned with playing cards and drinking amasec.

Special Rules:

Green Insanity: 5 rations of Green Insanity is distributed among the brothers. At least two rations is necessary to get the concentration of drugs high enough in the supply plant to a well functioning level. To put a dose in the water supply a figure must spend at least one turn in base contact with the terrain piece.

Robot: A grumpy old imperial robot accompanies the soldiers. It goes by the name of Old Red. The robot is programmed before the start of the game with a designated route. As the robot is very old it will not immediately recognize a threat. Roll an intelligence test for the robot every time an enemy in it's fire arc commits a hostile action (GM's discretion). If the test is successful Old Red decides to engage. Due to it's age, Old Red is not functioning as properly anymore. It counts as having a BS of only 2, and when firing it's auto cannon it has a BS of 1.

Scorpions: The area is constantly under attack by giant scorpions. Normally the soldiers can hold them off while drinking and playing cards... but once the shit hits the fan the scorpions stand a real chance of entering the camp. Use the same rules as were used in scenario 3.

Who Wins? If the Brothers manage to poison the supply they win immediately. If they are routed before their goal is achieved they lose.


The Game:


A real close game of Black Zack was going on between Roy, Duck and Dayum. 


The Ogre, Dorf, was on a look out as usual. His eagerness to soldier easily accounted for his lack of intelligence.

Bones the squat and Old Red were busy moving the latest canned foods and beverages around the camp. 

The Brothers of The Void approaches the blissfully ignorant camp. 

Being to drunk to fight, Nate Hushpart the heavy weapon trooper was asleep in his nissenhut.  


The commander, Commander Vyper, was commanding things from behind a desk with a monitor full of tits... a few more minutes of commanding would surely result in liquid results.


Dorf, while being very faithful and soldierific was quite short sighted... and couldn't really make out the distant shapes in the horizon. But he moved to the side and yelled something along the lines of 'bogeys incoming!'

As the beverages where in place Bones pushed the button to let Old Red continue on his guard duties. 

The guardmen scrambled from their card game. All but trooper Dayum that is... he stayed behind to secure all the winnings. 


The commotion even got the Commander Vyper out of his titillation.  

Now things started to escalate. The narcotically deranged brothers started shooting at will... or illusion of the same. Not hitting much.

Old Red and Bones started trotting towards the intruders. Despite several attempts at calculating the danger level and hostility of the intruders Old Reds algorithm decided that nothing much was about. 

During all fuzz a giant scorpion had snuck up on the camp. Trooper Roy discovered this in the most unmanly fashion when the scorpion attacked him from behind and turn him inside out. 

The Brothers were reigning free in the camp now. Seemingly unstoppable their drug infused bodies kept on running into the compound. 

Old Red finally decided that one of the Brothers might be hostile and opened fire... just in case.

The sounds of trooper Roy being ripped apart was enough to awaken the drunken Nate Hushpart. He went outside in a combined 'By the Emperor! Holy crap Roy your guts are spilling!' kind of exclamation. 

After finishing Trooper Roy the scorpion went on to the next trooper. Dorf the ogre decided that the Scorpion would be worth his time and started tamping it with his weapons and fists. 

Nate Hushpart started firing in another direction with his lascannon  

At the supply plant Commander Vyper was the only obstacle for the approaching Brothers. 

More scorpions started arriving and Old Red decided that they might be considered hostile too. After finishing off a brother it started hammering a scorpion. Dorf has managed to escape the giant scorpion while running away. 

Trooper Nate Hushpart kept firing at the giant scorpion. Most everyone else were lying dead in the sand... 

Trooper Dayum were sticking to his winnings... not keen on fighting one bit. 

The giant scorpion, a bit of a robot in its own right, decided to attack Old Red. Old Red in return, deemed that the giant scorpion might be hostile and worth attacking too. 

Commander Vyper faced the lone brother - the brother opted to finish him off before going over the fence. 

A pot shot served him right and the brother was killed.

This ended the spree of the brothers. They were all incapacitated... but so were the guardsmen. The quiet life of the deserted desert camp was no more. Commander Vyper stared blankly into the horison as he lamented the amount of paperwork he would now have to commit to the Imperial liaison at the next way station.... and surely they would look into the numbers, the food, the beverage and all the rest. His life was doomed. He smiled. And looked into the lasgun.