Friday, 17 November 2017

The Malfactus Rift Campaign - part 7: Game 2

SECURE THE NAVIGATIONAL DATA (Triumph & Treachery: Centre Ground from AoS GHB2017)
Signals from another nav-comm relay on Imeria have been intercepted. They appear corrupted, but perhaps an uncorrupted data template can be retrieved from the cogitator.

+++

My Secret Objective at the start of the game was "Counter Attack":


The Malfactus Card drawn for the start of the game was Psychic Boon (at the end of each turn 2 dice are rolled: the first is the score that the second needs to beat for another card to be drawn).



After a tense but brief negotiation the Dust Hogz and Inquisitor Quintus agreed a shaky alliance, as neither warband liked the idea of catching of Nurgle Rot, and they both fired on the "Grandfather's Seeds of Putrefaction" warband.


Balthasar Tirpitz, the Inquisitor's Gunfighter-Acolyte, captured the central objective, but Dexter, the Plasma Gunner Acolyte, died when his weapon overheated.



The Plague Marines returned fire in a very focused effort at the Inquisitor's Combat Servitor and (eventually!) brought it down.


Warboss Throttle and the Nobz blazed away at the Plague Marines and hit their targets a surprising number of times. But the Death Guard's Disgusting Resilience kept them in the fight.

+++

The Malfactus Rift rippled and changed... the Psychic Boon faded and an Empyric Shield manifested.


The ork's Treachery Points started to mount up!


After the Lord of Contagion Pustifer Lungbane materialised between the objective and the Inquisitor, Confessor Ian Tull, the Ministorum Priest, charged him and was cut down by Lungbane's Plague Reaper. He then charged Quintus and smashed the armoured Inquisitor to the ground.


The Orks blasted away at the Plague Marines again with Kustom Shootas and Sluggas, and downed one of them.


Warboss Throttle charged the Death Guard but both he and them were distracted watching the Lords battle each other.


Only Balthasar Tirpitz remained of the Inquisitor's retinues and he fled.

+++

The Death Guard's Secret Objective was "Topple".


The Inquisitor's Secret Objective was "Pick on the Weak".


All three warbands achieved their objectives in the final turn. The Victory Points totals were:

Orks: 2VP
Death Guard: 7VP
Inquisitor: 3VP

The Seeds of Putrefaction won the game!

Citizens of Mancunius Dome, Part 3

My friend and regular gaming opponent Viktor made me a Ministorum Priest a few years ago in a "Secret Santa" style mini exchange. I have updated the paint job a little (lightened the highlights, darkened the lowlights and added a few layers of underhive filth. I also removed the weapons he had).

The priest now joins my 40k civilians as a street preacher in Mancunius Dome!




Tuesday, 14 November 2017

The Malfactus Rift Campaign - part 6: Game 1

Carnage in the jungles of Imeria

The equatorial jungles of Imera are home to all kind of deadly fauna, from swarms of tiny Borebeetles, able to flay a man alive in minutes, through packs of Sliterfangs, hiper-aggressive rat-snake hybrids, to the dreaded Imerian Tiger, the tank-sized felid at the top of the feeding chain. Deep in the jungles, Arch-preacher Lodovic founded a hermitage to atone for his failure to convert the local tribes to the Imperial faith. For centuries, the Ministorum has sent failing Priest to Imera to ponder about their lack of devotion. However, since the opening of the Malfactus Rift, no word has been received from the Sanctuarium Lodovicum.

+++

The Dust Hogz tellyporta'd down to the surface of Imeria, near a weak signal from some kind of data relay. They were convinced this would be "the old map", as they called it: a navigational datafile from before the Cicatrix Maledictum ripped the galaxy in two. They knew it would be out of date, as all Imperial warp-routes in the area of the Malfactus Rift were either blocked or shifted by unpredictable warp storms, but the locations of key systems in the New Drekport subsector would be unchanged. It was their key to unlocking the plunder of the region!


+++


Warboss Throttle and his retinue closed in on the ruin, and the source of the signal, only to find two other warbands already there and already blazing away at each other!


So the Dust Hogz joined in: They all fired everything they had into the firefight. They were fairly indifferent to the fact they weren't hitting anything but they were enjoying yelling and spraying bullets in the general direction of the fight.



Lord of the Virulent Miasma, Pustifer Lungbane closed on the ruins and the broken but still functioning datapost.


Ordo Malleus Inquisitor Quintus Severus sent his Combat Servitor forward into the teeth of the Death Guard's gunfire. The Servitor shrugged off everything they had and not only returned fire, he charged!



Quintus leapt into the fight and almost singlehandedly destroyed the Death Guard squad!


While the Death Guard and Ordo Malleus threw everything they had at one another, the Orks poured more fire into the melee and strolled into the ruins.


Eventually they realised they were unable to hit anything, and they resigned themselves to nabbing the loot and escaping without casualties! Throttle would have liked at least a few shots to have found their mark but at least they didn't head back to their ship empty handed.

+++

Warboss Throttle stood on the darkened bridge of the Dogtoof and looked at his crew of Meks. Streams of symbols scrolled across the green-on-green monitor screens behind them.

"So nuffink? It's no use at all?" he said. They looked nervous but collectively shook their heads. The Warboss growled and ground his teeth, then sighed and said "Zoggit. So what else 'ave we got? Where do we look next?"

Friday, 10 November 2017

Mancunius Dome Scenery - part 5 (WIP)

So Necromunda is released for pre-order tomorrow and I'm finally getting round to making more underhive scenery with my Shadow War Armageddon box set! The Sector MEchanicus scenery is a joy to build and I can see myself getting a lot more soon. I already have a very deep bits box of parts I have put by with the idea of building more Mancunius Dome scenery, including a dozen old Necromunda bulkheads, two sets of Promethium Relay Pipes, a set of 3 Munitorum Armoured Containers, a set of Ryza Pattern Ruins (from the Moonbase Klaisus box set), a load of left-overs from the Sector Imperialis ruins kits I got on eBay, some old Warhammer movement trays, plumbing pipes, and a big pile of random stuff from other kits.

I want to make a board that feels more like dark corridors and alleyways, lined with pipes and cables, piled up with rusted filth-covered junk and badly lit. Walls spattered and lined with dirty water, rust, chemicals, mud, ash, corrosion, filth and pollution. The remains of stencilled Imperial Gothic numbers, words, symbols and other markings, and posters can still just be made-out but they are layered with grime.

Stacked cargo containers with walkways and ladders, boxes and barrels scattered about. Signs and notices (gambling den, drinking hole, food vendor, etc.). Street lamps attached to walls and walkways. Built into abandoned Sector Mechanicus factory machinery. I want it to feel like a settlement in the ruins of an ancient disused factory complex.

Cold Furnace





Galvanic Walk





Cold Furnace and Galvanic Walk will be able to be linked together, in a number of different ways. This is just an example:


There is a long way to go on both of these but I feel like they are off to a solid start....

Thursday, 9 November 2017

The Harrowmark Run - part 7

Triumph and Treachery: Tower of Screaming Death! The campaign finale!

With the Helm of Authority in their possession, the Ogresuns rushed to the Freebooter's Tower where they planned to use the tower's fell power, combined with the helm's power, to wipe out the enemy warbands. Of course, the other's will do all they can to stop this from happening!

The Ogresuns
Kaptain Salty Ogbad - Orruk Warboss, Gem of Seeing, Helm of Authority
Dredger Zug - Orruk Boss
Dubloon Dreg - Orruk
Fetch - Orruk
Blackspot - Orruk
Nastyface - Orruk
Bad Hook - Orruk
Fishgutz - Orruk
Capsize Naz - Orruk
Scupper Lug - Orruk
Poxy Uzbad - Orruk
Floggin Morr - Orruk
Walker Plank - Grot
Stormy Trug - Grot
Dirty Morrgun - Grot
Dread Pirate RogUrtz - Grot
Mr Whalebelly - Ogor

+++

An angry red sun was just visible through the heavy blanket of cloud. The Harrowmark was bathed in a strange dirt-brown light. The powerful gusty wind forced the orruks to hold on to their hats and swirled dust and leaves in their eyes. Squally showers periodically soaked them with freezing rain.

Kaptain Ogbad and the Ogresuns made their way back to the Freebooter's Tower, where this whole expedition had been conceived and planned. The crew were in high spirits for once, even though the forests of the Harrowmark were even more ominous looking than normal in the ruddy light and inclement weather. The crew sand crude shanties and shouted at each other, exchanging tales of their recent adventures.

As they cleared the tangled woods and entered the clearing around the tower they fell silent - their old adversaries were also here in force waiting for them: The Freeguild mercenaries of the Gilded Hand and the Nighthaunts of the Ordeshal Host.

+++

The Ogresuns swarmed the tower under a heavy rain of crossbow fire from the Gilded Hand - Dirty Morrgun the grot,  and orruks Capsie Naz, Dubloon Dreg and Bad Hook all went down with crossbow bolts embedded in them.



The Grots were told to try to delay the crossbowmen and they took that to mean hurling insults and taunts at the mercenaries.




The crossbowmen took the bait and charged the grots.


A Freeguild Pistoleer charged up the hill at Kaptain Ogbad.


Stormy Trug killed the crossbow's standard bearer.
Walker Plank fled in panic.




Ogbad killed the Pistoleer [his armour appeared to be made of paper! Look at those Save rolls!!].



The Ghost Ryders charged and killed Mr Whalebelly the Ogor.


Ogbad killed the swordsman champion.
Spirit horse killed Poxy Uzbad.


The Whyte Lady charged Kalyustar of the Gilded Hand and she killed him.



The Witch Hunter and the Vampire fight! She wounded him.


Karol attacked Ogbad but no wounds scored.


Ogbad "evil eyed" Karol and killed him.
Nastyface and Dredger Zug were killed by Lyrd Radclyffe's Riders.
Stormy Trug ran away.


Fetch killed the swordsmen's piper.


Crossbowmen's standard barer garrisoned the tower.








The Whyte Lady's vorpal blade ripped through the Witch Hunter!



Spirit Hosts attack the tower garrison, killed the Standard Bearer and replaced him as the garrison.


Floggin Morr killed a crossbowman.



By a heroic effort from the Freeguilder foot troops the Vampiress was slain!


The Crossbowmen fell back after a hurried truce was called with the Ogresuns. They fired at the Spirit Hosts in the tower instead.

A Spirit Host outside the tower killed one of the swordsman.



The last orruk died as the Ghost Riders ran down the pirate crew. A Spirit Host was dispelled by crossbow fire.


The riders closed in on the Kaptain.


Kaptain Ogbad fell to the Hex Wraith's scythes!
Just three Freeguild remained to face a Spirit Host (that still garrisoned the tower) and three Riders.



The crossbow and bowman died and the lone survivor fled, which meant...


The Ordeshal Host won the battle, the tower and the campaign!

+++

The Ogresuns ran through the tangles forests, thorny branches grasped and tore their clothes. Most of them were wounded and all of them were shaken. They didn't know which way they were heading or where their boat was they just did their best to stay together as a group.

In the growing darkness the unnatural noises of the forest grew louder...

+++

This was one of my favourite campaigns so far! I really enjoyed the story and the atmosphere of the Harrowmark setting.

I think the setup worked very well - the main story of the campaign was roughly scripted as four Triumph & Treachery battle plans to be played out in a pre-set order (the "A-plot"): Whenever all three of us could get together we played the next in the list. If only two of us could play we picked one of "B-plot" ideas to flesh out what our warbands were doing the rest of the time. These were in no set order and we chose which one to play based on what had happened so far.

We will be using this format again for our next campaigns!