Inquisitor Battle Report: Dog-watch Nights

We enjoyed our second scenario of the The Gorgon Crystals campaign run at Asgard Wargames this week: Dog-watch Nights.

+++++ Message Incoming +++++

It is the late hours of the night shift on Port Impetus – the Dog-watch – and you are pursuing leads on smuggled xenos artefacts salvaged from the wreck of a merchant vessel, The Sojourner. 

The port is rocked by an explosion. Reports filter in, scattered at first, but the picture builds quickly – a warehouse on the docks has been bombed. It is supposedly a Cold Trade hideout, a likely location of the smuggled xenos artefacts, and the reports of madness and violence that follow confirm your suspicions.

You scramble together a team, knowing you have only a few minutes on site before the Adeptus Arbites arrive to shut the entire investigation down.

+++++ Message ends +++++

Setting the scene

Three warbands are close enough to the warehouse to investigate before the Arbites lock down the area. A small gang of Longshoremen deploy on the board too – a collection of criminals and bored voidsmen on shore leave – who set off the explosives hoping to get their hands on some valuable artefacts. They should provide a nice buffer between the players and reinforce the idea that the warehouse is in a densely populated area.

The game takes place during the Dog-watch – the night shift – which is quiet by dock standards but still noisy enough to reduce hearing distances by half. Dimmed global lighting and crimson emergency lumens from the warehouse floor mean standard Detection tests for spotting people.

Diamond One sets up over the entrance to the warehouse, the Longshoremen ready to pick over their spoils
Objectives

There are six loot tokens on the board, inside which are three xenos artefacts and three empty loot tokens. To find the artefacts, characters must pass a Sagacity -20 test on a loot token, then roll a D6. On a 4-6 the token is empty, and it is removed from the board. On a 1-3 there is an artefact inside! Remove the token from the board and replace it with a crystal.

Like the previous scenario, the crystals give off a horrifying warp-taint, capable of worming its way into the strongest of minds. Anyone picking up a crystal must pass a Willpower test or roll on the Hallucinogen table.

The Arbites are mere minutes away. The players have less than a dozen turns to complete their obejectives before they’re forced to evacuate the scene.

Setup of the six loot tokens

Objectives

All the campaign scenarios use a rough ideology aligment to determine scenario objectives. They are designed to be conflicting, but not mutually so, and can change between scenarios. They can’t see the objective before choosing, however, so players are not necessarily aware of other players’ goals.

Puritan: Ensure no other parties escape with artefacts.

Radical: Recover more artefacts than are destroyed or captured by other parties.

Selfish: Recover an artefact.

The artefacts themselves are fab resin scenery from Bad Squiddo Games, and I did a Meanwhile On The Bench for them here.

Warbands

Three warbands arrived to loot the bombed warehouse, plus a small contingent of NPC longshoremen played by the GM.

The Crimson Wake

The Crimson Wake are a house warband, you can see a detailed overview for them here. We are joined by the Traitor Guardsmen Tlaxcala, Dmitri and Kraw.

Tlaxcala has an implant plasma gun and his blood has been replaced by burning-hot plasma, making him a foe to not underestimate.

Dmitri has a hell-forged lasgun and a gift from his dark patron, the Balaghron Horn.

Kraw is a gunslinger with an uncontrollable dimensional shifting – something that grants him forcefield armour and makes him harder to detect, but he can’t regulate when it happens.

The Crimson Wake have had a run-in with the crystals previously on the Sojourner and wanted more, so were pursuing a Selfish objective – pinch an artefact for themselves.

Diamond’s Interests

From left to right: Clamps, Diamond One, Guilder Fetch (and medicae skull)

The first outing of Diamond’s Interests – these guys are another house warband, and their overview is here.

Clamps is a cargo-lifter servitor – possessing immense strength and industrial skeleton reinforcement, plus a big ol’ pair of clamps to clamp things with. He’s not smart, fast or capable of thinking for himself, but he’s got a heck of a punch.

Diamond One is a wealthy noble scion with an esoteric collection of xenos and archeotech miscellany, including a shuriken pistol and a custom displacer device that he can manually activate.

Fetch is tech support – he brings all the tools necessary to open doors and repair things, plus his trusty lasgun with underslung grenade launcher and all manner of grenades – frag, flash and haywire to suit his needs.

Diamond One is eager to get his hands on some of the much-lauded xenos artefacts, so is pursuing a Selfish agenda.

Arbitrator Havelock and Corporal Salem – the Mysterious Strangers

The mysterious strangers are back, this time with a different contingent than the expeditionary force on the surface of Asteroid 825-79C. The same strange medicae skull has followed them however, and unconfirmed reports suggest the warband have been conversing with it. Tech heresy perhaps? Rumours abound that the mysterious strangers are actually in service to a radical Inquisitor, but these rumours are so far unfounded.

Raiding the warehouse for the mysterious strangers are Senior Arbitrator Lucius Havelock and Corporal Rynn Salem of the Bastille XIV Regiment. The first is an ex-Arbitrator (retired or volun-told?) with all the associated trimmings – shotgun, shock maul and stiff upper lip. Corporal Salem is the fire support, toting a drum-fed boltgun.

Although they didn’t experience it firsthand, their warband’s previous encounters with the xenos artefacts have left them concerned about letting them fall into the hands of fools. They are pursuing a Puritan objective – don’t let anyone escape with an artefact.

Deployment

I tried something new for deployment – the intent was to eliminate the first few turns of walking towards each other and Pausing For Breath round corners. We were on a time limit, both in game and out, and I wanted to jump straight into the action.

Players can deploy characters anywhere on the board, but they are placed slowest speed first. I figured this gives faster characters opportunity to counter-deploy and react to their surroundings better. It certainly worked for getting characters into the thick of it!

Warbands broadly deployed close to one another with the Longshoremen setting up on the east side entrance to the warehouse.

Clamps deployment

Clamps deploys in the centre of the board, round a container from one of the central loot tokens.

Fetch sets up on the outskirts of the warehouse to the north, overlooking Clamps.

Diamond One deploys above the ruined east entrance to the warehouse, directly above the Longshoremen.

Kraw deploys directly next to the second central loot token.

Tlaxcala and Dmitri set up centrally only a stone’s throw from Kraw. They appear intent on holding down the centre of the warehouse.

Arbitator Havelock sets up on the other side of Dmitri’s container – it was going to get real bloody real quick.

Finally, Corporal Salem deploys above the ruined west entrance overlooking the warehouse.

With everyone deployed in tinderbox proximity, it was time to let the sparks to fly.

Game On

Arbitrator Havelock has pressed forward to the centre of the warehouse, confident that Corporal Salem has him covered. Dock alarms wail and the crimson glow of emergency lumens flood the warehouse.

In the distance he can hear the excited chatter of local dockers, and up close he can make out the heavy footsteps of Military-grade combat boots. He peers round the container to get a better look…

Mutants in the warehouse!

Kraw’s spider senses tingle and he checks his surroundings – he spots an all-too-familiar sight of a lawman’s silhouette cut against the crimson lights.

“They’re already here!” He hisses, squeezing off a pair of manstopper rounds against the Arbitrator. They explode off his shoulder, biting deep through his carapace armour. The gunshots ring out across the warehouse – if the warbands weren’t aware of other parties present, they were now.

Dmitri presses himself up against the container, peeking round but not spotting Kraw’s target. Havelock grimaces in pain as his master’s medicae skull goes about its duty, knitting his torn shoulder back together.

On the other side of the warehouse, Diamond One moves through the archway to get a better view of the gunshots he just heard. Below him are the chattering Longshoremen, somewhat more alert since the sound of gunfire.

He comes out to a ruined balcony overlooking the east side of the warehouse and crouches behind some crates, readying his splinter pistol. There are far more people here than he’d expected, and even with the help of the Deathclocks Guild he’d hired, he didn’t fancy his chances. If only there was some way to-

Hello there! A loot token right next to me? Don’t mind if I do…

I’ve got a bad feeling about this…

In a single action, Diamond One busts open the crate and finds a xenos artefact. In a subsequent turn, he bundles it up under his arm (passing his Willpower test to avoid a hallucinogenic effect, darn it!) and makes a break for where he came in.

The Arbitrator player lets out a quiet “Well, shit.” as he realises his Puritan objective has already been failed. Time for plan B…

Grigori and Ashford head south

The Longshoremen split up into two parties – Drummer and Staz heading north, while the other three head south. The southern party, lead by Captain Ashford, edge towards the sound of gunfire.

Drummer and Staz check out their first loot token, oblivious to Tlaxcala peering through the broken window and Clamps round the corner

The northern party stumble across their first loot token and Staz sets to work rifling through it for goodies.

Clamps had been inloaded with a layout of the warehouse prior to arrival, so he knew his way around. He’d been given a simple directive – clamp anything that isn’t Deathclocks Guild property or their employer.

He hears excited cackling from the longshoremen around the container and lumbers into combat, clamping excitedly.

CLAMPS

He takes First Mate Drummer by surprise, but that isn’t enough to land a blow against him. Drummer deftly dodges his clumsy swipes, returning the favour with his sabre and causing a few glancing blows.

With Clamps unable to hit and Drummer unable to hurt, this started to look like a stalemate.

Die, mutant scum!

It takes Havelock no time to identify these mutants as Chaos-worshipping scum – the worst kind of mutant – and charges at Kraw across the bulkhead floor. His shock maul is held in his off-hand as his right arm is still too torn up to hold a weapon, and he can’t land a solid blow against the jinking, flickering Chaos cultist.

Dmitri takes advantage of the distraction and flanks the Arbitrator, peppering him with lasfire from his hell-forged lasgun. A series of duff damage rolls mean the attacks bounce harmlessly off Havelock’s carapace armour, giving Dmitri a slight sense of panic.

“Dmitri! Get the tooter!”

Kraw recognises quite quickly that even a disadvantaged Arbitrator is still an Arbitrator and doesn’t fancy his chances, so he backs out to try and bring his pistols to bear again.

Dmitri decides to play his trump card, and reaches for his Balaghron Horn.

It takes him the best part of two turns to finally equip and toot his horn, meanwhile Kraw and Havelock skip around one another in a deadly dance.

INCEPTION NOISE .MP4

The horrifying toot washes over the warehouse, and characters from all over clap hands to ears to keep the ghastly noise from bursting their eardrums. People all over the board get stunned, including Salem (who hadn’t accomplished anything at this point anyway)and a few Longshoremen.

Our major players, particularly the Arbitrator, were entirely unaffected. Kraw uses the distraction to scamper off into the warehouse, while Havelock slowly turns round.

While Clamps and Drummer were distracted with one another, Staz finished searching his loot token and found nothing. He figured the First Mate was under no real threat from the jumped-up JCB so began clambering up some nearby crates to get a better view of his surroundings.

Then the toot happened.

“Man down! I’ve been tooted!”

Dmitri’s Balagron horn booms across the warehouse – Drummer and Clamps are unaffected, but Staz falls to his knees and clutches his head, blood streaming from his nose.

While he’s stunned the cunning Tlaxcala waits in the wings, steadying his aim with his implant plasma gun.

Guilder Fetch had been keeping an eye on proceedings from afar and decided it was time to strike. He’d kept a photon flash grenade loaded in the underslung launcher and dropped it right behind Clamps’, attempting to stun Drummer. The tricky sod passed his Initiative test, so Fetch shouldered his lasgun and fired into combat.

What’s a bit of friendly fire between friends?

Nutmegged!

In a burst of effectiveness, Fetch threads the needle beween Clamps’ legs and catching Drummer square in the groin. He hits the deck, stunned. Clamps wastes no time in taking advantage of the situation and plows both clamps down straight into Drummer’s torso.

What follows is a Critical Injury to the groin as Drummer is raised into the air and juiced – all his fluids squeezed from his lifeless corpse, somewhat like that poor Ork from the intro of Dawn of War 1.

Ah, zog it

Not content with merely clamping Drummer instantly to death, he hurls the body like a ragdoll at the stunned Staz. Fortunately for Staz, Clamps’ aim isn’t all too good, so Drummer’s body bounces off the wall and lands on the nearby container with an awful wet thud.

Champin’ for a clampin’

Back on the western conflict, Kraw has used the Death Toot as a distraction to slip out from underneath the Arbitrator’s nose and past two unsuspecting Longshoremen.

Kraw on the run

Dmitri and the Arbitrator exchange shots at close range – both digging small chunks out of each other, but not substantial enough to tip the conflict one way or the other.

The characters can also hear the sounds of the real Arbitrators in the distance – they only have a few turns left before they’ll be overrun by the law.

“Dead or alive, you’re coming with me”

With the Arbitrator’s objective unattainable thanks to Diamond One’s stroke of early-game luck, Havelock decides Dmitri is his silver medal. He spots Corporal Salem is (finally) in position to contribute, and gives him a definitive hand signal.

Caleb opens up with his bolter, blowing gread wads of flesh from Dmitri’s stomach. He unceremoniously slumps over, rancid blood pooling around him. As loathe as Havelock is to administer assitance to an agent of the Archenemy, he instructs his medicae skull to perform life-saving duties on Dmitri. You can’t interrogate a corpse, after all.

The sound of a plasma weapon firing ripples out across the warehouse, followed by the sound of hacking, phlegmy laughter. Tlaxcala’s aim was true, and vaporised Staz’s head with a well-placed shot from his plasma gun.

Knowing the Arbites would arrive before he could get a second shot off, Tlaxcala slinks back into the shadows and off the board, cackling away to himself.

Kraw tries to make his getaway through the same route as the Longshoremen – Grigori barely notices the unsubstantial blur moving past, but Captain Ashford is wiser. He opens up with his own twin revolvers, plinking a few shots off Kraw’s boney extremities.

POW!

Kraw about-faces and blasts Captain Ashford off his feet, knocking him back through the ruined walls of the warehouse. Grigori decides discretion is the better part of valour and disappears back through the hole they came from.

The strange electrical drone continues to carry out its nefarious task. It was noticed by some characters but they weren’t able to capture it to discover its secrets. What is its purpose?

Dead or (mostly) alive, you’re coming with me

Determined not to leave with figurative or literal empty hands, Havelock cuffs the freshly-stabilised Dmitri and begins to drag him off. He has a date with a couple of knuckles in a nearby alleyway that Havelock is keen for him to be punctual for.

Unless…

Pulp Fiction briefcase moment

Before the Arbites arrive, Havelock couldn’t resist poking his nose into the one untouched loot token the Chaos cultists had been so keen to get their hands on. Inside is an artefact of strange provedence and unknown power – it radiates warp energy, making him stick to his stomach to even lay eyes on it.

Whatever it is, it’s bad news.

He’s presented with a conundrum – make off with a tool of the enemy, or make off with one of the enemy.

He quickly decides that the warp artefact is a matter for the (proper) Arbites and he can get some quick answers from his new Chaos acquaintance.

He drags off Dmitri, beats him to near death (again) and leaves him bleeding in the corner of a manufactorum nearby. Dmitri thinks he’s escaped death a second time, Havelock knows better…

In the closing actions of the game, Fetch gets greedy and pops open another loot token. This final crystal proves to be his undoing – as he touches it, an ice cold sensation shoots up his arm and swallows his conscious thought. He goes to scream but no words come out, and collapses on the floor.

Just in time for the Arbites to arrive…

Roundup
The closing scene of the game

Diamond’s Interests snagged a crystal early on, completing their objective. Unfortunately the Crimson Wake were fighting a battle on all sides from the beginning and never got their hands on one of the xenos artefacts and left the board empty handed.

Although the Arbitrator and Corporal failed to prevent anyone leaving the board with a crystal, they did manage to cart off a heretic with valuable information, so they were awarded a Vital Evidence as recompense!

The deployment for this game was a gamble – I’d never tried it before, but I think it worked very well. I wouldn’t want it for every scenario, but for close quarters ones like this I think it worked really well.

Typically you could spend several turns of characters walking cautiously towards each other, pausing for breath around corners, generally taking a while to get to the Good Stuff. This way we had action from the first turn, as our characters had already pre-sneaked their way into the optimal positions of carnage. Definitely one to try again!

Week 1 end results

Week 1 of the Gorgon Crystals campaign draws to a close and the Vital Evidence is tallied up – everyone has one piece of Vital Evidence except the Crimson Wake with zero. It’s neck and neck, but the campaign is yet young, and there are plenty of opportunities for that gap to widen.

Watch out for the next scenario, The Stone Baron, coming soon!

Inquisitor Battle Report: Forsaken Quarry

Inquisitor forsaken quarry mining colony board

The Gorgon Crystals, an Inquisitor campaign run at Asgard Wargames kicked off last week with our first scenario, Forsaken Quarry.

+++++ Message Incoming +++++

Asteroid 825-79C – an unassuming ball of rock in the outer reaches of the Haimm system, swaddled by dust storms that rage across its surface. There is just enough atmosphere to support a small mining colony nestled on a rich vein of industrial metals. 

The colony has recently gone silent. 

This is not an unusual occurrence among the outer reaches – pirates, rogue asteroids, and civil disobedience are but a few reasons a mining colony might be lost, and all these beneath the interests of the Holy Ordos and their counterparts. However, this colony went dark shortly after an escape pod landed on Asteroid 825-79C, tracked from a ghost ship called The Sojourner, hours before the vessel was destroyed by the Imperial Navy. 

In your line of work, there are no coincidences. Investigate the quarry where the escape pod reportedly landed.

+++++ Message ends +++++

Setting the scene

Four warbands approached the quarry, acutely aware of the clarion call that such an opportunity presented to other interested parties. They didn’t know each other would be there, but they all had the impression they wouldn’t be the only ones at the crash site.

A violent dust storm raged across the quarry, reducing all line of sight to one quarter of a character’s Initiative. They also knew their time here was limited – the dust storm would soon pick up, reducing visibility to zero and forcing everyone into shelter.

Objectives

For the campaign, all warbands are provided with the scene-setting text (the message above), plus an objective roughly aligned to an ideology – Puritan, Radical and Selfish. These objectives would be known only to those players, and other warbands’ objectives can only be guessed at (or interrogated in the field!).

They are designed to be conflicting, but not mutually so. They may require creative thinking on the player’s behalf to complete, and the are sometimes unrelated to the ‘obvious’ objective on the board. The objectives for Forsake Quarry are as follows:

Puritan: Take readings of whatever was in the escape pod, then destroy it.

Radical: Take whatever was in the escape pod.

Selfish: Capture a local for interrogation.

The crystal(s) are fab resin scenery from Bad Squiddo Games, and I did a Meanwhile On The Bench for them here.

Warbands

We had four warbands on the board for this scenario, plus three NPC miners who had taken a slight turn for the worse after prolonged exposure to the strange xenos artefact in the crashed escape pod.

Vanth’s Warband

From left to right – Trooper Ric, Colonel Vaux, Sergeant Honeis

One of our house warbands – you can find more details on them here.

Whereas other warbands were limited to two agents, Vanth’s warband were allowed a third, as two of them were played by plucky guardsmen (and not psychic monstrosities, alien bounty hunters or bionic swordsmen). Little were we to know at the time that one of those plucky guardsmen would end up being MVP, but more on that later.

Vanth, unsurprisingly, would be pursuing a Radical agenda, so instructed Colonel Vaux to recover the artefact for study.

Haimm mercenaries

From left to right: Sophia, Esmeralda

Esmeralda “Spark” and Sophia “Ember” are part of a small band of mercenaries that operate out of the Haimm system. They were originally pilgrims whose ship dashed upon the rocks, leaving them abandoned on one of the wasteland planets in the outer reaches. They were hideously burned and mutilated from their experiences, but somehopw survived and prospered, rebuilding themselves (quite literally in Esmeralda’s case) as mercenaries and bounty hunters.

Sophia is the de facto leader, and oldest of the three triplets (the third is toting a flamer), and more of a generalist in combat. She has a variety of tricks and tools to help her take down her quarry, including web shells for her shotgun and a poisoned blade. Esmeralda is mostly bionic, giving her increased speed for getting within sword-hitting range. Her huge blade is mono-edged and can (and did!) easily bisect a person in a single blow.

It’s rumoured that they are acting as agents for a powerful Household, which would explain their interference in matters of the Inquisition, but these rumours are so far unfounded.

As these characters have encountered these artefacts before, they want to find out more about its effects and confirm they are from the same origin, so are pursuing a Selfish goal to capture a local for questioning.

Dune’s warband

From left to right: Omar Anoke, Interrogator Ezekiel Dune

Our second house warband – better pictures and more details on Dune’s warband here.

Dune is investigating the crash site personally, with help from his old hunting partner Omar Anoke. His natural stealth and sixth sense should help them track down the source of the mining colony’s silence.

While considered a radical by many of his peers, Dune is still gathering information before forming an opinion on the xenos artefacts. He believes the best data can be gathered from the artefact’s effects on those it comes into contact with, so he is pursuing the Selfish objective to capture and interrogate a local.

The mysterious stranger(s)

From left to right, Shé’Vanti “the wind that stalks the void” and House Agent Devram Korda

The shop warband! A pair of mismatched characters supposedly under the orders of a shadowy overseer. I actually know very little about these guys – a rarity for games these days! I suspect their motivations will be unveiled as the campaign progresses…

One is an Aeldari, perhaps an outcast or pirate, called Shé’Vanti “the wind that stalks the void”. The other is a sketchy House Agent called Devram Korda – a powerful telekine and perhaps the leader of this warband? All will be revealed, I’m sure…

We do know that for this game, they were interested in containment. Such power shouldn’t be in the hands of mere Mon’keigh, and were approaching with a Puritan mindset – identify and destroy the artefact.

Deployment
Inquisitor forsaken quarry mining colony board

Shé’Vinda and the Korda set up in the top left of the board, intent on using the outpost as cover to strike from. Vaux takes his men and deploys in the top right, near some rock formations and ruins. Dune is in the lower right, with plenty of barrels and mining equipment for cover. Finally, Sophia and Esmeralda deploy in the bottom left, praying the dust storm will cover their advance until they can get within striking range.

The board is populated with three (ex?)miners from the colony, driven mad from exposure to the warp-tainted crystal – Clevis (pictured above), Kingbolt and Axle (pictured below.

They don’t have much left in life other than guarding the crystal. They love the crystal, and will do what they can to prevent it falling into enemy hands. They’re frenzied, so operate at half Speed until they see an enemy.

Until then, they’ll wander aimlessly with the help of a scatter dice until they see or hear some commotion, then they’ll rush to defend the crystal.

Game on

The howling dust storm keeps our characters cautious -everyone advances slowly towards the centre of the board. They know this is the crash site, and they know other parties are likely in the area, but they don’t know specifics.

At this stage, it’s ask questions first, shoot later.

“This way… I can cut us an entrance”

Esmeralda and Sophia advance quickly, eager to cover the open ground. Through the busted wire-link fence they can just make out the hulking figure of Axle – a miner who has mutilated his flesh with obscene carvings that strain a lingering eye. They had seen this kind of activity before on the Sojourner – they knew what they would be up against.

“Recon only – only fire on my mark”

Vaux gives the order to his men to advance, using the cover of the rock formations and ruins to mask their advance.

Shé’Vanti makes it to the ruined hab, a brief respite from the dust storm, and a good vantage point to strike from.

Anoke spots a strange light in the dust storm – arcs of electricity coming from a tentacled drone on the outskirts of the outpost. A strange sight out here. It has piqued his avian curiosity and he stalks after it.

“OH MAN, I LOVE THE CRYSTAL.”

Axle and Kingbolt meet in the middle, thanks to some surreptitious scatter dice rolls. They talk loudly and enthusiastically about their love of the crystal – enough to alert anyone nearby of their intentions to aggressively defend any action against the xenos artefact.

Anyone observing at this point would notice the crash site had all but disappeared into the dust, the only thing remaining of the pod had been salvaged for scrap, or used to erect the makeshift shrine that the crystal sat on. There would be no doubt – the crystal was the main attraction.

All the players were in place – Dune had moved into position behind the mining carts in the top right. Tensions mounted as to who would make the first move. Nearly all warbands were aware of the miners at this point, but none were aware of each other.

Blissfully unaware of the mounting tensions, however, was Anoke. He was having a wonderful time chasing the weird sparky tentacle thing that just drifted away from him whenever he neared it.

Shé’Vanti eyes up the grotesque mutants around the crash site, illuminated even through the dust by the baleful glow of a xenos crystal. He would bide his time and wait for an opening.

Perfect! Kingbolt and Axle both drift away from the crystal in their turn, leaving a clear run at the artefact. Shé’Vanti didn’t know what it was, but sensed an unmistakably foul warp presence surrounding it. Whatever it was, it was better out of the hands of the Mon’Keigh.

He breaks cover and sprints for the crystal.

Go go go!

Trooper Gene Ric spots a blur through the dust storm, moving through the sand as if it wasn’t there. A sharp, gaunt face is illuminated by an awful glow that gives him a feeling like lead in his stomach. He couldn’t identify the target, but knew it wasn’t human. He quietly whispers to his commanding officer for backup…

“Uhh… boss? What’s fast and pointy and purple all over?”

Dune, however, is not off to quite as fortunate a start. Narrowly avoiding a wandering Clevis, he now has Axle bearing down on him too, but this one spots him from behind cover and bellows with rage.

In a snap, Dune’s splinter pistol is raised to eye level and a burst of monomolecular toxin-laden shards sink deep into the target’s flesh – more than enough to slow or stop an ordinary target of this size.

This appears to be not be an ordinary target.

On the west side of the board, Esmeralda slices an opening in the wire link fence and grabs a handful of tanglefoot seed pods from her pouch. Her arm was good, but the seeds are caught by the wind and land short of the target.

No matter, we’ll disarm this creature the old fashioned way…

Anoke, oblivious to his comrade’s imminent angry danger, chases the strange flashing lights further into the storm. A new figure emerges from the dust – it looks like a guardsman aiming a lasgun directly at-

“Hey what’s going on over he-“

A burst of lasgun fire is heard above the howling winds of the dust storm. Gene Ric’s grouping is phenomenal – two to centre mass, one to the head. Anoke is knocked to the ground, stunned.

House Agent Devram Korda

The mysterious House Agent moves into the outpost, accompanied by his medicae skull. With the Eldar in his sights, begins to chant under his breath, summoning the will needed to cover his escape. Nobody has seen him yet – and he intends to keep it that way.

“Hands where I can see ’em, xenos scum!”

Vaux is quick to move on the sounds of gunfire. Following the lead from Trooper Ric, he strides forward to take control of the situation. Bolt pistol levelled at the strange figure’s head, Vaux recognises it for what it truly is – Aeldari filth.

With gunfire from his own men and howls of rage carried over the wind, he didn’t want to get involved in a fire fight with a number of unknown assailants. The Aeldari obligingly raised its hands, stepping slowly away from the crystal.

Little did Vaux realise the treacherous xenos sent a subtle hand signal to the hidden House Agent in the derelict hab…

WHAM! Well, sorta…

Korda focused all his will, intending to hurl a pallet of detritus at Kingbolt and/or Vaux. The fickle powers of the warp bled through his fingers, barely able to move the pallet more than a few feet. He takes a deep breath and redoubles his efforts – clearly proximity to this artefact is causing more warp disturbance than anticipated.

Sneak attack!

Gunfire and screams are on the wind – Esmeralda and Sophia move in. They need to take one of these locals in for interrogation, but realise on closer inspection this was not such an easy task. They appear incredibly resilient and largely impervious to pain – not to mention equipped with fearsome implanted mining equipment. That would have to change…

With Sophia dancing round acting as a distraction, Esmeralda begins the arduous task of disarming the miner – quite literally. Called shot after called shot against the implant rock drill leaves Kingbolt with little but a gory, sparking stump – spewing blood and engine oil.

Although this tactic saves them from an unpleasant impaling, it doesn’t seem to slow down Kingbolt, and they have to change up their tactics.

Sophia moves behind the mutant miner and begins severing tubes and tearing out implants. Kingbolt roars in fury, but with only one arm and hazy vision from blood loss, finds it near impossible to land a blow.

Although pinned, it doesn’t keep him down for long

The beast bears down on Dune, thundering towards him with rockrete mallet raised above his head. His splinter rounds either bounce off his makeshift armour or fail to deliver their deadly toxin. Dune was running out of options, he couldn’t go toe to toe with such a monstrosity…

Dune rolled a headshot, followed by a 10 on a D10+2 weapon (A Lucky Hit!) and rolled a 9 on the followup damage. 21 damage from the splinter pistol, piercing an eye lens and delivering the toxin directly to the brain.

The miner slumps unceremoniously to the ground. Everyone around the table is in absolute awe. Absolute madman.

Thinking on his feet, Dune assesses his surroundings.

“Are those carts moveable?” The player inquires. I don’t need to know where such lines of questions are going to know that the answer is always “Yes.”

Superminer Sweep! *Airhorn noise*

Dune unceremoniously wheels off the braindead miner, completing his objective to capture a local for interrogation (it didn’t stipulate alive – they’ll probably scoop his brains out and run it through the brain-o-matron to see what he knows).

Dune, Clevis, Shé’Vanti and the House Agent all lined up

Back in the standoff, both Vaux and Shé’Vanti had been oblivious to the approach of the third miner. While his two colleagues had been shot through the face or hacked apart, he still had full control of his faculties.

Roaring into action, Clevis charges towards the nearest target to the crystal – the Eldar – and lands his bladed hammer square in the xenos’ chest. The force of the blow breaks nearly every bone in his body, sending him spinning into the dust storm, and taking him out of the game in one brutal blow.

After seeing the Aeldari get hammered out of existence, Vaux makes a play for the crystal. As he touches it, he feels the insidious whispering of the warp trying to worm its way inside his skull, but he shakes it off.

Gently cradling the crystal in his power fist, he issues the order to withdraw. Honeis, having finally rolled enough actions to get into the action, is now requested to leave the action.

A pulse of telekinetic energy blasts Vaux off his feet, colliding into Honeis on the way. The House Agent’s fingers still smoking with wisps of psychic energy.

Both are knocked sprawling on the ground, almost 20 yards from where they originally stood.

“Ow…”

The crystal embeds into the sand, unfazed by the assault.

Omar Anoke might just have enough turns left in the game to recover from being stunned…

In the final moves of the game, it remained unclear how things would resolve for the main conflict over the crystal. Sophia and Esmeralda had all but torn apart Kingbolt, hacking his other arm off and knocking huge lumps out of his breathing apparatus, leaving him a wheezing (yet somehow still alive) mess.

Clevis, enraged that his precious crystal has been taken, charges round the corner to confront Vaux, who is still prone on the floor. The House Agent is making moves to withdraw, knowing there is little more he can do to resolve things in his favour.

With Clevis’ hot breath practically in Vaux’ face, it looked like Vaux was in trouble. As Clevis raised his hammer to bring it down on Vaux’ prone body, another crack of Gene Ric’s lasgun stops him in his tracks. A trio of lasbolts slam into Clevis, the third one a clean headshot and blowing out his sand lenses and breathing apparatus, stunning him for a turn and giving Vaux a chance to react.

There was only one sensible thing left for Vaux to do. The pro gamer move, monkey steals the peach.

Rising from the floor with a powerful Shoryuken, Vaux strikes his foe squarely between the legs, punching his pelvis into his throat and sending Clevis sprawling.

With Trooper Ric’s uncanny aim as cover, Vaux regains his footing and makes for the crystal one final time. It is entering the final turn – the dust storm threatens to engulf the entire outpost, and they only have a few moments before visibility is reduced to zero and everyone is forced to withdraw with whatever they have.

Korda is dragging Shé’Vanti off the board, leaving empty handed. Dune has escaped with a captive, completing his objective, and Anoke recovers and stalks off after him. Sophia and Esmeralda have disabled (read: hacked enough lumps out of) Kingbolt to take him in for autopsy/interrogation but decide to make one final play for the crystal, hoping to keep it out of Vanth’s hands.

As Esmeralda rounds the barrels, stepping over the mashed groin of Clevis, she comes face to face with Vaux – the crystal resting on the ground between them.

Just as she begins to make her move to recover it, a third and final salvo from the now-unstoppable Trooper Ric bounce off Esmeralda’s bionic bonce. The headshot stuns her long enough for Vaux to snatch the crystal up, giving his men a hasty order to retreat (and several commendations for marksmanship for Gene Ric).

The dust storms drew in as the final play of the game was made – Vaux escapes with the crystal, earning a completed objective for Vanth’s warband.

And it was all over!

Roundup

Three out of four warbands completed their objectives, earning themselves a piece of Vital Evidence to contribute towards earning their place in the campaign finale.

A tense, exciting opening game, with plenty of thrilling heroics and unbelievable dice rolls. The players are excited for the next one, which is a measure of success for me!

Questions still remain however – who are the mysterious strangers? Where did the crystals come from? And what was that odd electric tentacle drone that kept itself to itself on the peripheries of the conflict?

They’ll just have to play on and find out…

MVP

We couldn’t wrap up this battle report without a special mention for undoubtedly our Most Valuable Player – Trooper Gene Ric.

Just an Average Guardsman(tm) with one or two luck-related special abilities, Gene Ric surpassed all of our wildest expectations. Given that his counterpart, Honeis, managed to run around a bit, equip medkit, then re-quip lasgun, Gene Ric absolutely carried the team.

Every opponent he levelled his lasgun at was slotted in the head by at least one round, always putting his target down with the first round of shooting. Incredible marksmanship like that must surely earn some kind of commendation…

Catch our next scenario here:

Dog-watch Nights

Mawdryn’s Purge – Gorgon Crystals warband

For the Gorgon Crystals Inquisitor campaign at Asgard Wargames, I’ve pulled together a few warbands from my own collection to count as ‘house’ warbands. These are for folks who want to play but don’t have the minis to dive straight in.

You can see all the house warbands here.

Warband overview

Inquisitor Gregor Mawdryn is an Ordo Hereticus Inquisitor with hardline, no-nonsense puritan views, and has raised many eyebrows in the Onus Conclave for his proposed ‘solutions’ to problems. The last Inquisitor to accuse him of radical methods was burned at the stake on unrelated charges of heresy – or so the circumstantial evidence says.

Mawdryn has heard tales of a ghost ship in the system of Haimm leaving a plague of madness in its wake, and reports of disturbing warp-tainted artefacts finding their way into the hands of Emperor-fearing Imperial citizens. Although this is a regretful turn of events, there are protocols and organisations in place to cleanse the heresy from these places. Mawdryn’s interests are not in the carcass, but the circling vultures.

He has gathered a group of loyal frateris militia to serve with him in Haimm, spurred on by the fiery rhetoric of Redemptionist Zuul and attended by an eerily silent Sister Censorum. They are not here to destroy the warp-tainted artefacts, although that is a pleasing secondary objective, but rather to destroy any of those looking to take these artefacts for their own means. Radicalism is a cancer, and it must be purged.

Leader – Inquisitor Gregor Mawdryn

Mawdryn’s hardline puritan ideology has always kept him at arms’ length from his peers, pushing him further from the Imperial heartlands and into the less-trodden fringes. Although initially outraged, Mawdryn has found a home among the outskirts, rubbing shoulders with the downtrodden and having room to carry out his work away from the watchful eyes of the Conclave.

He learned to survive on little, and his fiery rhetoric attracted a gaggle of strange and esoteric followers to his cause. Although poorly armed and barely competent, what they lacked in skill they made up for in faith and fury – a powerful trait that Thrones can’t buy alone.

Although a member of the Ordo Hereticus, he does not prioritise the destruction of heretical items. It is far better to use them as bait to lure in rivals and radicals – those who have let the question “But what if..” linger too long in their minds. It are these thoughts that are the true heresy – a cancer that Mawdryn has vowed to purge wherever he finds it.

The warp-tainted artefacts that have appeared in the system of Haimm are the perfect storm – powerful, dangerous creations of unknown providence will attract all manner of hopefuls and heretics foolish enough to think they can control what they don’t understand. These ‘crystals’ will have their time in the sun before being destroyed one way or another – this is the way of things – but those who stray from the path may take their heretical thoughts elsewhere to infect others. This cannot be allowed to happen.

On the battlefield, Mawdryn is a fearsome combatant who doesn’t rely on complicated equipment to carry him to victory. With hotshot laspistol and shock maul, he can carry on fighting long after his opponents’ have jammed, broken or run out of ammunition. In a pinch, he can activate his refractor field to protect him from incoming damage, and his skills are focused around buffing his comrades to keep them in the fight.

Mawdryn’s followers are not complex, but they are numerous. He can always bring at least one extra body onto the field of battle than his opponents.

Sister Censorum Ivixia

The Order Censorum, a secretive wing of the Orders Famulous of the Adeptas Sororitas, are deployed when tact and diplomacy have failed, but not to the extent that the Orders Militant are required. They are experts in revisionism and purification, using a variety of unsavoury or unorthodox measures to ensure everything is how it needs to be.

There are rumours that Mawdryn once had close ties with the Order, giving him direct exposure to the murky waters that power Imperial society and maintain the status quo. Others say that Mawdryn was instead on the receiving end of a Censorum decree, and managed to persuade Sister Ivixia to join his cause instead. Whatever the truth, Sister Ivixia has remained tight-lipped (moreso than usual…) about her relationship with the hardline Inquisitor – appearing without fanfare whenever there are materials hazardous to the heart of soul of the Imperium that must be removed as quickly and totally as possible.

She carries a thermal lance to carry out her work, with a sidearm stubber and ceramite armour for backup. Although a fearsome weapon, her priority is the destruction of documents, articles and artefacts that could tempt a person to corruption, and its long reload time could mean she only gets one shot.

Brother Zuul

Brother Zuul is a Redemptionist – an extreme and unforgiving doctrine of the faith in which redemption in the eyes of the God-Emperor can only be found in death. He also desires to bring redemption to others, finding the sin of heresy particularly offensive and seeking any opportunity to bring the Emperor’s final judgement to them.

He is the closest thing to a second in command to Mawdryn, and he finds Zuul’s tireless fervour particularly useful when encouraging another wave of die-hard purge brothers to charge headlong into gunfire.

In the field, he’s an absolute mad lad with an eviscerator. He’s unsubtle, vocal, and bloody-minded in the pursuit of his goals (which rarely deviate from ‘kill all heretics’). Sometimes it’s nice to play a character that isn’t burdened by nuance.

Brother Jean-Luke and Brother Mungo

Maniacal cultists in service of a demagogue – what’s not to like? They’re recruited in their dozens, dredged up from the silt of society and given holy purpose. The Brothers of Mawdryn’s Purge are mere fuel for the holy fire – they’re enthusiastic, numerous and ultimately expendable.

These two were some of the first Inquisitor models I ever built, back when Games Workshop still did a parts order service. Many of the original batch have since been stripped and reused for parts (I went through a phase of only using Green Stuff as an adhesive…), but these guys have proudly been pressed into service as cultists of every colour – chaos cultists, renegades, heretics, genestealer cultists, frateris militia, concerned citizens, and now redemptionists.

It’s also a testament to how well certain 28mm ranges scale up – Jean-Luke on the left uses plastic Ork arms, which are remarkably well scaled for Inquisitor. Mungo on the right is wielding an Inquisitor revolver that is exactly the same size as the new plastic stub guns from the Necromunda Palanite Enforcers.

Brother Marvin and Brother Grunvald

More cultists! This time built out of random pieces from the bits box. Marvin only has one Inquisitor piece – the head. His arms and body are from a 28mm plastic Ork and his lower half is Green Stuff.

Grunvald on the right is similar – only the shotgun and head are from the Inquisitor range, the rest of him is Ork parts, random 40k gubbinz and putty.

We don’t expect much from cultists in the game (which is why Mawdryn can start with extra bodies on the table compared to other players) but they are thoroughly entertaining to play both with and against. They’re easily put down and aren’t competent enough to be a reliable threat, but their optimism and pure dumb luck is often more than enough to make them a match for many foes on the battlefield.

Other warbands

You can see all the house warbands here.