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Magos Kurgan (me), Captain Jameson (Just John), Inquisitor
Verhoeven (Cheetor) and Zardork (theottovonbismark) for the traditional group shot. |
Last weekend myself,
Cheetor,
theottovonbismark and
Just John converged on
BroCon. This follows on from our game at
KnaveCon. We played two games, the first using the
Pulp Alley rules, and the second using 2nd edition 40k rules. Both were highly entertaining, but the Pulp Alley game, set in the madness of Rogue Trader 40k,
Get to the Chopper, was genuinely hilarious. Usually a good game was one or two memorable events, but there were several times during this game that tears were welling I was laughing that hard.
For the first game we all picked a small team to investigate the rapidly irradiating jungle for the key that opened the door of the ship waiting in the compound. With Inquisitors, Ratli - I mean Leprechans, moustachioed orks and genestealer hybrids, there was plenty of Rogue Trader variety going on.
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Smell the Oldhammer |
Uncanny radiation from perilium deposits exposed by recent seismic activity (see “Inquisitor – The Ragna Rock”
for details) has caused the dead of the Northern Polar continent of
Krellborn IX to rise and attack the living. Being suddenly surrounded by
homicidal cadavers has brought the individual agendas of the various
factions currently in the area to an abrupt end. Escape is the only
thing on our heroes minds and the only reliable route out is by air.
The local wildlife is also aware that
death is creeping up. Driven as before an eruption or forest fire, the
colourful and hostile local predators are also panicked and aggressive.
Therefore the likes of enraged Death-Ferrets, Bouncers, Face-Eaters and
more will have to be factored into any plan.
The single available shuttlecraft in the
area appears undamaged, but access to the vehicle is restricted. Remains
of the prior owners of “The Chopper” surround the local Leprechan
agri-science outpost. Hopefully those remains will also be the location
of the key cards that allow access to and control of the vehicle. There
is only one way to find out…
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The Magos and his retinue creep forward. |
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Zardork spies the compound in the distance while taking fire from crack-shot Leprechans. |
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The Helga prepares for lift-off. |
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The finest moustache in 40k makes it's way through the jungle. |
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Bedlam on the landing pad as the scuffle for keys gets nasty. |
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Inquisitor Verhoeven finds that getting over a chain link fence appears to be the greatest challenge of his career. |
For a more detailed report on the desperate dash for the shuttle, you can read it
here on Sho3box, Cheetor's blog.
In our second game, the sensei and their followers face off against each other, highlander style, and, of course, there can be only one. With some jaw-dropping ruthlessness, the sensei butcher each other while making half-hearted noises about making common cause until the end. After several turns of such carnage, sensei Ramirez emerges to claim the prize. Cheetor has a more detailed report coming for this game also.
Both games went very well indeed, and already the O'Hammerers move to plan their next outing. Several ideas are fermenting, but there
may be an electronux involved...
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The sensei move through the jungle to claim the holy ground. |
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Otto twirls his moustache while considering his next dastardly move. |
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Ramirez battles his final opponent. |
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