Showing posts with label WH40K Rogue Trader. Show all posts
Showing posts with label WH40K Rogue Trader. Show all posts

Monday, 25 June 2012

Inquisitor 28mm

I've been working on painting and converting a brand new Inquisitorial Kill Team for GW's excellent but near-defunct Inquisitor narrative wargame. I know I've already been assembling a number of miniatures suitable for this game, but if I ever want to attend a GW sponsored event, I need a warband constructed entirely of scratch-built or converted GW figures.

Here's what I've come up with so far:
Inquisitor Strom Hellbrandt
 Strom is a (very minor) conversion of one of the very early 40K Sanctioned Psyker miniatures from 2nd edition 40K (or thereabouts). I removed the outrageous feather attatched to the broach on his collar and hacked off the barrel of the autogun, replacing it with the very end lasgun barrel instead. I'm calling this new weapon a Bolt Pistol, although in game terms it could work equally well as a Bolt Carbine instead.

Strom is a former Battle Psyker from Battlefleet Ultima, so blue and white (the fleet's colours) feature extensively in his wardrobe and that of his retinue. Most of his close followers have been recruited from the Imperial Navy, with very few exceptions.

Constance Chastity
Constance Chastity is Strom's teenage adept and Interrogator-candidate. The daughter of a fallen admiral and a former ward of the Ordo Hospitaller, Constance was nearly executed for breaking her vows when caught in flagrente delicto with Herman Scheffer, Strom's young and rather handsome confessor. Strom intervened on the girls behalf, arguing that as the girl had taken her vows under duress after being forced into the Ordo by her uncle. Meanwhile, he left his former confessor to rot as the pilot of a Penitent engine. The girl is now Strom's Ward and is undergoing a brief apprenticeship with each of the Inquisitor's favored retainers in turn, after which he will decide if the girl has what it takes to become an Inquisitor. At present, she is receiving something of an education indeed under the careful eye of Sevenfold Joy, Strom's courtesan-assassin adept. Still feeling somewhat guilty over her role in Hermann's penitence, she insists on wearing an armored suit looted from a Dark Eldar pirate into battle, the pain a constant reminder of the human price for her moment of weakness.

Being a former novice of the Ordo Hospitaller, she is also the kill-teams medic.

I know her pose looks a little awkward and off-balance. Originally, she was going to have her back to a wall, but thankfully, that brief moment of madness passed. I really dislike miniatures that carry their own scenery with them -unless they happen to be a machine gun team or something similar.

Armsman Longstride
Armsman Longstride is another of Strom's long-term Adepts, a crew-mate from the Frigate Warspite that followed Strom into Inquisitorial Service. Longstride is an expert man-hunter, a ship-board bounty hunter capable of tracking his prey through any urban or shipboard environment. Put him in the wilderness however, and he's as spooked and as vulnerable as an Ecclesiastic oblate wandering the underhive at night.








Friday, 22 June 2012

Inquisitor Strom

A new character for games of Rogue Trader and Inquisitor in 28mm scale. Inquisitor Strom of the Ordo Malleus. Converted from an early Imperial Guard Psyker.
















 

 

Inquisitor Strom

Ordo Malleus

WS: 41
BS: 53
S: 51
T: 54
I: 64
WP: 76
Sg: 80
Nv: 75
Ld: 75

Left-handed

Equipment: Long-Barrel Bolt Pistol (counts as Bolt-Pistol), The Rod of Saint Gyver (Force Rod), The Tablets of Orios (Pentagrammic Wards), Conversion Field, Filtration Plugs, Med Pack, Web Solvent.

Special Abilities: Dodge, Leader, Inured - Treats Terrifying as Fearsome; ignores Fearsome, Daemons only.

Psyker Powers: Blood Boil, Regenerate, Detection.

History:
Born aboard the black ships, to a pair of psykers seeking solace and companionship during the long journey to Terra. Already a teenager by the time the ship entered the Sol system, both of Strom parents were selected for the "honor" of being devoured by the Astronomicon.

Though a a powerful psyker, Strom was already considered too old for training as a Space Marine Librarian. He was instead inducted into the Schola Psykana Navis, becoming a Naval Psyker assigned to the Frigate Warspite, part of Battlefleet Tempestus. As an adjunct to the ships Armsmen, Strom used his mastery of Biokinetics in the course of several investigations, including uncovering a plot by Hrud to infiltrate a mining station deep in the sector. It was his successful defense of the mining station following his discovery of the plot that attracted the attention of Ordo Hereticus Inquisitor Haus.

Strom served for many years as an Acolyte, being promoted first to Interrogator, and then to Inquisitor, rather late in life. Much to the surprise of his former master, Strom dedicated himself to the Ordo Malleus soon after winning the Rosette. He has had a rather undistinguished career thus far, having spent the majority of the last twelve years engaged in the long, meandering pursuit of of a dangerous anti-ecclesiastic agitator calling himself the Exile.

It is this pursuit of the Exile that has led Inquisitor Strom to the Dalthus sector.

Personality:
Rational, calculating and somewhat aloof. Hellsing is considered something of a "cold-fish" by his associates, normally lacking any discernible charisma or compassion, despite this ability to feign both on occasion (using in the presence of other Inquisitors or high ranking Adepta). He possesses something of a disdainful streak towards non-psykers, an attitude he is at pains to conceal from others, especially within the Ordo. He displays evidence of an obsessive personality, being excessively fastidious - even going to so far as to clean blood from his clothing and equipment in the midst of combat. He refuses to engage in melee (which he contemptuously refers to as "rough-housing") unless pressed, even going so far as to neglect the daily dueling practice normally affected by Naval officers, retired or otherwise.

Significant Retainers:
Being void-born himself, Strom prefers to recruit his retainers from the ranks of the Imperial Navy and Chartist crews, with the exception of Seven-fold Joy, his courtesan, infiltrator and (occasional) lover. The Inquisitor is accompanied almost everywhere by his two oldest companions, veteran naval Petty Officers Koffin and Toombs. During Strom's naval career, these two Armsmen were his permanent escort, assigned to terminate his existence with extreme prejudice at the first sign of daemonic possession. It is rumored that they perform this task even today. Wherever Strom ventures, Koffin, Toombs, or both, are sure to follow.
Strom's retinue includes several other, lesser adepts recruited to his service. These include Armsman Longshanks, his pathfinder/tracker and Midshipman Venk, his intelligence officer, sage and adjutant.

Modus Operandi:
Perhaps because of his obvious... cranial malformation (Strom refuses to consider himself a mutant, beyond being a psyker) Strom displays an evident distaste for working in the shadows, preferring to operate openly rather than clandestinely where possible. When interaction with criminal elements is required, he sends one or both of his Petty Officers, both of whom have demonstrated some familiarity with shipboard smuggling, pilfering and even contract killing prior to having been press-ganged by Battlefleet Tempestus. Somewhat lacking in social graces, he takes his cue in such matters from Seven-fold Joy. He has little patience for personal social interaction with those he considers intellectually inferior and leaves such matters to Seven-fold Joy -unless he takes a personal interest in negotiations or interrogations. This is often a far from pleasant experience for the subject, as Strom's concept of "delicate negotiations" frequently involves slowly boiling the other party's blood.

Strom does, however, handle all social interactions with other Inquisitors personally. In such conversations he can be surprisingly suave, witty and even urbane. As though he relishes the rare opportunity to converse with an intellectual and social equal.

Political Affiliations:
Strom keeps his political opinions largely to himself. He professes support for no one political affiliation. He portrays himself as a "realist" rather than as a member of any particular ideological faction. However, he is clearly following his own agenda, which may (or may not) be in the interests of the Inquisition as a whole.

Saturday, 16 June 2012

Inquisitor 28mm Miniatures.



You'll have seen some of these before, but they've been re-based for my new gaming mat. They're all for games of 28mm Inquisitor and 40K Rogue Trader.








Update: Work in Progress Inquisitor for 28mm Inquisitor Games
Better photo's to follow, I promise.

Thursday, 14 June 2012

40K Rogue Trader Bat Rep Part II

Attacker Turn 3


Both assault groups move into position to charge next turn. 

First (Western) Assault Team moves up into charge range.
Second (eastern team) do the same.
The remaining Vaulters stay in position and open fire. In a truly dazzling display of shooting, the defenders take heavy casualties. The Heavy Plasma Gunner, somewhat miffed after having his friend the Stub Gunner splattered all over him, lets rip with the Plasma Gun on it's maximum setting. The Strength 10 blast (aimed at Pax) hits the trading post, blowing it apart as the plasma gasses superheat the remaining moisture within it's timbers. The building collapses, burying Hadley and his youngest under a heap of rubble. Using the following fire rules, the Plasma Gunner shoots again, his beam sweeping across to just catch Pax with a second template, dropping the Cyborg as well.
Uh, wasn't there a building here a minute ago?

Given that this spectacular event means there's no longer a Trading Post to protect, I decide that all the defenders will have to take a rout test at the end of the turn. Amazingly, all the Defenders decide to keep on fighting, despite not having anything left to defend.

Briefly, anyway.

Shot in the back, and who's to blame? Given them Vaulters a bad name..
While Hadley's eldest daughter screams in horror at the death of her family, the shotgun wielding member of the second assault group guns her down from behind. 


Meanwhile, the Cover-fire groups pours shots into the Raiders, dropping the juve armed with laspistols with a well aimed lasgun shot. Meanwhile, the first assault group pours a torrent of fire into the surviving unit of Vanners, dropping one of them.
The Western Defence force starts looking pretty shaky..

...then break and run
These losses are the final straw for the Vanners and Raiders, they rout into the centre of the yard (away from the enemy inflicting the casualties). Unless they rally, on subsequent turns they'll be making a beeline for the nearest (southern) table edge.

That leaves just the Scavvies, with their heroic leader (the Exile) still in the fight.

In the Reserves phase (forgot about this the last few turns), a few members of Assault group 2 who did not shoot and are not in cover move closer to the trading post.

A very, very bad turn for the Defenders.

Defender Turn 3:

The fleeing Raiders and Vanners see the second Assault group appear from around the trees now directly in front of them and peel off, running towards the southern table edge and provoking some irate shouting from Graf Ulbrich, "Don't let them escape."
Run this way! What, towards the cliff? That's the table edge you idiot!
Meanwhile, knowing that the game is up, the Exile shouts for his Heavy Stubber gunner to grab the girl (they're going to be moving to fast now for him to stand still and shoot at any rate) and signals for his other companions to begin a fighting withdrawal to the South. Meanwhile, he charges the Second Assault Group. The two terrified Vaulters, overwhelmed by this caped dervish whirling down upon them armed with bolt pistol and power act fire widely in an attempt to fend off the caped avenger, missing him completely.

Save the barmaid, save the world? More than you know.
Meanwhile the two running Scavvies open up on the First Assault group on the other side of the yard, giving cover-fire to their companion with the Stubber (who's probably wondering what the heck is so important about saving the girl anyway). Remarkably, despite range, movement and cover they manage to drop a Vaulter each. This reduces the assault group's numbers by  a third, triggering a rout test, but under the steely gaze of Graf Ulbrich, none of them so much as twitch.
Who says Scavvies cant shoot?
Not these guys, they're too busy preying Scavvies can't fight.
 In the combat phase, the Exile seeps his power axe effortlessly through the two Vaulters, cleaving them both in twain with a single strike even as he pumps bolt-rounds into the eyes of each (In Rogue Trader, having two close combat weapons doubles your normal attacks). Unsurprisingly given this grizzly display, the surviving members of the unit fail their rout check and leg it.

Run Away! It's some mad Scavvie with an Axe!
The Exile passes his leadership check and does not pursue. Instead, he roars his triumph into the sky, calling for the fleeing Raiders and Vanner to rally, but, although on the same side, they belong to different factions and don't care for his leadership.

Attacker Turn 4.

The routing second Assault Group flees the table via the Southern table edge. The first assault group obeys the Graf's orders and move towards the routing defenders, ready to gun them down if they can. meanwhile, the Cover-Fire group and the Heavy Plasma Gunner move forward into better fire position.

Come back here, we haven't finished with you yet!
 In the shooting phase, the first assault group and cover fire group fail to pick off any of the fleeing defenders.

Defender Turn 4:

The Raiders and Vanners rout off the table via the southern table edge. The heavy stubber gunner enters the ammo dump and reaches the girl. The Exile moves into position, placing the ammo dump sandbags between himself and the remaining Vaulters, as does his two auto gunners.

The first time these Scavvies can say they've "got the girl" some noble had in their sights..
The three Scavvies open up on the second assault group, bringing down two more and triggering a rout check, which they fail.

At this point, Graf Ulbrich sees they way the wind is blowing and calls a retreat. He's succeeded in his secret primary objective, and having already failed his secondary objective when the surviving Raiders and Vanners fled the board, sees no point in losing more men. He calls his men off, and allows the Exile to leave the field, with his unconscious charge in tow

In other words, a Minor Victory for the Attackers.

Campaign:


Graf Ulbrich surveyed the scene, impatiently tapping his foot. No doubt the Imperial frigate permanently stationed in orbit above Bad Landing would have detected that fool Otto Von Albrecht's full-powered Plasma burst and wish to investigate. Lucky for Otto that he hadn't slagged the cyborg with it, or he'd find out what it was like to be on the receiving end of a plasma blast himself. And if the frigate's Naval Secutor's arrived before his slaves finished digging that throne-damned cyborg out of the rubble, all this would have been for nought.

And the Graf's new allies very much wanted that Cyborg -or at least, it's machine parts- intact...

Not far away, the Exile's men sat huddled round a low campfire, muttering to themselves and casting questioning glances towards the spot where their leader sat, cradling the head of unconscious lass from the trading post in his lap and trickling water into his mouth. After a moment, he set the half empty -gourd aside and placed his hands around the woman's temples. His ageless hands began to glow with a warm, bluish nimbus of light. His three companions fell silently, watching him with something akin to reverential awe. Soon, the girls eyes flickered open. His men inhaled, a deep sigh, and then breathed: "Mahdi!"

Thoughts:

It's refreshing to once again play the original 40K rules again after so much time. One thing I've always loved about them is they way it focuses on individual action, rather than the actions of a whole unit. Not in the sense that characters such as Minor Heroes dominate the game (they don't), but in the sense that members of the same squad can quite happily target different enemies or perform different actions from their squad mates as long as they maintain unit cohesion. In my mind, it strikes the ideal balance between small-scale skirmish game, narrative role playing game and squad based skirmish game. I've really enjoyed trying out these rules again in a solo game (just to refresh myself with them after so long)- and I already have volunteers eager to be my opponent in future games of 40K Rogue Trader.


Tuesday, 12 June 2012

40K Rogue Trader Bat Rep: The Assault on Hadley's Post.

For a breakdown of the scenario objectives and forces, please read the previous post here. In summary though, the Vaulters (Van Saar models) are raiding a trading post normally considered nuetral ground by all factions. It's defended by the owners, their cyborg "Pax" and by patrons from three different factions: Raiders, Vanners (Caraveners) and Scavvies.

I apologise in advance for the picture quality. I'm using a bog-standard off-the-shelf digital camera.

Table-Set Up.

Hadley's Trading Post occupies the centre of the board, with a road to the north. The outpost itself is defended by several sand-bag emplacements to the east, oil drums filled with sand to the south, and metal out-buildings to the west.  On the opposite side of the road can be found some ruined buildings and a small orchard. The road itself is occupied by two wrecks (a bus and a civilian car) and the Vanners' Armoured Truck, currently undergoing repair. To the west of the trading post there is a crashed truck and another, larger ruin. To the east are more ruins and another orchard.

View from the East
View from the West

Defender Set-Up:

Four Vanners, the Raiders and the Scavvies sit around the respective tables in the yard, eyeing each other warily over their drinks. While Hadley (in the trenchcoat) and his youngest daughter serve drinks, Pax and his other daughter keep a careful eye on proceedings. Meanwhile, four other Vanners are out by the truck, carrying out repairs and generally standing around bitching because the boss hasn't sent drinks out to them.
The Yard
The Truck

Attacker Set-Up:

The Vaulters have divided themselves into five groups: two assault groups, a heavy weapons group, a cover-fire group and a lone sniper.

Cover-fire group, set up on the western board edge behind the ruined truck. The leader (minor hero) is third from left.

The Heavy Weapons, coming on the west board-edge from the Tartan Wasteland.


The Western Assault Group.

The Eastern Assault Group
The Lone Sniper on the Eastern Board Age, drawing a bead on the Vanners

 Attacker Turn One:

All five attack groups move into position behind the nearest cover, with the exception of the Heavy Weapon team, who stay put. The Sniper armed with a Needle Rifle opens up first, dropping the Vanner with the number 13 on his jacket with a silent shot to the back of the neck (rolled a 6 to hit and a 6 to wound).
Sniper Take-Down.

Pity these guys can't shoot worth anything.
 His confused buddies are still standing around wondering what's going on when the cover-fire group shoot from their firing positions on the crashed truck. Although the Raiders at their table provide a fine target, they choose to take out the Vanners by the truck before they can spot the Sniper and return fire. However, they fail to anticipate the Vanners bending over their fallen comrade. Two lasguns, an autogun and a Bolt Gun stitch holes along the flank of the truck, just inches above the Vanner's head. One is caught by a ricochet from the solid slug autogun, but shakes off such a minor wound (hit but failed to wound).

Meanwhile, the two heavy weapons gunners armed with a Heavy Stubber and a Plasma Gun also fire at the Vanners by the truck. However, perhaps still winded by moving into position, both heavy gunners fail to hit (rolling 1's). The plasma burst scatters to explode several inches away in the middle of the road, leaving a steaming pit in the tarmac.

The two assault elements are behind cover and have no LOS to the Defenders.

Defender Turn One:


The four Raiders immediately kick over their table and move into cover behind it, gaining soft cover. However, their Heavy Stubber will not be able to fire this turn. The four Vanners sitting around their table move towards the Oil Drums to take cover. Hadley shouts, "Free beers to everybody who shoots a fragging Vaulter!" before he and his daughter move into the main house, taking up position by the North windows. Pax, meanwhile, turns to face the rear, eyeing the distance to the Sniper with his Grenade Launcher ( I forgot these were move and shoot weapons in RT). The oldest daughter stays in place, drawing a beat on the Vaulter with the Autogun. The three Vanners by the truck run to take cover by the sandbags.

The Defenders React
Hadley's eldest opens up the defenders shooting phase with a well aimed shot from her needle-rifle, dropping the autogunner at the crashed truck with a deadly dart. The four Vanners behind the oil drums open up with their autoguns on the other Vaulters behind the crashed truck, though only two can draw a bead to their target. However, the other Vanners now have line of sight to a Vaulter armed with Chainsword and meltagun. The melta gunner takes a glancing hit but shrugs off the minor wound (failed to wound). Meanwhile, one of the lasgun armed Vaulters  is hit and goes down. The Raider chief (Rex) also opens up on the group with his stub pistol, as does his companion with the las-pistol. The final Raider also let's rip with his shotgun. Only Rex manages to land a shot, which hits the Vaulter leader, Graf Ulbrich, inflicting a wound.  The torrent of fire forces the cover-fire group to pass a leadership test but the presence of the Graf ensures that the surviving las-gunner stays put.

The cover-fire group takes heavy casualties.
 On the right, two Scavvies and the three surviving Vanners from the truck open up on the Sniper with auto-guns. Three hits, two wounds and two failed armour slaves and the Sniper goes down, leaving Pax without a target for his grenade launcher. The Heavy Stubber Scavvie curses -all that time spent readying his weapon for nothing. None of them can see the second assault group yet. Not even The Exile, the Scavvies leader,  who leaps into cover in the circular arrangement of sand-bags, only to find (to his horror) that he's decided to take cover in an ammo dump!

With all these guys shooting back, the Sniper had no chance.

Attacker Turn 2:

Angered by his losses, the Graf waves the Assault Teams forward. He and the other surviving member of his cover-fire group moves into a better shooting position. The Heavy Weapons team stays put, ready to fire again.

The Western Assault Team. Next time I'll remember to move the dice. Honest.
The Eastern (and as yet unspotted) Assault Team.
Having rounded the corner into view of the defenders, the first Assault team open up on the autogun armed Vanners.  A lasgun, a plasma-pistol and a melta-gun all fail to score hits. Meanwhile, Graf Ulbrich and his man open up the raiders taking cover behind the table. Ulbrich's bolt-gun blows away the Heavy Stubber gunner just as he's finished bracing his weapon.
Bad Luck Big Guy. Never even got to shoot.
 The Vaulters' own Heavy Stubber and Heavy Plasma gunners open up on the three Vanners running towards the sandbags. The heavy stubber missed completely but the Plasma Gunner drops a template right on top of the middle Vanner, roasting all three in a horrible ball of plasma-energy. Using the following fire ability, he centres his weapon on Pax and fires again, vaporising a steaming line of sand-bags but failing to hit the cyborg.
Although really, all that should be left is three piles of bubbly goo...

Defender Turn 2:

Somewhat annoyed at the carbon scoring and heat-bubbling on his new coat of paint, Pax takes cover by the corner of the building and proceeds to engage the Heavy Weapons team. The Scavvie heavy Stubber moves up to support him while the Exile adroitly leaps out of the sand-bagged ammo pit (soundly mocked by Hedley's eldest -happily perched on a crate of ammo- in the process). Neither are in a position yet to spot the second assault group coming round the orchard.  The Raiders, the surviving Vanners and the rest of the Hedley family stay put.

The shooting from the Western Defenders this turn is very ineffective, failing to drop a single Vaulter. Even a needle-rifle shot from Hadley's eldest fails to find it's target.  Pax is more successful, his frag grenade lands right on target, blowing up the Heavy Stubber Gunner but failing to kill the Heavy Plasma Gunner.

 Summary: End of Part One.

At the moment, things could quite clearly go either way. The Vaulters  have four men down while the Defenders have lost five (well, four men and a woman). However, the two assault groups should be in charge range by the beginning of turn 4, where I expect we'll start to see the superior technology and close-combat gear of the vaulter's begin taking their toll on the defenders. Come back again tomorrow for part 2.

Saturday, 9 June 2012

40K Rogue Trader Battle Report: Intro and Scenario

In the comments section of my last post, Brummie mentioned that he'd like to see the new terrain mat. Well, he (and the rest of you) will get that chance very soon. Running my own business has made it darn near impossible to finish working on my Post Apocalypse rule-set, so I've decided to combine my two skirmish passions -40K and Post-Apoc- into a single campaign.

In the next few days (hopefully Monday, depending on when I finish painting the remaining scenery) I'll begin solo testing my own set of  Rogue Trader-Necromunda hybrid rules. Essentially, I'll be grabbing about forty miniatures, fielding then under the old stand-by of what-you-see-is-what-you-get and playing a narrative scenario. Points balance be damned. Each side will have what the minis are carrying and that's it. Over the course of a few games, I might refine the hybrid rule-set I'm planning on using, but for the time being here's a quick run-down of how it will work:

  • 40K Rogue Trader will be the main rule-set.
  • I'll use the experience system from Necromunda: Book of the Arbitrator.
  • Mooks on each side don't gain experience points or have their stats modified by wounds. At the end of each game, in which they are removed as a casualty, I'll roll a D6. On a 1-2 they recover in time for the next game. On 4-6 they miss the next game ( or a number of games depending on how the games are spaced out in the narrative time line). On a 5-6, they're dead. Permanently.
  • Named characters on each side using the Necromunda Book of the Abritrator experience point and casualty system.
  • The only way to replace dead Named Characters (or gain more) during the course of the campaign is to have a Mook perform a suitable heroic act that results in their elevation to Named Character status.
For the time being, the various factions will simply consist of one or two Named Characters armed with whatever on the mini plus however many painted Mooks  I happen to have for that faction. Later, I might institute a system whereby you "buy" your force as per Necromunda: Book of the Arbitrator. We'll have to see.

The Scenario:

Hadley's Chophouse is a veritable Oasis of the Deadlands. As a trading post and refuelling station, it's one of the few places outside the Policed Zones (or P.Z's) of Bad Landing respected as Neutral Ground. Watched over by Hadley, his gorgeous daughters and an old Cyborg named Pax, the Chophouse is the one place for fifty klicks in any direction where Raiders, Vaulters, Scavvies, Bounty Hunters and Caravanners can be found in peaceful collusion.

So when a Vaulter Strike Force decided to hit the place, it really should have come as no surprise that every single person present -staff, patrons and cyborg alike- grabbed their guns and started shooting back.

Attacker:

The attacking force consists of twenty Vaulters led by Graf Ulbrich Von Regarstein. 150 years ago, when a Genestealer-led Chaos Cult began their rebellion, the rich nobles and merchant princes of Bad Landing abandoned their homes and people to take refuge in dozens of underground Vaults. Alas, by the time they left their time locked places of refuge, the war had been won. Inquisitorial Forces declared anyone found outside to few Imperial Bastions to have held out during the war to be considered suspected of taint, and so the Vaulters, like hundreds of thousands of other refugees, were declared SINless and barred from entry to the newly established "Policed Zones" on pain death. Now Graf Ulbrich has decided the time has come to reclaim his birthright as an Imperial Nobleman. The assault on Hadley's Chophouse is only the first step in achieving that victory.

Forces: 19 Vaulters (Imperial Guard stats) plus a Minor Hero (Graf Ulbrich)

Defender:

Hadley's Chophouse has been an outpost of trade and civilisation in the Deadlands for damn near a half-century and ol' Hadley and the girls (and Pax) will be damned before they see it fall into the hands of a madman. Luckily, the place is busy tonight. The four Raiders, a like-number of Scavvies and the near-dozen 'Vanners cluttering up the place aren't likely to stand for it either. Not with ol' Hadley's standing promise of a 10% discount for to anyone who helps defend the place.

Forces:
Staff: Hadley (Champion), his two daughters (Imperial Guard stats) and Pax the Cyborg (Space Marine stats and powerarmour)
Raiders: Rex (Ork Champion stats), 2 raiders (Ork stats), 1 Juve (Gretchin stats)
Caravanners ('Vanners): 8 Vanners (Imperial Guard stats).
Scavvies: The Exile (Sensei Minor Hero), 3 bodyguards (Imperial Guard stats).

Note that the Raiders, the Caravanners and the Scavvies (with the exception of the Exile) suffer animosity towards each of the other named groups.

Setup:

Played on a 4 by 4 table. In the centre of the table is Hadley's Chophouse, an intact building surrounded by outhouses and a parked van. Defenders deploy either inside or within 6" of the main building. A roadway cuts along the table from north to south, passing by the Chophouse. Ruined buildings line the sign of the road, but none may be placed closer than 12" to the Chophouse. Attackers begin the game deployed at any point on any of the four table ledges. Attackers begin the game with the first turn.