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Behold! The steam-powered budgie!

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There is a weird piece of music playing in my head, it's Ride of the Valkyries playing on a piano accordian. Why? Because of this:


This is a mental contraption, a Dwarf Gyrocopter. It is essentially a wooden and canvas helicopter powered by a steam engine? Physics? Go hide in the corner and cry, for once I don't care. It's cool. These things are used by the Dwarfs for carrying messages between the holds and for recconnaissance. Its such a perfect choice for this army (essentially crusading across the Empire) so it had to be done. Plus they're evil in this version of the rules.


The majority of the painting techniques used have been mentioned before so just a quick run down. All of the woodwork is my Steel Legion Drab with Rakarth Flesh highlights and Agrax Earthshade wash. I decided to keep the canvas sections very simple. Mostly the Stormbourne blue I've used before with just a few bone white sections. The studio one, by contast, is just awful. Its rare for me to criticise another painter's work but seriously, it's just messy. It just not the best advert for the model and the photography makes it worse. Check it out and see if you agree.


The engine sections are covered in my usual oil mixture (brown ink and gloss varnish or water effects) to make them look, well, mechanical. I think keeping it simple allows the quality of the sculpt to come through and speak for itself.


Keeping the machines flying and shooting is this chap. Hwell the Guns; Master Engineer. Not much to say about this model as he's fairly simple. Ridiculous huge hammer (silence physics, gyrocopter has already kicked you to the corner) and chainmail. Now there are lots of engineers in a Dwarf army and the master engineer brings a few extra benefits to the army, one of which is:


Entrenchment! You can hide one of your war machines behind a defended obstacle. This is a set of gabion emplacements made by Anarchy Models. I was trying to figure out how to make these and then spotted these for just a few quid. Why spend hours making them when something this good looking has been sculpted already? They're perfectly scaled for Dwarfs too, see?


A gabion is such a cunning idea. They're just baskets that you tote into place and then fill them with rocks and earth. They are medieval sandbags essentially. I'm moving on to the rangers next, but am definately starting to feel Dwarf fatigue. The last thousand points I think will take as long as the first two thousand. That having been said, I had just six painted slayers and a shield fence as of November. It's not quite January and I've got 2000 points plus done. Gotta love elite armies. I imagine I will be able to get the last thousand done but that will be my lot for Dwarfs, maybe for another ten years...

TTFN.

More Hochlanders (because yes)

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Holy bum grapes, the Beard Bunker is now one year old. And it’s 2013. That sounds suspiciously like the future. An awesome-yet-nightmarish future in which there are only six weeks to go before the Beard Bunker’s long-awaited campaign. Now that the fog of the winter party season is lifting, I should probably survey the damage...

[Charlie]: What ho, Bunker Machine Spirit! Give me a status report.

[BMS]: PROCESSING_
[BMS]: PROCESSING_
[BMS]: PROCESSING_
[BMS]: PROCESSING_COMPLETE
[BMS]: EGO STATUS: -1
[BMS]: CAMPAIGN ARMY READINESS RATING: -46

[Charlie]: The campaign readiness rating is fair enough, but... ego status is at minus one? Why?

[BMS]: You played John again. Apparently you have blanked it out.

[Charlie]: What? Why would I blank out a game with an entertaining opponent like John?

[BMS]: May I remind you of what happened last time?

[Charlie]: Something about un-killable midgets on a train?

[BMS]: Something like that.

[Charlie]: So, um... what happened this time?

[BMS]: You played a 4300-point game with all of your Empire against his High Elves.

[Charlie]: Oh! Awesome. How’d I do?

[BMS]: There was a dragon.

[Charlie]: I blanked the whole thing because of one dragon in a four thousand point game?

[BMS]: No, you blanked it because of the White Lions. The Dragon was the thing you paid too much attention to whilst his important units broke your flank and centre.

[Charlie]: Ah. That sounds pretty dumb of me. Did I at least kill the dragon?

[BMS]: No.

[Charlie]: Awesome.

[Charlie]: ...

[Charlie]: But the game must’ve looked pretty sweet, right?

[BMS]: See attached file:

Righteous.

[Charlie]: I think I did well just to fit four thousand three hundred points’ worth of Empire dudes in the deployment zone.

[BMS]: Absolutely, sir. Well done, sir. Logging you out.

* * *

...and what of my amazing campaign readiness rating of -46? Yeah, that would be the number of models I have to finish in the next six weeks: 18 flagellants, 25 state troops, and 3 knights. Note that I said ‘finish’ rather than ‘start’. Please, I’m not totally boned. My painting speed is only slightly slower than continental drift.

On the plus side, I’ve just finished the Powderkegs:


This is one of my favourite units in the army; they’re scruffy and full of character. Once the whole army’s finished, I’ll go through all the regiments’ backstories properly, but the short version of the Powderkegs’ story is that they were once a fine regiment of crossbowmen called the Heedenhof Hunters before they were changed into handgunners. It all went a bit wrong. Their propensity for fatal misfires earned them the nickname ‘Powderkegs,’ and it stuck. Oskar Brandt was assigned to them as their sergeant for a while, and he taught them how to maintain their guns; they subsequently went from being the laughing stock of Hochland to being only mildly sub-par.


Once again I delved into Uniforms & Heraldry of the Empire for inspiration on the banner.  Crosses are a big thing in Hochland because of the number of garrisons that sit in watchtowers built on crossroads. Hence the crossed hunting horn strap on one side and crossed quarrels on the other. Karl Franz’ shield motif is a fairly significant part of the regiment’s tale as well, but like I say, we’ll give a fuller account of the campaign armies’ backstories in February.



The Powderkegs aren’t exactly the cream of the crop. As such, very few of them are clad entirely in state colours – most of them are wearing their own jackets or trousers rather than proper uniforms, although I kept the colour of said clothing to neutral tones (black, grey and brown) so as not to clash with the green and red livery. Also, everything but their weaponry is rather dusty.


In case you’re wondering why I’ve given a unit of missile troops the privilege of a standard bearer, musician and a Warrior Priest, since one rarely wants one’s missile troops to be anywhere near melee combat, I’ll just go right ahead and admit that when Jen kindly gave me the Blessing of Sigmar kit, I absolutely had to build it into a characterful regiment. That said, a happy bonus is that the Powderkegs are almost certainly going to get charged at some point – it’s pretty unavoidable with a unit this big – and having a warrior priest (and quite probably a captain) sitting in the unit will hopefully make up for their lack of ranks. And their feeble melee ability. Maybe. A bit. Slightly. Maybe? Yay Sigmar?

At this point I’d like to direct your attention to Blind Alfred, the standard bearer. Gawd bless ’im. I’ve paid 14 points for him; he’s literally a model with a hand weapon and a standard. No gun. No armour. But he’ll stab you up, oh yes he will. As you can no doubt guess, there’s a story behind him, too.

The trumpeter reminds me of Jason Statham, in a sixteenth century kind of way. He doesn’t have a backstory. Jason Statham never needs a backstory.

Brother Fabian, grumbling old fart.

The Blessing of Sigmar’s really meant to be a diorama rather than a gaming piece, but I loved the image of a tired old warrior priest being pestered by some nut job for a blessing in the middle of a fight. The posing of these two idiots pretty much inspired their backstories.

Gottlieb Tobeck, pious old fart.

Now technically, those twenty guys aren’t the whole regiment – there are actually thirty handgunners and ten crossbowmen in the whole thing. That way, I can have two detachments, or equally Sergeant Kahler can lead some of the men off to one flank and form another independent unit. So, here’s the Powderkegs in all their glory:


You knows it. Now to finish off those Knights...

~Charlie

Sneaky little Dwarfses

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Eyup fellow bunker dwellers, much like Charlie's post this finds me firmly on the home straight of the Dwarfs ready for the (as yet still unnamed) big beard bunker bash - surely there's something in "B4 the Storm" there... Anyway, today its the turn of the Rangers, front and centre lads:


There's a jolly chap in the centre of the unit that some of you will recognise from the Pirate Viking Painting 200th post (link here). While the unit has a champion model I thought any unit of Ranger's should have its own Bugman. I'd even use his rules if I thought the requirements made any sense (who would want Rangers who weren't quarrellers?). Speaking of the unit makeup, it is a bit different to how they're normally assembled:


See? A mix of Great Weapon armed dudes and Crossbow armed dudes. This is for three reasons: First, the unit comes with both great weapons and crossbows (which makes this a brutal unit, 14 S4 stand and fire shots and then two ranks of thumping with S5 weapons anyone?). Second, I think that the usual gambit of just gluing the spare great weapons to the backs of the models looks ridiculous. Really, you need straps to hold things on there guys and that was more conversion work than I wanted to do! Finally, it makes them look a bit more like a band than a unit. This is kinda visually semantic point but I wanted them to look irregular rather than soldierly.


As usual I got excited with the banner. I wanted something to feel kind of like a bridge between the nautical imagery and a more terrestrial feel. I ended up designing a celtic compass rose hopefully calling maps to mind as these lads are scouts and trailblazers. The runes across the bottom are the champion's name as these are Stromni's Wanderers.


To further emphasise the "ranger" feel I painted the cloaks with a weathering technique that I refer to as Ruin of Arnor Ranger. I first encountered it in the Lord of the Rings Ruin of Arnor sourcebook and it works brilliantly. Essentially you paint the cloaks normally (I went for a camouflagey olive green) and then sequentially drybrush a train of paint colours onto the hem. Each colour goes on a little lighter and leaving a line of the earlier one visible. The order (converted to new paints) is: Rhinox Hide; Steel Legion Drab; Mournfang Brown; Tau Light Ochre and a final light but enthusiastic drybrush of Ushabti Brown. Looks great, just don't do it in perfectly straight stripes!


Whoa, that's the three thousand point workometer. It's almost done, dayum. Just one block unit left (and as they're miners I am performing experiments in some fairly extreme weathering), the crew of the cannon and an army standard bearer. That's it. And there are still more zombies in Maiseys army than there are Dwarfs in my entire list. Gulp. Until next time folks...

TTFN

If I had a cannon...

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...I'd cannon in the morning, I'd cannon in the evening... No wait, I do have a cannon!


I really ought to have seen this coming, I post something Dwarfy and a couple of days later have something else! Shoulda been patient and combined the two. Hey ho, here's a short post! Once more I have used a classic artillery piece. I think I'd be getting boring if I layed into all the reasons why I am less than enamoured with the modern ones. Read this if you are curious. Anyway, the woodwork was treated in the usual fashion: Steel Legion Drab, Rakarth Flesh highlight, Agrax Earthshade wash. The cannon itself uses Runelord Brass which is fast becoming a favourite from the new range.


The crew are cribbed from a couple of different war machines with their engineer attached. I found a new leather tone which replicates that pale tan suedey leather you see on workshop aprons. It's Zandri Dust highlighted by adding increasing amounts of Pallid Wych Flesh to the Dust. The Pallid Wych Flesh has a slightly warmer and beige-r tone than bone does and gives that hide feel. The crew also include another of my contenders for favourite Dwarf:


He is one surly mo-fo. The sheer size of him alone makes him look like he's a bouncer in Dwarf taverns when not carrying kegs of gunpowder. Combine that with the badass topknot and the beard which - believe it or not - is an overgrown goatee and he just looks like a dude with whom you do not mess. Something that has worked really nicely on this figure - and it is something I am increasingly using - is the shadowing where the shaved hair should be. This is simplicity itself to paint and really finishes off a bald or shaven headed figure. First mix up a wash made of Dryad Bark, Cadian Fleshtone, Abaddon Black and Mechanicus Standard Grey (gods I miss just calling that "Codex" Grey. 19 characters vs 5. Just saying) in a 1:1:1:1 ratio (I.E. the same amount of each). Add about the same volume of water as paint and then glaze the areas you want stubbly. Avoid tide marks and try to feather the edges a bit. Once dry mix up a wash of pure Cadian fleshtone and then re-glaze the area with it. This knocks the hair "under" the skin and improves the look of the piece. See, simple right? In fact harder to describe than to do.

And with that I shall leave you all again. With these guys complete that just leaves 21 figures to paint. I can't decide if I want to launch straight into the thane with the BSB or finish the miners first and then reward myself with flag dude. Until next time

TTFN

Five to Beam Down

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Hello All, it seems like the bunker has been on a bit of a fantasy binge lately with everyone focusing on getting their campaign armies up to strength. Since I am a cheeky whatshisname and got the undead up on their feet months ago I've been beavering away quietly on my 40k project. As you might remember at the beginning of the year I decided to resurrect my Dark Angels armies and began painting the odd unit every so often.

Now that the big Gee Dubyah have unleashed a new codex and Dark Vengeance on the world, my Dangles have been getting some love.

Dangles you say? Shush! It's their official, top secret code name for the imminent Nerd Thunder 4: The Guns of Nuvverork. For those who don't know, Nerd Thunder is the Beard Bunker's annual road trip to Warhammer World to play an enormous game of 40k. Go read Charlie's lovely write up of last year's game. Go on, go read while I bribe Charlie with empty promises of toffee to do the magic photo box thing.

Done?

Awesome :D


Charlie: Oh yeah, yeah, "magic photo box thing," sure, NO PROBLEM. It's not
like the models worked on a black background, so it had to be white, and do you
know what's really easy to cut out of a white background? Yeah, that's right,
white armour. Or better yet, a model painted almost ENTIRELY white. Or EVEN
BETTER, a WHOLE ***ING SQUAD OF **** ********** **** *******
****** DANGLES ********* ****** MANGOES ** **** ***.
Don't test me, blud.

So, where was I? Oh yeah! Dangles! I've dutifully painted my way through a couple of tactical squads and their transports as well as a few other bits and pieces so I figured I should reward myself. The Deathwing models from Dark Vengeance are a thing of tiny plastic beauty and they deserved some attention. I'm a big fan of the Greenwing of the Dark Angels and didn't intend to have more than one squad of Deathwing in my army so I was determind to make this squad a bit special. Although, this is subject to change depending on where the butterfly takes me later.


I started with a solid undercoat of Dheneb Stone, followed by a watered down wash of Devlan Mud. Once dry I started to layer up using my new favouritest favourite paint of all time, Pallid Wych Flesh. I wanted to avoid the studio style warmer bleached bone/sepia pallet since that really doesn't do it for me. Partly because it looks a little plasticy and cheap and also because it doesn't quite fit with how I see their backstory. They intended themselves to be ghosts, dead men walking and the warmer tones really don't suit them. I wanted mine to look like cold ivory.

Charlie: And here the full 'quality' of my work is revealed. It's
hard to believe that's the same base in both photos.

These guys put me in striking distance of my 2000 point target for this list. I've got one of the new shiny Dark Talon/Nephilim Jetfighter kits sat on my paint station. That, however is going to be my reward for finishing the third and final tactical squad and the last few Ravenwing Bikers. Once they are all done and based I'll do a full run down of the army, with a million lovely pictures (if I can find enough toffees to bribe Charlie with).

Maisey

Creating your own characters

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If you enjoy the narrative element of wargaming, having a story behind a character or unit can genuinely enhance the games in which you use them. I’ve touched on this before when I talked about why I thought it was a good idea to create your own backstories, but with this post I’ll talk specifically about how I create characters in an attempt to be more helpful than polemical. Writing a character can be very in-depth if you’re so inclined (I often am) but for now, I’ll endeavour to keep things simple. Not I Am Sam simple; probably Forrest Gump simple. I don’t wanna go full retard here.

Don't be too hard on me, Kirk. Please. 

People are understandably cynical about anything that can be identified as ‘formulaic,’ but all the same, a lot of those formulas exist for a good reason. If you want to create a nuanced, lifelike characterisation for your army’s general/chapter master/head boss person thing, then the following advice will only be the start, but a good start nevertheless. On the most basic level, every character needs the following:

·         Concept
·         Defining quality
·         Defining flaw
·         Name

In any other medium, that list would also include a want/desire, but in a wargame, that character's want/desire will probably change depending on the scenario/campaign/situation.

Now, why is ‘name’ last? Because names often communicate a lot of what you want to say about a character without any actual descriptions, so it can be helpful to know what you want to say. It’s absolutely fine to have a name first if you’re slapped in the happies by inspiration, of course. The Important thing is that you end up with all four of these things, not just three.

Unfortunately, characters are often written without flaws. I used to make this mistake. If you’re trying to do justice to a character you love, there’s often a temptation to make him Amazingnor of the Uberpeople, but weirdly, the net result is that no-one will like him. Or her. Sorry, Amazingnor just didn’t sound like a lady. Maybe a butch lady. Amazingnora? Amazing Nora just sounds like Wonder Woman’s semi-glamorous assistant.HONK! Oops, there’s the tangent klaxon.

Getting back on track, here are some examples from my Empire army:

CONCEPT: Grizzled, no-frills Templar Grand Master
QUALITY: Relentless in pursuing his duty
FLAW: Will use any tactic, no matter how dirty, immoral or psychotic
NAME: Erhard von Rüdiger



CONCEPT: Dashing young captain
QUALITY: Cares about the men under his command
FLAW: Vanity



CONCEPT: Grumpy old Warrior Priest
QUALITY: Experienced
FLAW: Cynical to the point of offensiveness
NAME: Brother Fabian



CONCEPT: Intimidating Battle Wizard
QUALITY: Self-reliance
FLAW: A barely-restrained temper coupled with the ability to kill someone with a twitch of her fingers.

These are all extremely basic character concepts, but it’s interesting what a difference it makes to emphasise their biggest flaw as much as their biggest strength; to my mind, it makes a more interesting characterisation than, for example, Marneus Calgar. Calgar does have a flaw, according to the Codex: pride. But his description goes, “he’s amazing, he’s amazing, he’s badass, he’s amazing, also he’s a bit proud, he’s amazing.” Now obviously he should be amazing, he’s an Astartes Chapter Master, but if you take something too far, it becomes bland in its excessiveness, and that flaw gets lost amongst the noise.

The Governator hears you think him nuance-free.
He is most displeased. 

So, once you have your concept, quality, flaw and name, what might you do next? Well, you might pen their actual story, for one thing. Note that none of the flaws/qualities mentioned above have any narrative element – they are simply characteristics. To put those things into a narrative context is, generally, to explain those traits. Whydoes Amelia have such a vicious temper? How does Brother Fabian’s cynicism affect the faith of the people around him?

Equally, a more detailed characterisation would include multiple qualities and multiple flaws. It would include their greatest achievements and their greatest failures. It would ask not just about their adult lives, but their childhoods as well. If you fancy a more fleshed-out characterisation, answering the following questions may help as well:

What do they want?
To what extent are they educated?
Where do their talents lie?
What are they really bad at?
What frightens them?
What secrets do they keep?

It goes without saying that there are loads more questions that could be asked, but if you can answer the ones already mentioned, you’ve definitely got a character. How unique or interesting they are doesn’t really matter for gaming purposes; they’re your character, and if you let them make some of the decisions in your games, the whole thing comes to life.

~Charlie 

Campaign Week: part one

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It's been over a year since the Beard Bunkerettes embarked on their quest for glory. Finally, unavoidably, the finish line is here. Five gamers had a year to build themselves a 2,000 point army, and some of them have met with success. One of them has met with a wheelbarrow full of humble pie. Below, then, are the five armies we're going to be feeding into the mincing machine that is the Beard Bunker's Hochland campaign:


Emma's Warriors of Chaos Army

Emma: As a life-long 'good-gal' when it comes to choosing the light or the dark side, I surprised myself by choosing Chaos Warriors as a first army as opposed to fancy elves or noble Bretonnians. Do I regret it now? Hell NO! I now have a grimy, sweaty horde of rapers and pillagers and I love them all as only a mother could. Rediscovering my love of painting (long-neglected after my last A-level art class) has been the major plus.  A little harder was engaging in the gaming side but even this is growing on me now, especially when a deliciously meaty storyline is involved (see campaign description!) 

Jeff: For reasons I cannot fathom, Emma doesn't think these are all that good. I respectfully disagree and remind everyone that this is her FIRST army painting project! I know people who've been painting a decade longer that aren't up to her standards!

Maisey: I've always loved the blues and golds of Tzeetch. It's a pretty army but so very scared of those knights.

Mark: This is a solid-looking and prettily painted army. Emma, you should be justifiably proud of this. Doubtless, they'll be picking bits of rat of their axes all the way across the Drakwald Forest.

Charlie: The tips of her knights' lances are bigger than my men. Oh gods.

Jeff's Dwarf Army: The Stormbourne Host.
Well huzzah! In June I decided to take a screeching left turn from Nurgle Chaos to Dwarfs, this was just not a smart move considering I wanted to paint the army within the year. With a fairly massive task ahead I had sort of given up getting all of these little chaps finished by the start of the campaign. Then my normal painting speed happened! This is 3000 points of Dwarfs and just in time too, I had started to feel the terrible pull of Dwarf Fatigue toward the end. Really looking forward to busting out all 3k of them in battle now!

Maisey: Beards! In the Bunker!

Em: Mmm Dwarves - now with sex appeal thanks to Richard Armitage... and the epic beards, obviously.

Charlie: I love the concept behind Dwarfs; their imagery and their character are both deeply charming, but the current model range just doesn't consistently do it for me. As the proud owner of every Dwarf model ever, Jeff has made the army I always picture when I imagine a Dwarfen throng, and it warms the cockles of my wossnames.
 
Charlie's Hochland Empire Army

Charlie: Pie is delicious, unless it's made of humble. I still have 25 state troops and 12 flagellants to paint. Lame. To be more upbeat, I'm happy with the bits I have done, and I did at least manage 84% of the target.  GO ME.

Jeff: Well, quality over quantity has always been the Charlie way...
Em: How much time did you spend sculpting Amelia's lady lumps??
Maisey: Small but nicely formed...
Charlie: Your collective mums.
Mark. Fond of some of the space filling elements in the army - particularly the blessing in the large unit of gunners.
Charlie: Ta.

Maisey's Vampire Counts Army: The Host of the Brothers De Crécy

Maisey: I've not made as much progress towards the end of year as I hoped. I got decidedly distracted by my 40k project. I will have more time, and enthusiasm to get the last few units finished off to push me well over the 3000 points mark. Still needs more Zombies. 

Jeff: Damn this thing is huge. There are more zombiesalone on this table than there are Dwarfs in my entire army. Intimidating is not the word.
Em: Depressing to think that my guys will have to kill most of these at least twice...
Charlie: Brains brains brains. Brains brains. Brains.

Mark's Skaven Army: Clan Voltik

Mark: In my mind, the majority of any army (including 40K) should be made up of the rank and file troops with the specialist units acting to support and assist the troops. Armies that rely on the special stuff to get the job done don't interest me so much. To that end, Clan Voltik consists largely of Skavenslaves and clan rats. This will prove to be useful later on, as adding additional fancy stuff (catapults, cannons, etc) should not overbalance the army.

The only thing of any real note are the 10 wolf rats which are (strictly speaking) summoned monsters. I intend to use use them as part of my standard army in the 'Special' or 'Rare' support slots.

Jeff: I love Skaven, they're one of those armies I've always contemplated and never executed. Mark's done a good job of bringing the "horde o'rats" to the table.

Maisey: Looking forward to watching these guys explode themselves and running away!

Charlie: The skavenslave units including non-skaven slaves are a thing of utter beauty.

Em: Squeak!!

So concludes the first Campaign Week post from the Bunker. Our intention is to post several times this week; tomorrow, we'll explain how we're going about playing a co-operative narrative campaign, and what's happened so far.

Campaign Week: part two

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In the last post we showed you the Warhammer Fantasy armies we’ve been building over the last year. Today we’ll explain the minimalist way our campaign works, along with the setting and the major characters.

How doth this campaign bizznatch work?

Being a bunch of fluffy narrative-hungry types, the only things we needed to start the campaign were a map and a story. There are no rules or campaign turns. Each faction has its own objectives, and these aren’t mutually exclusive, so it’s theoretically possible that everyone could win.

When two (or more) players decide to play a game, they’ll chat about what their characters are trying to achieve, and set up a battle that will allow them to try and achieve it. This means that games can be skirmishes, battles, or even a short roleplay session if the story would be better furthered by investigation rather than open conflict. It’s all done with a co-operative spirit. When we fight battles, we fight to win, but the campaign itself is rather gentler.

The setting

The campaign map as of day two

Our campaign is set in Hochland immediately after the Storm of Chaos, starting in the spring of 2254 (by the Imperial Calendar). Two thirds of Hochland’s settlements have been destroyed by Archaon’s horde as it burned its way west towards Middenheim. It’s all a bit post-apocalyptic.

The campaign map has been sourced from Winds of Chaos. We’ve added further details relevant to our story informed by Mad Alfred’s WFRP pages– primarily to establish which towns were sacked by Archaon’s invasion.

The factions

Dwarfs (Jeff)
The Stormbournes are a seafaring clan who’ve been commanded by the King of Barak Varr to retake Karak Hoch, a long-abandoned Dwarfen hold in the Middle Mountains. To do so, they must create a chain of watchtowers along the Wolf’s Run and the River Talabec to safeguard their main trade route, whilst also reclaiming the hold itself.

Lord Hafnir Stormbourne

Lord Hafnir Stormbourne’s pride was all but destroyed when his flagship – the mighty ironclad into which he and his clan poured all their wealth – was sunk on its maiden voyage. It is only Hafnir’s responsibilities to his clan that has held him back from taking a slayer’s vow. Fatalistically accepting the impossible mission given to him by the King, the retaking of Karak Hoch is Hafnir’s last chance to re-forge the Stormbournes’ wealth and reputation.

Dwalin Gravenrune

Being as he is a Runesmith, Dwalin is the only Dwarf travelling with the Stormbourne host blessed with any diplomatic skill whatsoever. Consequently, he is generally the only thing standing between Hafnir and a major diplomatic incident with Hochland’s Elector Count.


Empire (Charlie)
If the survivors of Archaon’s invasion are to get through the next year, the refugees in Bergsburg and Tussenhof must be escorted back to their old villages to rebuild the houses and re-sew the fields, without which Hochland’s people will face famine.

Erhard von Rüdiger

The Order of the Silver Drake were all but wiped out in the war against Chaos. Only a handful of veteran warriors remain, led by their Grand Master: Erhard von Rüdiger. He is indifferent to the sacrifices he asks of Hochland’s soldiery, considering death to be just another aspect of duty.

Captain Oskar Brandt

As one of the few surviving officers in the state soldiery, Oskar is unwilling to risk the lives of the men under his command, and is doing his best to keep them away from the Grand Master of the Silver Drakes. He is, however, easily distracted by opportunities to strike a dramatic pose and make statements about the solemn need to repopulate the province.

Amelia von Lessing

Dispatched to Hochland in 2252 by the Amethyst College to track down the De Crécy brothers, Amelia’s mission was spectacularly hijacked by the war. Now that it’s over, she has resumed her search. If she is to defeat two vampires, though, she will need to enlist the help of Hochland’s soldiers – no small task, given that people seem to have difficulty trusting an ill-tempered practitioner of death magic.

Skaven (Mark)
Clan Voltik have claimed the charred ruins of Hochland’s capital city as their own. Strangely-coloured smoke rises from newly-made forges, but as yet, no one has got into the city to work out what it is that the ratmen are working on.

Voltik

Blessed with a natural talent for forging rare metals, and obsessed by his secret plans, Voltik leaves much of the day-to-day running of his clan to his underlings, leaving his workshops only when in direst need. He is more machine than rat, and whilst some of his tribe might find his tinny voice amusing, none would be stupid enough to say so in front of his towering form lest they find themselves run through, pulped, and fed into the fires of the factories.

Skivvit Backbreaker

As one of Voltik’s few competent underlings, Skivvit is charged with leading Clan Voltik’s armies out into Hochland to steal or capture the raw materials Voltik needs for his scheme to work. If Skivvit’s plans don’t work, it’s probably because his underlings are blithering idiots.

Lucky Sh!twhiskers

This Warlock Engineer is one of the most incompetent, self-destructive, reckless, unreliable, flammable rats  in the Old World. When trying to fry an enemy with warp lightning, Sh!twhiskers has been known instead to fire his own casting hand at the enemy. On several occasions he has drawn such impossible energies into the warp lightning condenser on his back that it has shorted out and killed most of the Skaven standing behind him before it could unleash its powers on the enemy in front. The only reason Skivvit hasn’t already killed this walking streak of urine is that the unreliable little ferret knows the secret of making the Skavenbrew that Skivvit likes to feed to the troops before a battle. Should Skivvit ever learn the secret of Sh!twhiskers’ brewing techniques, the engineer’s life would be measured in the distance he could put between himself and the murderous Clan Voltik warlord.

Vampire Counts (Maisey)
The de Crécy brothers could not have hoped for a better time to wake from their five-century slumber. Their shadowy sire, content to let the brothers run amok and get all the attention, has instructed his pawns to raise an army of the dead and march on the Brass Keep deep in the Middle Mountains. Like any Brettonian Duc worth their heraldry, though, Phillipe de Crécy also intends to carve a little fiefdom for himself out of Hochland, for what point is there to mortals if they are not paying him tribute in his court?

Phillippe  de Crécy

Once a Brettonian knight, Phillippe was drawn to vampirism by his thirst for power. Even in undeath, he still clings to martial pride and the desire to hold court as the lord of a well-appointed castle.

Etienne de Crécy

Forcibly turned to undeath by his brother, Etienne was unable to reconcile the honourable man he was with the creature he has become, and has since lost his mind to bestial fury.

Mallick Rosenthal
Mallick is another servant of Phillipe's sire, taken under his wing during the de Crécys' five centuries of torpor. He works feverishly to further his master's endeavours with the sycophancy that only a necromancer is capable of, although Phillippe looks down on him as little more than a newborn bereft of knightly virtue.

Warriors of Chaos (Emma)
Splendiferous the Magnificent, Sorcerer of Tzeentch, proud owner of two thoroughly inspiring horns and keen believer in Archaon prior to the defeat in Middenheim, has since come to believe in the idea of carving out a Chaotic empire in the heart of Hochland, from which to strike out at the rest of the Empire. If this can be done by usurping the now-empty chapter houses of the Silver Drakes, then so much the better, for Tzeentch enjoys irony almost as much as change.

Splendiferous, Sorcerer of Tzeentch

...we do have other characters, but they’re not quite as decision-make-y as these folk. Stand by for Part Three, in which the story that’s been evolving over the week shall begin!

So far, four days in, I’m having a whale of a time. Everyone’s armies look really cool, and I’ve had my share of victories and spectacular defeats (thanks Mark). Good times. Oh, and one final note: many thanks to Jeff for the nifty character portraits in this post. Safe as funt.

~Charlie

Campaign Week: part three

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Arr, gather round, ye Beardlings! Here be the third part of the Beard Bunker’s campaign coverage, and now that we’ve shown you the armies and explained the background, style, and characters of the campaign, we’ll be starting the story.

The first campaign game that we played was a roleplaying session, and served to set up the political landscape and several of the characters’ relationships for the rest of the story. If you’re thinking of starting your own narrative campaign, I can’t recommend this step highly enough. You don’t necessarily need to do it in RPG mode; it could just as well be a conversation. The main thing is that a setting and characters aren’t a narrative, they’re ingredients for a narrative. Stories are made by people changing each other and the world around them, be it with big sticks or fabulous cooking.

Finally, a reminder: the campaign’s set after the established fluff of the Warhammer World. It’s our own private storyworld. Where the GW studio has to take hobbyists and their collections into consideration when they write this sort of stuff, we have no such limitations. We can do anything we want to Hochland – it could become the private domain of the de Crécy brothers, or fall beneath the shiny gold boots of a certain sorcerer of Chaos.

Part the First: the Stormbournes arrive in Hochland
(as explained by a halfling with a chip on his shoulder and a half-pint in his hand)

Cedric Sneakfoot had been in Count Ludenhof's "employ"
ever since he'd been caught poaching in the Count's estate.

There I were, lying abed at some ungodly hour, when one of the Count’s little fireworks goes off. Gods I hate them things. But he were quite clear: if one of them goes off, I’m to get to the palace smart quick. So I legs it over there, thinking it’s going be another job following some noble twerp, or watching a “person of interest,” or maybe one of his secret jobs, but instead I finds some fat beardy bloke covered in more armour than a bloody steam tank. The Count’s put a brave face on, but it’s clear the beardy bloke is making him nervous.

Before I even finds out why I’m there, the beardy bloke’s talking stern at the Count. “This is your agent? A child?” says he. Now I’ve gotten used to humans and their sizeist assumptions, and I’ve grown my goatee for just this reason. Mind you, his beard is bigger than I am, so maybe by his standards it don’t count. But he’s a nob, so I bows and scrapes like always, and finally, the Count tells me what we’re about, that is, to take the beardy bloke – a dwarf noble, he says – to the Tussen College of the New Sciences. Apparently the dwarfs lent us some sort of stone, and it just got pilfered. It were only later on, when I knew more, that I realised what sort of trouble we’d be in if we didn’t find it.

Apparently the dwarfs want to build a load of watchtowers along the river, no idea why, and one of them needs this special stone in it to tell them when there’s enemies afoot, and if we didn’t find this stone, the dwarfs would be wanting to build a tower on part of Tussenhof, which I reckon wouldn’t be all that popular with the folks what live there. That’s why the Count’s nervous, I thinks: he don’t want war with our only ally, but he can’t just sit by if the dwarfs start knocking down our houses.

Anyway, off we trot, and the dwarf tells me his name: Dwalin Gravenrune. He’s a serious sort, but a straight talker.

The day took a funny turn after that. Quick version? We worked out that the stone was nicked by a necromancer, and we had to go all the way to a creepy-looking tower north of Estdorf to get it back. Sortof walked through a goblin tribal war on the way, and then there was all sorts of walking dead’uns inside the tower, which meant that a) we knew we was on the right track, and b) I damn near shat my trousers. By the time we got to the necromancer, there was dead’uns coming at us from all round, and the soldiers we’d brought with us looked to be in trouble, and even Dwalin were looking like he were on the ropes.

No-one pays much attention to the little folk, though. I snuck round the side and put an arrow right through the necromancer’s heart. That seemed to sort the walking dead’uns out, and the dwarf stone was just laying on a table next to some other paraphernalia, so there you has it, cheers all round, war averted, pats on the back. But here’s the funny thing: when the necromancer died, two glass jars on the shelf just... shattered.

I went up and had a peak whilst the others looked to their wounds. In one jar, there was a scrap of faded black cloth, and in the other, an old Fleur-de-Lys pendant, both soaked in old, curdled blood. That seemed a bit off, so I took the cloth and the pendant back with us to Hergig to show the Professors at the college. I didn’t hear nothing after that.

When I went back to ask about it the other week, Professor Kartoffelkopf suddenly got this look on his face, and told me not to worry about it. Well as you know, there ain’t nothing scarier than someone telling you not to worry, so the next time I saw Dwalin walking up towards the Count’s palace, I asked him if he might need a local tracker. If something big’s going on, I reasoned that being the Count’s favourite agent would put me in harm’s way. Luckily Dwalin seemed keen on the idea; seems I made an impression. You should’ve seen the look on His Lordship’s face when Dwalin asked him...

You know, for the first time in years, I reckon things might be looking up.


Part the Second: things are in no way looking up

The academics at Tussen College knew enough to date the Fleur-de-Lys as a design that hadn’t been popular for over five centuries. They checked what few records remained from so long ago, and found references to two Brettonian knights known as the de Crécy brothers. The records said only that they had been involved in murder and grave robbery, and that they disappeared before the law could catch up with them. It seemed bizarre that a Brettonian knight would have anything to do with such crimes. Starting to suspect they were out of their depth, the researchers sent word to the experts on the dead: the college of the Amethyst Order in Altdorf.

A week later, Amelia von Lessing arrived in Hergig, and went straight to Count Ludenhof with grave tidings. The de Crécy brothers were no mere murderers. Most of the chronicles of the time had avoided the details so as not to cause widespread panic, but in actuality, the de Crécys were vampires who had emptied three towns of their people and besieged Bergsburg with an army of walking corpses. The siege was eventually lifted by the Knights of the White Wolf, but Phillippe and Etienne de Crécy were never seen again.

The meaning of the shattering jars was clear to Amelia. Her research in Altdorf told of a member of her order, Edmund Schiller, who was sent to Bergsburg to help the White Wolves kill the vampires. Schiller was never heard from again, but Amelia could well imagine his fate: chasing the defeated vampires through the forest, but unable to face them in combat, he had somehow locked them in torpor using arcane foci – a scrap of cloth from Phillippe’s cloak, a pendant torn from Etienne’s neck by a passing branch – but somewhere along the line, Schiller had strayed from the Amethyst path and turned to necromancy; perhaps it was what he had to do to trap the vampires, knowing that he could never go back to his order. Perhaps he had done it with the best of intentions, but it was a corruptive path. Now, at least, he was dead, but the Grand Master of the Amethyst Order was quite clear: until the de Crécys were slain, the affair would remain a secret shame; a black mark on the college’s honour.

Amelia wasn’t nearly as concerned for the college’s honour as she was for the villagers of Hochland.


Part the Third: things are in fact totally stuffed

Hochland in 2251. Original map sourced from Winds of Chaos.

It started off as outlandish rumour. No-one really believed that Praag had been sacked, much less by the biggest army of Norsemen in recorded history. Then Archaon’s horde destroyed Ostland and swept through Hochland. Amelia’s search for the de Crécys was abandoned as, for five gruelling months, she fought as a battle wizard among Hochland’s soldiery. They didn’t even slow Archaon down.

Hochland in 2253: good times.

In the wake of Archaon’s defeat at the gates of Middenheim, Amelia resumed her search. For months, there was nothing. She began to wonder if releasing the foci meant anything at all. But then she heard an ugly rumour: some refugees had been escorted back to their ruined homes in Stöckse, but had not been heard from since. With there being so few state troops left, she sent word up the River Talabec and petitioned the Stormbournes for aid.

Hafnir Stormbourne was uninterested; these were human concerns with no bearing on the retaking of Karak Hoch. Dwalin thought differently. Archaon had destroyed the Stormbourne’s watchtowers only months after they’d been built, and with the Empire’s strength at an all-time low, there would be nothing to stop two vampires making life very difficult indeed.

In the end, Hafnir relented, and Dwalin sailed south down the Wolf’s Run with his new underling in tow.
“Will this’un be dangerous, milord?” Cedric asked as they stood side-by-side on deck.
“No. We’re only going to go and have a look.”
“Like that time we went and had a look for that stone, and ended up fighting off two goblin tribes and an ’orde of walking dead’uns?”
“Hmph. You watch that tongue of yours, Cedric Dwarf-friend, or I shall watch it for you.”
“Yes, milord.”

Cedric with his new master. Clearly the start
of a beautiful bromance.

* * *

And that, ladies and gentlemen, is the end of the beginning: thanks to Cedric's heroics, the Dwarfs are firm allies of the Empire, and the hunt is on for the newly-freed vampires. It goes without saying that the violence is going to ramp up quite considerably in the next campaign post.

As much as it seems ridiculous to have an acknowledgement at the end of a blog post, special mention ought to go to Tom, who not only created Cedric Sneakfoot, but then wrote a hilarious journal of his doings after our game. Jeff also gets props for suggesting the use of Cedric’s voice in this post. I have shamelessly stolen some of Tom’s lines to write Cedric’s monologue, and as such, I really can’t claim all the credit for the charm onslaught that is The Halfling Experience.

It’s a shame, too, that in the interests of being concise, I’ve had to omit a lot of Cedric’s more ridiculous accomplishments, the finest of which being the point where he defeated an entire army of goblins using a single Strength 3 shot. Killing Blow + Sniper + a wounding roll of a 6 = 1 dead goblin general. The nearest goblins then had to take a panic test for a unit being destroyed within 6” and... well... you can guess the rest.

Aaanyway, I hope you’ve enjoyed the story so far. How are y’all finding the format? Would you prefer a more anecdotal style? More focus on the actual scenarios and games we played? More in-depth stories? If you have feedback, leave it below, and your thoughts shall be taken on board.

~Charlie 

Campaign Week: part four

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Something I’ve learned from the first week of campaign play is that the “narrative” in “narrative wargaming campaign” doesn’t come so much from the battles you play, but the little bits of story that knit them together. Consider, for a moment, the structure of an action movie... obviously, there need to be explosions. We’re all down with explosions, not least of which so that badass people can avoid looking at them. Now imagine a film containing nothing but explosions. That’d get old faster than [insert reality-TV-launched boy band here].

Don’t get me wrong, action scenes still have story content, but they function more like a big, gory fulcrum around which a preceding chunk of plot will turn.

Why am I rambling on about this? Because it serves as a preamble to the second part of our campaign’s story wot we started in the last post. If you haven’t read that, this post is going to make little sense from this point onwards.


As I was saying, you need bits of plot to give the battles context. For us, this was a largely collaborative affair, but a Games Master/Storyteller might do a more focussed job of it. Either way, the important thing with relevance to this post is that the story you’re about to read is a cocktail of plot points created by both gaming and discussion. The key thing is that none of us knew where the story was headed beyond the next battle.


The empty village



When Amelia, Cedric and Dwalin got to Stöckse, it was as though the refugees had never even arrived. The breaches in the town walls were un-barricaded, the gates open, and the streets deserted. But for Marshal Fallschturm’s assurances that the village’s refugees had indeed been escorted back to their homes and left with a small garrison, Amelia would have assumed no-one had been there since the Norsemen.
           But then, on closer inspection, the scene didn’t make sense. There were old, dry bloodstains on the flagstones, and even a few whole body parts, but no bodies. Inside the houses were signs of recent fighting, but again: no bodies.
           “Too late,” Dwalin said. “The brothers have been and gone.”
           “Well that’s a bugger,” Cedric put in quickly. “Oh well, no sense hanging about. Back to the ship for dinner, milord?”
           “It wasn’t necromancy that removed the bodies,” Amelia said, looking around the empty town square. Dwalin turned to her. Cedric’s shoulders slumped.
           “Blood and no bodies? Sounds like necromancy to me,” Dwalin said.
           “Trust me, I’d know if bodies had been risen here. It was something else.”
           “What, then?” Dwalin asked, his patience wearing thin.
           “I don’t know,” Amelia admitted.
           “That, Cedric, is why Dwarfs don’t hold with magic.”
           “Yes milord.”
           “All it means is that the bodies weren’t moved by Shyish,” Amelia explained.
           Cedric and Dwalin looked at her blankly.
           “By which I mean they used mundane methods of purveyance.”
           More blank looks.
           Affecting a Mootish accent, Amelia said, “They done used a wheelbarrow or summat.”
           “Oh! Right.” Cedric said.
           “Hmm,” said Dwalin.
           The three of them were quiet for a moment.
           At length, Cedric asked, “What would a vampire be doing muckin about with a wheelbarrow?”
           “They wouldn’t,” Amelia said, exasperated.
           “Well, unless they was gardening or some such. But then I don’t suppose most vampires are all that keen on things what grow, but maybe these ones’re different, being Brettonian an all that.”
           Amelia’s tone grew strained. “Forget about the wheelbarrow. The important thing—”
           On the other side of the square, across the bridge over the river, the front door to a mansion slammed open. A middle-aged man walked out with a book in one hand and a flail in the other. He was half-starved, dressed in sackcloth and sported a large, un-tamed beard.
           “Harken, brothers and sisters, the unclean defile our town once more!” the man said. More shouts came from inside the house.
           “We are servants of Sigmar,” Amelia shouted. “Archaon’s horde is defeated! You are safe!”
           “Do not listen to her lies, brothers and sisters! The Lord of the End Times has been and gone, and now, all are ghosts! She bears the cloth of a witch, and for that she must be burned from this sanctified ground!”
            With a rising nausea, Amelia realised the truth. The refugees hadn’t been slain by the de Crécys, but by fanatical Sigmarites. She pictured starving families setting their homes to rights, having survived the greatest war of the age, only to die at the hands of another Imperial citizen blood-drunk on fundamentalist rhetoric. A chant rose up from inside the mansion. Burn the witch! Burn the witch! Burn the witch!
           “Cedric,” Dwalin said, “you’d best find yourself a good rooftop.”
           “Yes milord.”
           “I’ll meet them on the bridge,” Dwalin said to Amelia. She saw his strategy immediately; it was a perfect bottleneck, but there were twenty-odd cultists emerging from the building with all manner of flails, morningstars, whips, clubs, and burning torches.
           “This isn’t your fight,” Amelia said as they ran towards the little stone bridge.
           “No, but I’m not going to outrun it, am I?” the runesmith replied as he reached the mid-point on the bridge. Amelia stood back and began to draw the winds of magic into her staff. Behind her, Cedric emerged onto the roof of a ruined house and drew his first arrow. “If you’re going to do something impressive,” Dwalin shouted to Amelia over the chanting of the oncoming cultists, “now would be a fine time.”
           But the winds of magic were unusually weak. Whether it was the mere presence of a dwarfen runesmith, or simply dumb luck, Amelia was finding it unusually difficult to summon the energy needed to cast even the most basic hex.
           The cultists ran up the bridge two abreast, whipping and scourging their own backs even as they closed on Dwalin’s armoured bulk. The dwarf hefted his staff and swung it up to meet his foes’ first blow, deflecting it and following through with the other end, slamming a man’s head into the stone wall at the side of the bridge. He fought with a slow, deliberate rhythm, each hit either connecting or keeping his opponents back, but the cultists’ freneticism was taking its toll. Whips and flails gouged at his arms and entangled his legs. A morningstar came down on his shoulder even as he broke the owner’s jaw. Dwalin staggered under the sheer press of bodies, and just as Amelia was almost ready to cast, two cultists pushed past the dwarf and rushed her.
           Breaking focus on the spell, she swung her scythe up and lopped off the first man’s arm. She had no chance of stopping the other, though. He raised a spiked club, screamed, “Purge!” and brought the club down.
           It never connected.
           By the time the cultist hit the floor, he was already dead, the arrow in his eye still quivering from the impact. Amelia resolved to thank Cedric later. Ahead, she could see Dwalin outnumbered and, increasingly, overwhelmed. He was down on one knee, having dropped his staff, and was laying about the cultists with his hammer in one hand and a human club in the other. The winds were still too weak, but taking a risk was better than admitting defeat.
           Dwalin had no intention of dying whilst holding a shoddily-built human bridge, but that appeared to be exactly what was happening. After the blow to his shoulder, his off-hand wasn’t much good for anything other than putting the club in the way of things, and his hammer was hardly much of a defensive weapon either. What would his ancestors think of this death? He deserved it, placing his faith in the skills of a wizard. But then, something happened behind him. Amelia’s chanting started to change pitch, sounding too guttural for a human, and suddenly, he was deaf. A gust of wind blew past him, and the cultists staggered, their fervour gone, their grips on their weapons slack.
           From up on the roof, it looked to Cedric like the cultists just stopped fighting like they really meant it. Dwalin didn’t hesitate. Even from Cedric’s distance, the sound of splintering bone was upsettingly audible above the screams.

“Are you badly wounded?” Amelia asked Dwalin, stepping carefully over the trail of mangled bodies. The runesmith was sitting on the flagstones at the other end of the bridge. Blood was running from his shoulder, and his breathing was ragged.
           “It’ll mend,” he said between breaths. “What did you do? I lost my hearing.”
           “I know. That was deliberate; hearing Soulblight isn’t advisable even when it’s not being directed at you, so I placed a hex on your ears first.”
           “You placed a hex on me?” Dwalin asked, outraged.
           “Think of it more like a ward if you like.”
           “Hmph.”

Once they had bound Dwalin’s wound and checked the mansion for any more fanatics, they went looking for Stöckse’s graveyard. It was down the road from the mansion, near another breach in the town’s wall. The graves were empty. Muddy footprints led away from the graves, through the breach, and north into the Weiss Hills.
           “So they’re still weak,” Dwalin said, “taking bodies in the night, not even bothering to kill those cultists.”
           “Then this is probably our only chance,” Amelia said. She took a step towards the breach before she realised Dwalin wasn’t following her. Looking back, she understood. The dwarf had lost a lot of blood, and he’d need Cedric’s help to get back to his ship. But she couldn’t just abandon the search, not when she had an actual trail to follow.
           From the look in Dwalin’s eyes, he understood. “Good luck,” he said. She gave him and Cedric a grateful nod, and struck out after the tracks.

Tracks in the Weiss Hills

Amelia slept rough that night, and carried on at dawn. The open moorland of the Weiss Hills did nothing to slow the cold spring wind blowing down off the Middle Mountains in the north. She followed the tracks for another day, eating the last of the provisions she’d brought with her. The tracks crossed the Old Forest Road west of Fort Schippel, and shortly after that spread out. She was momentarily confused until she started realising they’d spread out into battle formations. Here, a severed limb. There, a scrap of cloth. Then she came across a broken shield bearing the eight-pointed star of the Northmen. The livery was blue, with a gold trim – not a colouration she recognised. As she advanced further across the battlefield, there were more bits of broken blue armour, but no bodies. That meant the de Crécys had not only won, but added Norse corpses to their numbers. Sure enough, the tracks re-converged further on and continued on their way north. Cold, starving, and disinclined to fight what was now an entire army single-handed, she re-traced her steps and made her way to Fort Schippel.

And you will know them by the shuffly signs of their passing.
(blue = tracks left by the shambling dead)

The fort was the easternmost stronghold still in Imperial hands, and had been largely ignored by the Norse invaders. It was the only safe place left for at least seventy-five miles in any direction. Inside its high, pale walls, demoralised regiments of state troops huddled around the fires in the barracks, apparently competing as to who had the most traumatic wartime anecdote.
           Upon her arrival, the master of the watch hurried down from the officers’ mess. He was the sort of tough old soldier who’d survived long enough to be given a job that didn’t involve too much marching. The scars on his hard-set face implied that he didn’t scare easily. “Welcome to Fort Schippel,” he said in a nervous tone. Amelia looked up at him, too tired to arrange her face into a mask of politeness. She leant on her scythe-staff. “It’s not often we see someone from the Colleges. Can we offer you food? Drink? Is there someone you’ve come to speak with?”
           “Just find me a bed,” she managed, almost asleep on her feet.
           “Of course, right away. Sergeant Kahler! Please escort our honoured guest to the chambers in the tower. Will you be staying long, milady?”
           Amelia followed Sergeant Kahler away without giving the master of the watch an answer.

She awoke to some sort of commotion. There were no alarm bells, but she could hear people hurrying down stone steps and talking in tones of hushed reverence. Rising from the bed and opening the window’s heavy wooden shutters, she looked out onto the courtyard. The main gates were opening, and through them marched Dwalin and Cedric at the head of a bedraggled column of dwarf warriors. Amelia threw on her clothes and rushed downstairs.
           “What happened?” she asked Dwalin.
           “Amelia! Didn’t expect to see you here.”
           “Nor you. What happened?” she repeated. Dwalin looked at her for a moment, his face unreadable, before he turned to the master of the watch and asked if there might be a place his men could rest. Cedric took Amelia to one side, and explained in hushed terms:
           “It’s not been a great couple of days.
           “We got back to the steamer easy as you like, and we’re sailing back past Hergig, and we sees a few lines of chimney smoke. Funny, Dwalin says, I thought Ludenhof hadn’t sent anyone back to the capital, and I shrugs. We steers in for a closer look, and suddenly there’s cannon fire, but not normal cannon fire, mind you. More like green lightning, it were, and parts of the steamer start melting off, and the whole thing looks like it’s sinking, and suddenly we has to run it aground since apparently dwarfs en’t that keen on swimming, so Dwalin orders us hard to port, and we swings up the River Kiefer, taking on water all the way, and we makes it maybe a quarter mile before we has to run aground on the nearest bank so we’re on the right side of the river to get up to this here fort.”
           “Slow down, Cedric, slow down,” Amelia said. “You mean to tell me that there’s someone in the capital, and they fired on a Stormbourne ship?”
           “En’t that exactly what I just said?”
           “Your accent: fine. Fast talking: fine. Your accent whilst talking fast: Morr’s pity.”
           “Fair enough.” Cedric took a few deep breaths. “Anyway, that weren’t the worst of it.”
           “Losing a ship to lightning cannons wasn’t the worst of it?” Amelia asked.
           “So we hauls all the important bits ashore, and Dwalin’s none too happy about having to leave a ship for whoever done fired on us, and no sooner had we got aground then these big man-sized rat-beastmen with armour and clothes and spears and suchlike come bearing down on us. Dwalin seemed to know what they were, and the Stormbournes all lined up, and I thought that’d see the rats off, but... well... it were sort of the opposite to my assumptions, and we ended up having to break out and fight a running battle about five miles into the hills. Them rats were persistent buggers. They gave up in the end, but half the dwarfs had kicked the bucket by then, and Dwalin were muttering about the ‘old enemy’ or somesuch, and we resigned ourselves to hiking up here for food and shelter.”
           “And so here you are,” Amelia said.
           “Well not quite.”
           Amelia looked at the halfling incredulously.
           “There was that army of Northmen too, all armoured in blue and gold, but they had a battered look to ’em, and the dwarfs was giving no quarter by that point, so we saw them off an’ all.”
           “Blue and gold?” Amelia asked pensively. Hopefully they weren’t a threat, having lost some of their numbers to the de Crécys, and yet more to the Stormbournes. “Hold on,” she said, having just run the distances through her mind. “You mean to tell me that these dwarfs have just marched from Hergig to here in just two days? That’s not possible. You won’t march an Empire army seventy-five miles in two days, and, not to snake around the subject, we’ve got longer legs.”
           “I bet you’d stop for sleep, though, wouldn’t you?” Cedric said. The halfling looked like he’d hit exhaustion and come out the other side, but the other dwarfs looked more angry and shamed than tired. She stared at them in disbelief.
           The dwarfs spent the rest of the day sleeping and eating in the barracks, much to the quiet resentment of the state troops whose billets they were given. As she recovered her strength, Amelia watched patrols, and even some knights of the Silver Drake come and go throughout the day. Everyone seemed to be exhausted; it was hard to imagine how they could be galvanised into fighting another war so soon after the last, but if she didn’t find and kill the de Crécys soon, that’s what it would be: a war.

It was near sundown by the time Captain Oskar Brandt and his men reached Fort Schippel, but they were all in high spirits. He strode through the main gates at the head of the column, one hand resting on the pommel of his sword. The master of the watch came trotting down the stairs to greet them.
           “Master Vossmeier!” Oskar called to him. “Always a pleasure. Have you spare billets and hot food for these men? They’ve earned it.” Behind him, the Powderkegs gave a tired but happy cheer of agreement.
           “Captain Brandt, welcome, welcome,” Vossmeier replied.” Food we have, but billets are scarce - we’ve a full house tonight, and not just Sigmar’s people at that. No matter; we’ll put up more tents in the courtyard.”
           “It’ll have to do,” Oskar said. Knowing the drill, the Powderkegs and the Blades of Taal fell out behind him and made for the barracks. “And who’s this?” he asked, spotting the woman sitting on a crate beneath the stable’s awning. She cut an athletic figure in her plum-red robes and dark leather bodice. She met his gaze head-on and stood up. Oskar’s curiosity changed to bemusement upon realising that she was taller than everyone else in the courtyard.
           “Amelia von Lessing, of the Amethyst Order,” she said in a subtle Nordland accent. That she was a wizard was intimidating enough; that she was an Amethyst wizard was actively frightening. Her tone suggested that she wasn’t remotely keen on talking to him.
           At first, it seemed something of a contradiction that she’d stood up to address him. If she didn’t wish to speak to him, then showing off her height would be intended to put him off, either by intimidation or – yes, that was it – she’d concluded that he was about to make a move (a fair conclusion, he admitted) but would be put off by what she thought of as her most unattractive attribute – her unseemly height. It worked, not least of which because Oskar decided he’d look ridiculous as the shorter half of a couple of lovers.
           He bowed, and in a less suggestive tone, said, “Captain Oskar Brandt. A pleasure.”
           “And what are you so damn happy about?” she asked, as if he’d no right to a smile. She was swiftly undermining his good mood. The last few moments of his life had, briefly, promised a spell betwixt the sheets with a beautiful woman – the perfect end to a flawless patrol – and had suddenly shifted to being scolded by a practitioner of death magic.
           “We’ve every right to be in good humour,” Oskar said. “My men and I have just completed a patrol of the Mountain Road, and despite facing an army of the dead, we took few casualties and have returned to Fort Schippel for well-earned succour.”
           Amelia’s eyes widened. “An army of the dead?” she repeated.
           “Yes indeed,” Oskar said proudly, noticing the way her gaze occasionally dropped to his legs. He resisted the urge to flex them, even he’d no intention of bedding her. “We came upon them as they marched west. Skeletal warriors, and many rotting corpses, flying turquoise banners bearing the Fleur-de-Lys. Very strange. Anyway,” he said cheerfully, “we had them at range, and downed them with lead. I closed with their leader and finished him off myself. You should’ve been there; it was quite something.”
           “Their leader, there was only one?”
           “By definition.”
           “What did he look like?”
           “Ancient, impossibly ancient, and clad in tattered black fabric. What, I ask you, is the point of living forever if that’s the dress code?”
           “Black fabric? Good. But he was the only leader? There wasn’t another? A more... savage opponent?”
           “How did you know?” Oskar asked.
           “Tell me,” she said.
           “A bestial creature, twice a man’s height. There was barely any vestige of humanity left, but you could tell by the way he moved, like he hadn’t always been a wild animal. But he was monstrous; borne on leathery wings, howling like a madman. Blood-drunk, even. He bounded towards our huntsmen, but Kiril’s men didn’t survive Archaon’s war just to die to a lone vampire. They downed him with arrows.”
           “You killed him? And the leader, the one in the black robes?” Amelia asked, a euphoric smile breaking across her features.
           “That’s exactly what I’m saying,” Oskar replied. Amelia leapt forwards and threw her arms around him, laughing loudly. Uncertainly, Oskar returned the embrace and patted her twice on the back. Suddenly seeming to remember herself, she let go, and adjusted her belt. Then the seriousness returned to her face.
           “You must take me there at once,” she said, “and show me the bodies.”
           Oskar’s heart sank. All the way back up the River Flaschgang, and a twenty-five mile hike along the Mountain Road was not a fine alternative to a day of rest and merriment. “At least let the men stay behind,” he said, “they’ve earned their rest.”
           “Fine,” Amelia said. “We’ll just have to avoid any trouble. Be ready to leave at first light.”
           “Examining the slain will have to wait,” a stern voice said. They both turned. Oskar’s heart sank even further. Had he known that the grand master of the Silver Drakes was in Fort Schippel, he would have told his men to drag their heels for a day or two.
           “Master von Rüdiger,” Oskar said, saluting.
           Von Rüdiger gave him a cursory nod, and turned to Amelia. “I’ve been speaking with the Stormbournes’ runesmith. It seems some form of beastmen have taken up residence in Hergig. I’ve sent word to Tussenhof, and Count Ludenhof has asked that I take all available forces south to retake the city before these new foes can establish themselves. We leave in the morning.”
           “Master von Rüdiger, I cannot stress the importance of confirming the de Crécys’ demise,” Amelia said.
           “If they are truly dead, their bodies will wait, and if they are not, then there is little you can do,” Von Rüdiger said.
           “On the contrary, a vampire is weakest when—” Amelia began.
           “Are you duty-shy?” Von Rüdiger asked. You are a battle wizard of the Empire above and beyond an emissary of the Amethyst Order, and that is precisely how your master will see the matter. Once we have retaken the capital, you may conduct your affairs in any manner you see fit, but for now, you will go where you are needed.”
           “And you would do well to remember that your office holds no sway over mine,” Amelia said. “Since I’ve no wish to leave bad blood between our orders, though, I shall acquiesce to your request.”
           For a moment, Oskar worried that the two of them might come to blows. He’d heard that Amethyst wizards could draw a man’s soul from their body just by looking at them, but then again, von Rüdiger was probably the most powerful warrior in Hochland.
           “Good,” von Rüdiger said at length. “I will see you in the morning. And you, Captain.”
           Oskar saluted again, and as the templar turned his back, he dropped his hand and breathed out.
           “Is he always like that?” Amelia asked.
           Oskar gave a tired nod.
           “No matter,” Amelia said. “You didn’t know it at the time, but you’ve done me a good turn. I won’t sleep well until I’ve checked their bodies, but I think you and your men just saved hundreds of lives.” Oskar felt a glow of pride, and smiled.


The Battle of Hergig

Leaving Dwalin’s company behind to lick their wounds, every Imperial regiment in Fort Schippel marched out of Fort Schippel the next morning. They headed southeast across the Weiss Hills, then into the Drakwald forest past the ruins of Müden. At the close of the third day, they came to the ruins of Hergig. Just as Cedric said, black chimney smoke was rising from the city; Oskar heard the master gunner of the volley gun say it looked like forge-smoke. That wasn’t the way of beastmen, Oskar thought. They scavenged and stole, and had no interest in living in buildings. He began to wonder if they would actually make it through the city gates.
           In the event, they didn’t even get that far; an army of rat-faced beastmen met them in the farmsteads north of the city. They didn’t look like the rag-tag rabble of a beastmen army, and their banners bore symbols he’d never seen before. Oskar formed up with the Powderkegs, and loaded his pistols. Everyone was nervous.
           As they waited for von Rüdiger to sound the attack, more and more ratmen emerged, until they had three times the Empire’s number. Some of them even appeared to be carrying strange devices that looked worryingly like firearms. Then, just as von Rüdiger gave the command to engage, the ratmen began their charge. They moved with impossible speed. Over on the right, a pack of horse-sized rats bounded across the open ground and overwhelmed the crossbowmen defending the Powderkegs’ flank. In the centre, von Rüdiger’s knights could barely be seen among the rats swarming around them. The Helblaster volley gun whose presence had so reassured Oskar during the march seemed to make little difference against such numbers. Soon, despite repeated volleys from the Powderkegs’ handguns, the ratmen were upon them. It wasn’t a battle; it was a massacre. Barely fifteen minutes after the first horn call, the Empire army was routed.
           Oskar kept a few of the Powderkegs together and fought a fighting withdrawal, but even so, many of the men who had triumphed against the undead only days before were dragged off screaming. Some were fallen upon and eaten, or stabbed. Others were bound in irons, for what purpose Oskar could only guess at.
           It would not be long before sunset, he realised. “Back into the Drakwald!” he shouted. If these were not normal beastmen, perhaps they might not fare so well in the unfamiliar surroundings of the forest. It was a desperate hope, but the only one left to the survivors.
           Imperial troops were fleeing in all directions; most of them would be picked off one at a time, but those near Oskar rallied to him as he fell back into the Drakwald. Upon reaching the forest, it became clear that the ratmen were pursuing the easiest targets – the wounded or the solitary. As Oskar and the Powderkegs ran through the trees, they bumped into a few other scattered soldiers from the Blades of Taal, and further on, slumped against the wall of an abandoned cottage, they found Amelia. Blood was running from her nose, ears, and tear ducts.
           “What in Sigmar’s name happened to you?” he asked her. “Can you walk?” She nodded, and he helped her up. “Dietrich,” he said to one of the Powderkegs, “help her along. I need to reload.”
           “Do you think they’ll come after us?” old Brother Fabian asked, breathing hard.
           “I should think so. Keep moving, but be quiet about it. Don’t shoot unless you have to, and for Taal’s sake, don’t run off on your own. It’s a long damn way back to Fort Schippel.”

The campaign map halfway through the week

* * *

Ok ladies and gentlethings, that’s it for part four. One more post should take us to the end of the campaign week narrative, at which point we’ll go back to talking about the more game-y aspects of the thing: scenario concepts, things we learned about our armies and how they play, and so on.

If you have any thoughts on how the story’s unfolding so far, or the way in which it’s being told, drop some feedback below the post! I’m sorry about the dearth of images; we just don’t have any photos from the first half of the week, but there will be photos galore for the finale. Honest.

~Charlie 

Campaign Week: part five

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Come one, come all, to this: the final instalment of the narrative that evolved over the course of the Beard Bunker’s Campaign Week. If you’re new here, you might want to start at the beginning, then read the first and second parts of the story so far.

Also, fair warning: what with this last part being, like, totally epic and awesome and whatnot, it is not short. Be prepared for schturm and drang and much gnashing of teeth.

The Survivors

Somewhere in the Weiss Hills

Someone was shaking Amelia awake. “Sorry, miss, but it’s time to move on,” they said. She squinted at the light; the sun was coming up behind a pale sheet of cloud. The moorland turf beneath her was cold.  Her vision was still blurry, but better than it had been after the miscast. Her joints ached, and her hearing was still off. As she came to, she took in the other eight survivors, and in doing so, brief flashes of their night-time flight swam back to her: sneaking through the burned-out ruins of Müden. Being chased. Stumbling, tripping over every root, stopping to vomit, wiping the blood from her eyes and ears. Staying quiet. Having their cover blown by another survivor. Captain Brandt asking her to kill something. Failing. Then: the muzzle flash of the captain’s pistols lighting up the trees for an instant. Wolf-like rats as big horses leaping out at them. More running. More tripping. Hearing a soldier’s scream cut off abruptly. Captain Brandt told them to run; he’d hold them off.
          Without spells at her fingertips, Amelia was too scared to disagree, but the Blades and the last few Powderkegs refused to abandon him. Even Fabian, the bitter old priest, called on Sigmar to bless their weapons.
          Two soldiers died, and Oskar was badly bitten in the shoulder by one of the wolf-rats, but they killed the nearest of their hunters and fled into the Weiss Hills, running alongside the River Kiefer to keep their bearings in the darkness. Eventually, they could run no further. Amelia didn’t even remember falling asleep.
          Someone was shaking her awake again. “Sorry, miss, we can’t wait any longer,” they said. Her eyes adjusted. Captain Brandt was crouching next to her, his hand on her shoulder, his other still holding a scrap of cloth to his wound.
           “Water,” she said.
           “We’ve no skins; you’ll have to drink from the river.”
          Amelia sat up and rubbed her eyes. Flakes of dried blood stuck to her fingertips. “How far to the fort, d’you think?” she asked.
          “We’ll get there by sundown if we keep a good pace,” he said. She was warming to him; a poseur, yes, but not a selfish one. He’d kept them alive.
          “Seen any other survivors?” she asked.
          “None,” Oskar said numbly.
          “What about Grand Master von Rüdiger?”
          “Dead or captured. Last I saw, his lot were surrounded and being pulled from their horses.” 

It was dark by the time they shuffled through the gates of Fort Schippel. Stormbourne Dwarfs stood watch on the walls alongside the few remaining Imperial soldiers. Amelia was dog-tired, but the pain had subsided. To the left, five battle-worn horses stood shakily in the stables, being tended to by a farrier. Piled against the wall were five sets of barding bearing the dark metal livery of the Silver Drakes. They’d been right in the centre of the Empire line when it disintegrated. How, she wondered, had they survived?
          “Captain Brandt!” said a dour voice from the entrance to the barracks. Master von Rüdiger was marching towards them across the courtyard. “I’m surprised to see you here. Perhaps you would like to explain why you saw fit to abandon the right flank?”
           “Master von Rüdiger,” Oskar hailed, trying to salute despite the fact that his injury prevented him from raising his arm high enough.
          “Well?” von Rüdiger asked, not appearing to care that he was reprimanding the walking wounded. His own armour bore the marks of the battle, and yet the Grand Master of the Silver Drakes appeared none the worse for it. He didn’t even seem tired.
          Oskar hesitated before answering. “We stood our ground and took the charge, but the Powderkegs are ill-equipped for close-quarters, and—”
          “Did I not order you to hold the right, captain?”
          “Yes, Master, and we held it as long as—”
          “You were unwilling to make the sacrifices that war demands, and when your flank broke, my men were surrounded. You are a coward, and a deserter. What is it that we do to deserters, Captain?”
          “We hang them,” Oskar said without intonation. Amelia tightened her grip on her staff.
          “We hang them,” von Rüdiger repeated.
          But for the heavy breathing of the horses, the courtyard was silent.
          Amelia wanted to threaten von Rüdiger with a quick-yet-painful death, but even in her state she knew that shouting at a Grand Master would seriously undermine respect for the chain of command.
          Had she been more awake, the solution would have occurred to her much faster. Her colleagues did it all the time, largely as a means to maintain the Amethyst Order’s morbid reputation, but now, it was the perfect way to remonstrate with von Rüdiger without starting a shouting match: she projected her voice into his head.
          This so-called deserter risked his life to save mine, she said. The templar turned to look at her. His expression remained inscrutable, but the speed of his turn betrayed his surprise. Oskar followed von Rüdiger’s glance and looked at Amelia, confused. He is willing to make sacrifices, but only if they serve a purpose. Now, before you open your mouth, think. You don’t have enough soldiers to start executing them. Show them mercy.
          Von Rüdiger stared hard at Amelia. If he was intimidated, it wasn’t obvious.
          They stood there for a moment. Oskar and the men became visibly nervous.
          “Go to your billets,” von Rüdiger said at length, “and be grateful that Hochland cannot afford to lose any more soldiers today.” With that, he turned on his heel and made for the barracks.
          “Thank you, sir,” Oskar said, his shoulders slumping in relief.
          As they made their way to the barracks, Oskar looked over his shoulder at Amelia.
          You owe me, she projected. Oskar’s eyes widened in shock, and he looked away. A moment later, he looked back again, and gave her a grateful smile. Surprising herself, she returned it.

Trouble in the North

Whilst Imperial reinforcements moved up from Fort Denkh, life in Fort Schippel took on a distinctly dwarfen quality. Some of Dwalin's company tried to explain to the human cooks how to produce ‘proper’ food. Dafrir's Deadeyes generally handled the watch, and seemed quite content to stay on guard through the nights without rest, while Cedric and Stromni's Wanderers patrolled the surrounding hills. The Knights of the Silver Drake rode out almost every day at dawn and returned at dusk, their blades in need of sharpening and their armour in need of mending.
          The Skaven, as the Dwarfs referred to them, didn’t venture far from Hergig. So long as that remained the case, Dwalin was confident that his company could keep any local tribes of beastmen and goblins in check until Schippel was repopulated. Aside from a few stragglers, almost no-one returned from the disaster outside Hergig.
          With Oskar injured, Amelia didn’t think it feasible to head north with him to check the de Crécys' bodies, and so instead she laid low, regaining her strength. Once reinforcements arrived, another push on Hergig seemed inevitable.
          Three days later, a Stormbourne gyrocopter came to Fort Schippel and landed in the courtyard. The pilot brought ill news from Lord Hafnir’s forces in the north: the castle at Hovelhof was being rebuilt by animated corpses, and a vast army of the dead led by two vampires had marched east out of the town gates, raising yet more bodies from the ruins of Esk and Koerin. They’d been heading for the ruins of Breder when Lord Hafnir, seeing them march ever closer to Karak Hoch, had attacked.
          At first, the Dwarfs were overwhelmed, and beaten back past Breder. Eventually, Hafnir managed to stop the enemy’s advance, but at a heavy cost in lives. Then, for reasons the Stormbournes could only guess at, one of the vampires marched back to Hovelhof, leaving the other with just enough forces to keep Hafnir bogged down.
          “But the de Crécys were slain!” Amelia said, her heart sinking. “This, Master Rüdiger, was why it was important to check the bodies. Tell me,” she said, turning back to the gyrocopter pilot, “tell me of the vampires leading the army.”
          “Two men, in full plate. One fights from horseback. The other fights less like a man, and more like a beast.”
          “Is the bestial one winged? Twice the size of a man?” she asked, remembering Oskar’s description.
          “I just told you, no, he’s a man in full plate.”
          “And the other, does he look ancient? As an old man?”
          “No, they both have the look of humans barely past their thirtieth year.”
          Amelia spat a curse.
          “We have no army in the north to meet them,” Master Rüdiger said. “If they march on the refugee camp at Bergsburg, it will fall. All our strength lies in the south.”
          “I know, I know,” Amelia said angrily, pacing about the courtyard. She pored through necromantic lore in her mind, recalling all that she’d read in Altdorf before setting out for Hochland the year before. As she paced, and mouthed half-remembered words to herself, Dwalin and von Rüdiger spoke of redirecting the armies north, and how they’d fend off the Skaven if they did so. “Master Rüdiger,” Amelia said at length, “I have a most foolish scheme, but... I will need your help.”
          “Speak, then.”
          “We don’t have the numbers to beat their army, but I believe we may not have to if we can undo the magic that binds it together.”
          “What do you need?”
          “A fast horse, and your protection. We must reach Bergsburg before the de Crécys realise it is unprotected. That, and a way to find the brothers’ army.”
          “I reckon I might be of use there,” the gyrocopter pilot said.



Nine Horses, One Wizard, and a Lot of Optimism

 Amelia rode out from Fort Schippel with von Rüdiger and four knights. They galloped west along the Old Forest Road, with the gyrocopter comfortably keeping pace overhead. There were two Silver Drake chapter houses on the way; they changed horses at both, and picked up another four knights in the second one. By mid-afternoon on the second day, they reached the refugee tents surrounding the walls of Bergsburg. Whilst they switched horses and ate, the Stormbourne gyrocopter flew northeast to watch for signs of any impending attacks.
          The dwarf returned an hour later and set his craft down outside the city gates, blowing several tents over. Ignoring the surprised shrieks of some nearby refugees, Amelia strode up to him and asked what he’d seen.
          There was an army – three regiments of foot and one of horse – making its way south from Hovelhof to the small town of Wahnsinningen, only twenty miles east of Bergsburg. They would reach the town’s watchtower within the hour.
          “The garrison’s not much more than a sorry-looking volley gun mounted on the watchtower, a few huntsmen from the village, and twenty men-at-arms,” the pilot explained.
          “Did you at least soften up the enemy infantry with that gun of yours?” von Rüdiger asked, indicating the steam gun protruding from the gyrocopter’s belly.
          “Not a chance, horse-master. We’ve already learned the hard way that these vampires use foul magics that’ll knock this fine craft right out the sky if I come too close.”
          “Fine,” Amelia said, “it changes nothing about the plan, and we’re wasting time.”
          There were so few towns left in human hands since the war; she wasn’t about to let one of them get run over by a long-dead Brettonian.
          They rode hard down the road to Wahnsinningen. Amelia turned the hook-phrases of the Fate of Bjuna through her mind over and over. In all probability, she would only have one chance to speak them in anger.

Sixteen miles east, the men of the Wahnsinningen watchtower had just given up hope that help would reach them in time. It had been reassuring to see the dwarf in his flying mount, until they’d realised he wasn’t going to fight with them, and now, cresting the brow of the nearest hill, an army was marching steadily towards them. Albrecht Wahnsen, the master gunner of the tower’s Helblaster, watched the enemy through a looking glass, and immediately regretted it. Rotting flesh, skeletal limbs, ethereal steeds, all moving in perfect step to one inaudible drum, and in their centre, a pale-faced knight with dark, tattered fabric draped over his armour. Albrecht simply stared, rooted to the spot. Behind him, his crew asked for orders, and when they heard nothing, made ready for a volley anyway.

Phillippe de Crécy and his knights lead the charge
down the hill overlooking Wahnsinningen.

The civilian militia stationed in the tower fired their bows into the oncoming corpses to little noticeable effect. The poorly-maintained volley gun fired off a rack of barrels and un-horsed a skeleton cavalryman before the turnwheel locked mid-rotation, preventing the other six barrels from firing. On the right, the town’s Sigmarite priest led the garrison force of twenty swordsmen forwards, taking position behind the outer wall and preparing to fight, even though the skeleton warriors and zombies outnumbered them two to one. Every man there knew that only a quarter of a mile back down the road, their wives and children were gathering up their possessions and making ready to flee their homes.
          The dark figure riding at the fore of the undead knights rose his hand as his regiment accelerated. Behind him, the knight that had been shattered by the Helblaster drew itself back together, and re-joined its regiment. Atop the tower, the Helblaster crew worked frantically to free the turnwheel. On the right, the swordsmen took the charge of the undead infantry and held the perimeter at first, but one by one, the grasping hands of the zombies dragged men over the wall while others were run through with rusting spear tips. At this stage, their only hope was to buy their families enough time to flee for Bergsburg.
          Finally, the Helblaster’s turnwheel came free, and the crew fired off the last two racks of barrels just as the skeletal cavalry passed within its minimum range. A few of the knights at the back exploded in a cloud of splintering bone, but the bulk of them emerged unscathed. There was no way they could flee back to the town now; the cavalry would simply run them down. Albrecht’s hope drained away. The swordsmen had lost half their number, and the militia wouldn’t be able to hold the tower’s door for long. He shared a knowing look with Günther, one of his crew and a father of five. They would hold the tower as long as possible; every minute they drew breath was another minute in which their wives and children might run further.
          Günther broke eye contact, and squinted over Albrecht’s shoulder. Albrecht turned, and saw nine riders galloping up the road. These were their reinforcements? This was all Hochland could spare? Eight knights and an unarmoured figure with a scythe. It seemed like a pointless gesture.

Amelia could hear little other than the thunder of the knights’ horses and the clanking of their heavy plate, but von Rüdiger was definitely shouting something at her. Ahead, they could see the watchtower, and to the right, an Imperial banner wavered before a sea of grasping corpses. “We’ll take the right,” von Rüdiger repeated over the din. “Find the vampire.” She looked his way and gave him a nod before continuing straight down the centre. The knights split off right, around the perimeter wall.
          The motion of the horse beneath her made it impossible to concentrate. She urged it on, galloping through the garrison’s main gates, and swung right around the tower. As she rounded it, a regiment of skeletal cavalry was revealed bearing a Brettonian banner. There, in their midst, rode a knight swathed in faded black cloth.
          Amelia jumped out of the saddle as soon as the horse was going slowly enough, and sprinted across the compound as she began to draw power from the aetheric winds. The sheer number of animated dead and summoned souls in the area meant that the Wind of Shyish was blowing strong, and the power rushed into her almost too quickly.
          From his poise and focus, she guessed the vampire to be Phillippe. Now committed to the final moment of his charge on the watchtower, he didn’t seem to notice her.
          She opened her mouth, and began the Fate of Bjuna.
          The Old Reikspiel words left a metallic taste in her mouth. Phillippe’s gaze snapped in her direction, and she felt his ancient mind pit itself against her. The grass at her feet withered and blackened. His will pressed down on her mind like a suffocating blanket. Fighting off the urge to gasp for air, Amelia spoke the final line of the spell.
          Phillippe slowed in his charge, allowing his knights to overtake him. He wheeled his steed around, as if to charge Amelia. For a moment, she thought the spell had failed. Phillippe stared her down and laughed.
          Bjuna was a mighty warrior, but he never smiled, and so Ranald the trickster-god cursed him. Bjuna laughed, and laughed, and laughed until his sides split.
          Phillippe’s eyes had no mirth in them as the grin on his face spread to an impossible width. Cracks appeared either side of his mouth. With every downward jerk of his jaw, the cracks widened. Old, dark blood rolled down the vampire’s neck. He howled his mirth across the field. Blood began to push through the gaps in the armour covering his ribs, and then, far more suddenly, Phillippe’s undead mount fell apart underneath him like a sack of rotten off-cuts. The undead army faltered in its step just as the skeletal cavalry reached the watchtower. Some of the zombies on the right flank stopped moving, and then collapsed.
          But then, the heap of rags that had been Phillippe de Crécy began to move, pushing its way free of its ruined mount and scrambling back, behind its minions. Amelia thought to run forwards, but there was no way to get past the cavalry, the ghoulish minions, or the shambling dead. A sorry collection of robes, still howling with uncontrolled mirth, scrambled back up the hill, out of her reach. She screamed in frustration.
          “Finish him!” she screamed at von Rüdiger, but he couldn’t hear her from so far away, mired as he was amidst the teeming zombies. Finish him, she projected, but she could already see the templar’s horse was so mired in the dead that there was no way he could break free of the fight.
          It was at that point that the undead cavalry swept through the walls of the watchtower as if they weren’t even there. Moments later, the door was opened from the inside. The militia and volley gun crew came running out, screaming in terror. The cavalry came galloping after them, appearing out of the wall as spectres, and rode them down. As they did so, one of the undead horsemen spontaneously disintegrated. It was too little, too late.
          The vampire is down, but not truly dead, she projected to von Rüdiger. Get out of there.

They fell back to the town itself, and the undead troops seemed incapable of moving fast enough to keep up with them. The further they got from Phillippe’s mangled form on the hillside, the more sluggish they became. More and more of them crumbled, but not enough to risk another attack. It was with bitter frustration that Amelia watched the remnants of the undead cavalry carry their master away and out of sight.
          Von Rüdiger rode over to her, and she braced herself for the inevitable scolding. She’d risked the last of the Silver Drakes to kill a vampire, and yet, somehow, Phillippe de Crécy had survived. She looked up at him, ready to accept whatever scorn he had for her.
          “No mean feat, von Lessing,” he said. Her brow furrowed in confusion. “He may not be dead, but I saw the state in which he quit the field. I imagine even a vampire will need time to recover. Were it not for you, the people of Wahnsinningen would be dead.”
          “Thanks,” she said without conviction.
          “Of course, we’ll need to evacuate the town.”
          “I know.”
          Ten minutes earlier, she thought to herself.

Wahnsinningen was evacuated that afternoon, leaving behind an empty expanse of fertile, recently-sewn fields. Once the civilians had been safely escorted to the camp at Bergsburg, Amelia and the Silver Drakes rode north to reconnoitre Hovelhof.
          It used to be a village sleeping at the foot of the middle mountains. Now, it was enclosed by a palisade wall, behind which a stone wall was being built by hundreds - if not thousands - of moving corpses. In the centre of it all, the partially-ruined keep of Count Ludenhof’s summer residence was being rebuilt in a distinctly Brettonian style. Tattered turquoise banners hung from the walls and flew from the stockade towers. Somewhere in an amongst it all was the ruined body of Phillippe de Crécy.
          There was nothing they could do; it would take an army far larger than the underwhelming garrison in Bergsburg to undertake a siege of the place. They had, at least, given themselves some time. With one of the de Crécys temporarily incapacitated, they could turn their attention to the Skaven threat.

Amelia journeyed back to Fort Schippel with the Silver Drakes. Having been filled with the reinforcements from Fort Denkh, the fortress was once again a hive of activity. Dwalin’s company were still present, and the Runesmith was more than keen on the notion of taking the fight back to the Skaven: “The Stormbournes have a grudge to settle with those ship-sinking cowards,” he muttered.
          Until now, the Skaven had battled the Dwarfs and the Empire one at a time. Now, they would have to face them both.

The Battle at the Crossroads

The Skaven would be expecting an assault from the North, so instead, Dwalin and von Rüdiger led their armies south to the ruins of Estorf and then east along the road. The Stormbournes were spoiling for a fight, and their grim resolve rubbed off on the Imperial state troops.
          “I still can’t believe you came,” Amelia said, walking down the road alongside Oskar.
          He shrugged, wincing as he did so. “Like Dwalin said: we’ve a score to settle.”
          It was not long after dawn, and they were still ten miles west of Hergig when they saw a Skaven army marching down the road towards them.
          Neither army seemed to be expecting a fight, and hurriedly fanned out into battle lines on either side of the Estorf-Stöckse-Hergig crossroads. If anything, the Skaven seemed to have multiplied since the Imperial army’s defeat.

The initial deployment
The Stormbournes watch Voltik's hordes swarm over the hill.

On the other side of the battlefield, Skivvit watched as a team of slaves carried a vat of Sh!twhiskers’ Green Lightning Brew up from the back of the column. “Quick-quick, drink!” Skivvit snapped at the horde of clanrats under his command. One of the nearest clanrats sniffed at the brew as the slaves ladled it out into tin cups, and promptly went boss-eyed.
          “Is it safe-safe?” one of the other rats asked nervously, remembering how many of his litter-mates had died after drinking the last batch. Suddenly, Skivvit’s halberd was protruding from the clanrat’s chest. He emitted a surprised little squeak, and died before he hit the ground.
          “Drinking much safer than not drinking,” Skivvit explained. Suddenly, no-one could get at a cup fast enough.

Skivvit's horde, now properly drunk and raring to go, begin their advance.

The Skaven advance was swift, and accompanied by mortar teams that flung globes full of poisonous green gas into the allied lines. Thirty feet to Amelia's left, von Rüdiger’s knights disappeared behind a green cloud. She waited nervously for the gas to dissipate and fought off the urge to call a retreat. As the view cleared, only the Grand Master and three of his knights were still standing. Coughing, von Rüdiger turned in his saddle and shouted, “Von Lessing, tell Captain Brandt to concentrate fire on the nearest enemy regiment. I’ll do what I can to hold off the others. Sigmar guide you.” The fatalistic tone of his voice worried her.
          “Master von Rüdiger?” Amelia asked.
          “I’ll not be defeated twice,” he said, spurring his horse into a charge. She understood that he didn’t wish to stand still getting shot at by mortars, but charging headlong into the horde was suicide.
          Her attention was soon drawn away from the charging knights; straight ahead, amidst a regiment of Skaven infantry, was a rat taller than the rest. He appeared to have some sort of mechanical apparatus on his back linked to a mechanical claw. Amelia wasn’t sure what it did, but she had no intention of finding out.
          “Concentrate all fire on that regiment!” she shouted, hearing Oskar give the same command to her right. The archers, the Powderkegs, and the Dwarf Organ gun made ready to fire.

The Silver Drakes begin their charge as the gun line prepares to fire on
Voltik's unit.

Amelia looks on in disbelief.

The knights continue their charge into the Skaven line...

...and promptly disappear into a sea of furry bodies.

Meanwhile, on the left flank, a Stormbourne gyrocopter flies behind enemy
lines with its steam cannon primed.

Over on the left flank, Stromni’s Wanderers fired off two quick crossbow volleys as a blood-hungry horde of Skaven charged in. Each shot was a kill, but it made little difference against such numbers. The rangers drew their great-axes and braced against the shoddy human wall, keen to get every defensive advantage they could.

Incredibly, Stromni's regiment held against Skivvit's charge.

To Amelia’s surprise, the Silver Drakes succeeded in holding up an entire regiment of clanrats, leaving the allied gun line free to concentrate its fire on the Skaven general’s unit. The right flank was looking strong. To the left, though, the Stormbournes were barely holding their ground against the horde. It was only a matter of time before the left flank would break. Amelia knew she needed to do something drastic.

It was just as it always had been: every time Dwalin killed one rat, another took its place, and another after that. Against such numbers, casualties were inevitable, even amongst the Ancient Mariners. There simply weren’t enough dwarfs in the field.

Amelia sprinted towards the centre of the line as poison wind mortar globes came whistling down around her. She had never attempted to cast Soulblight over such a large area before; drawing so much aetheric wind was quite a risk, but if it worked...

Dwalin wasn’t entirely sure what happened, but from the ugly tingling in his runestaff, he suspected Amelia was involved. A shockwave washed over them and rolled out across the battlefield. If it was meant to be some sort of magical boon, it didn’t do much for him. Then he noticed something happening to the Skaven. It was as though they had stopped trying; their thrusts were half-hearted, their blocking lacklustre. The longbeards around him needed no encouragement.
          As much as Dwalin was glad to have an easier time of it, the spell’s effects left a bitter taste in his mouth. It didn’t even seem like a real fight; he’d swing his staff down, and the clanrats in front wouldn’t even bring their shields up; they just seemed to accept death with numb indifference.

The effects of the Soulblight were even more spectacular than Amelia had expected. The Stormbournes managed to hold the left, while the gyrocopter sent a jet of scalding steam through the weakened clanrats directly ahead. Over on the right, the spell did a fine job of softening the enemy general’s unit for the gun line. So long as she could keep it up, they could win this.

“Front rank, fire!” Oskar shouted. “Second rank, fire! Keep at it, lads!”
          The rats in the Skaven general’s unit looked like they were about to flee. At this point, even if they reached the Powderkegs, Brother Fabian’s prayers would see them through the fight.

In the centre, von Rüdiger saw his chance to break from combat. The enemy’s right flank was dissolving, and the gun line would be able to handle the crowd of ratmen currently trying and failing to drag him from his horse. Bisecting a clanrat with the Blade of the First Knight, he ordered the only two knights left in the fight to retreat, and urged his horse to push out through the press of bodies.

Amelia made ready to cast again. This time, though, something had turned its will against her. To the right, the Skaven general was looking directly at her. She pushed against it, forcing the words through her mouth, but it was like trying to push a castle wall over. The Wind of Shyish guttered and dissipated.

The Skaven facing Stromni's Wanderers suddenly sprang back into action, and whilst the rangers had taken a spectacular toll, there were simply too few of them left to hold the wall. Sometimes, even a dwarf knows when it’s time to retreat.

Anger was Skivvit Backbreaker’s default state of being. This, though... this was something different. More. He wasn’t really sure what the word was. First, Voltik had told him to take on the dwarfs, which seemed like he was getting the gnawed end of the stick when there were squishy manlings on the other side of the field. Then, the dwarfs had refused to break, like they always did, even though he’d filled the horde’s bellies with Sh!twhiskers’ Special Brew. Then, the human wizard, Horned Rat damn her, had done something to his clanrats, and by the time they’d started fighting like proper Skaven again, most of them were dead. Still, that wasn’t what made him really angry. What made him really angry was that, at the point where the dwarfs finally started running away, at the point where he could show off and swing round and kill everything, he’d looked over to the left to see that Voltik, and the entire left flank of the army, were in full retreat. And if Voltik was running, who was going to stop the human wizard from making everything rubbish again? Skivvit spat every curse he knew, and ordered the retreat. The remaining dwarfs seemed to have much the same idea, and the two armies backed slowly away from each other, hurling insults in languages the other side couldn’t understand.

Dwalin Departs

Whilst the Skaven slinked back to Hergig, the Empire army – still reasonably intact – escorted Dwalin’s battered company north, past Stöckse, into the hills, then east, to the bridge over the River Kiefer.
          “Carry on through the Drakwald heading east-northeast,” Oskar explained to Dwalin, even though Cedric was giving him a look that said I know, “and you’ll reach a stretch of moorland running alongside the Wolf’s Run, where you could signal for a ship, or just carry on going to Eichewaldchen. They should be able to spare you a little food, if nothing else. Oh, and if you do pass through, tell Annekke and Hilde I said hello. But, um, don’t tell them at the same time.”
          Dwalin raised a bushy eyebrow. Oskar shrugged. Dwalin’s face broke into a rare grin. “You fought well, for a human,” he said, not seeming to think of the remark as being remotely patronising. “When the time comes...” he began.
          “Karak Hoch? Wouldn’t miss it,” Oskar said with a smile. “The rats have made enemies of us both, now.”
          Dwalin gave a nod, and turned to Amelia. “I don’t hold with sorcery, least of all your kind of sorcery, but I know the part you played back at the crossroads. It was an ugly spell, but it kept us in a tough fight.”
          “I’ll take that as thanks,” Amelia said with a wry smile.
          “If you want,” the Runesmith said, before ambling off in von Rüdiger’s direction.
          “Good luck, Mr Sneakfoot,” Oskar said to Cedric. “I’m not quite sure who else in Fort Schippel will make such an excellent drinking partner.”
          “Milord,” Cedric said, doffing his hood.

The Empire army had only been back in Fort Schippel for a day when Dwalin’s company, looking more bedraggled than ever, arrived at the gates.
          “What happened this time?” Oskar asked incredulously. Dwalin opened his mouth to speak, then shook his head and wandered off in the direction of the food stores.
          “Well, milord,” Cedric began. Amelia came over from the barracks to listen in, with von Rüdiger not far behind her. “We gets to that stretch of moorland south of Eichewaldchen, and who should be there, but them northmen what we done over a fortnight ago, and they looks dead set on revenge.”
 
Dwalin's company stumble upon the northmen in the eastern moors.

“We thinks: no matter, we saw them off last time, so we’ll see them off this time, and we makes ready. Dwalin’s in no mood for messing about, and I tries not to think about how big them Norse is when they gets close up. Anyway, it looks to be going fine, when an arseload of cavalry come running in over the hill to our left, led by some huge bloke on a girt great big ’orse, and... and...” Cedric’s shoulders slumped. “Weren’t pretty,” he added.

Norse cavalry appears on the Stormbournes' flank...

...with predictably gory results.

          “And so you’re back here,” Oskar said in a sympathetic tone.
          “Yarp.”
           “Where’s the Bugman’s gone?” they heard Dwalin shout from the store room.
          “You cleared us out during your last visit,” Oskar replied.
          “Damn your ancestors!”
          “Damn yours!” Oskar retorted
          “Watch your tone," Dwalin said, appearing in the store room doorway. "When Lord Hafnir told me the Stormbournes were cursed,” he continued, “I just didn’t believe him. Luck’s in the perception of it. But now...”
          “The eastern moors, you say?” Oskar said, turning to von Rüdiger with a suggestive look on his face.
          “Perhaps you’re not such a coward,” von Rüdiger said. “We’ll ride out tomorrow.”
          “Tomorrow,” Amelia agreed.
          “On the upside,” Cedric said, “there really can’t be anyone else in the Drakwald who wants us dead, am I right?”
          Dwalin, Oskar, Amelia and von Rüdiger all turned and gave him a look that said stop talking. Stop talking right now.

*   *   *

[pant... pant... pant...] aaaaaaaaaaaaaaand then Campaign Week was over. Jeff drove back to Cardiff, Mark drove back to the Barbarian North, and Maisey, Em and I had a bit of a sit. It’s fair to say that every faction has been given a bloody nose: Phillippe de Crécy will be needing a lengthy convalescence, Voltik’s first march out of Hergig has ended in a bloody stalemate, Hochland’s state troops are now stretched so thinly that they can’t actually defend the paltry number of settlements they’ve got left, Splendiferus is facing a challenge to his leadership from a hitherto-unknown Kurgan on a Bloody Big Pony (TM), and Dwalin just can’t get back to Karak Hoch.

The campaign map at the end of the week: Wahnsinningen is now abandoned,
and the Dwarfs have built another fortification on the Wolf's Run - there was
an entire sub-plot involving some incompetent goblins that I just didn't have
space for in this (already enormous) post.

The important thing is that we all played some memorable games, and everyone’s army had its moment to shine at some point during the week. The best thing about it all is that the week gave life to what is now a persistent game world, giving our future battles much more character and narrative than they did before.

We also learned a bunch of things.

Mark took his first shot at being a Games Master, and kept me thoroughly entertained and/or terrified for about three hours as the survivors of the disaster at Hergig were hunted through the night by wolf-rats.

Jeff finally learned the eighth edition of Warhammer Fantasy, and discovered that Dwarfs can actually hold their own in it. Moreover, he learnt a lot about how effective the different units in his army are in 8th ed – more on that in a few days’ time.

Emma learned that there was a reason she’d spent all that time painting those Chaos Knights when they flattened Jeff’s army, Maisey learned that Empire Battle Wizards with the Lore of Death need to die, and I learned an uncomfortable home truth about my playing style. I’ll be talking about that after Jeff’s given y’all his thoughts on how Dwarfs - and his army in particular - work in 8th ed.

I sincerely hope you’ve enjoyed this mammoth write-up. If you did, leave a comment and we’ll post the occasional update as the story continues over the course of the year. We will, in accordance with the feedback some of you have already provided, be including more photos of battles in the future. See? Feedback: we listen to you guys.

~Charlie

Meet the Stormbournes

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Greetings and salutations Bunker dwellers. Well, 9 days of warhammer with my Dwarfs taught me a thing or two! I thought I'd share what I'd figured out about the units in the Stormbourne Host.

General thoughts about Dwarfs

Dwarfs in 6th ed do exactly what you feel they should. They can take anything the enemy can throw at them and just will not break. A major problem though is their small units - your opponant will almost always be steadfast, they may not be able to break you but you'll struggle to get rid of them too! Their anti-magic is brilliant though and don't bother casting remains in play spells against them. With no magic to cast themselves they can use all the power dice the army generates to dispel anything still hanging around. They are an older book though and it does show at times - especially in unit costs, compare some of the dwarf costs to some newer lists and oh boy are they pricey - but I was starting to get past the aged handicap by the end of the week. Oh, and when combined with an allied Empire army they are just evil!

So lets take a look at some specific examples from my army.

Dwarf Rangers (Stromni's Wanderers)

These guys were the absolute daddy in the campaign. I cannot recommend quarreller rangers highly enough. Their flexibility is the key, this is a solid missile regiment that can deliver a very nasty surprise with their great weapons. They work best when occupying a defended obstacle or similar and don't expect them to last for turn after turn as light armour alone is just not enough to keep them in the fight for long. Get them some support though and they kick all kinds of ass.

Dwarf Slayers (The Unforgiven Dead)

Slayers have the same problem they always had. They are naked dudes with I2. Being able to step up has helped but they struggle to kill enough to break a unit so they wind up a rather expensive roadblock. By watching the Powderkegs (Charlie's handgunner unit) in action, I think I've figured out how to fix this though. Add a hero level slayer. With some serious killing power in the front rank they can strip away the opponant's static resolution and start to actually win some combats rather than just saying "ah well, we're unbreakable".

Dwarf Thunderers (Dafrir's Deadeyes)
Thunderers are the archetypical dwarf unit and damn, I can see why. The +1 to hit just makes them solid and reliable. Strangely, the thing I appreciated most was the shields. Hand weapon and shield with that 6+ parry save along with the light armour, shield, WS4 and T4 that all dwarfs come with make them really tough to take out. These chaps weathered storms that would have swept human missile troops off the table. Awesome. If I was a beardy chap then I would be adding a LOT more of these chaps to the army.

Dwarf Longbeards (The Ancient Mariners)

These guys earned a much-deserved reputation in the campaign. They are just ridiculously tough to take down. Savagely expensive in points but worth every single one. That S4 upgrade along with the heavy armour and shield combo makes them a really upsetting prospect for anyone to take on. Never let them get flanked though, lose that 6+ parry, the ranks and the ability to fight in support and they are done for.

Dwarf Hammerers & Lord (Hafnir Stormbourne and the Stormbourne Kinband)
I didn't get much use out of these lads. At almost 600 points for the character and the unit they are just far too expensive for anything other than 3k. Oh, and then they ran away in that game anyway! Weirdly this fits with Hafnir's personality and Dwalin Gravenrune the runesmith is fast becoming the de facto leader of the army. 

Dwarf Warriors (The Dockers Host)
These chaps are the other lynchpin of a dwarf army. Not  quite as "killy" as the Longbeards but gods damn are they tough to kill. Plus the - relatively - cheap cost means that they actually have some rank bonus. 

The War Machines

Out of the war machines in my collection the real winners from the change to 6th ed are the Stone Thrower and Gyrocopter. Their templates are now savage and especially the gyrocopter - which I didn't really rate in the last edition - is now a real game changer. The ability to march and fire (being a flying monster) is horrible and against T3 opponents especially it is brutal. The organ gun - in dwarf hands - has always been horrible and continues to be a solid performer. Sadly, the cannon is still almost useless if your opponent doesn't have any big critters to shoot at. Likewise, the bolt thrower was useless - aside from one glowing moment when it sniped a lone necromancer, it managed to fail every S4 hit it was asked to make! At most, it killed two guys at a time. I think it is mostly sacked and replaced with the gyrocopter in most games.

Warhammer VIII

This week was the first sustained period of play I had managed with the new Warhammer. I think I've got to grips with it. Overall I love it. Combat feels right and the spectacle of big units able to really hit hard is a delight. Magic has gotten very present in the system. There are just so, so many huge area affecting spells. This took me by surprise a bit at the start and I need to say sorry to Maisey for my incredulous reactions when his vampire army got all of the spells it really needed in one turn. It was the first time I had experienced such a gods awful beating that felt like it had been the magic phase winning. Later games taught me that it really, really doesn't happen often! Likewise, one of the only rules that I don't like in the game - that you cannot dispel magic that runs until "your next magic phase" in the opponant's turn, only remains in play ones - caused me to bitch mightily at Mark about Skaven magic. Sorry Mark. My point was that especially Howling Warpgale works for both the shooting phase and the stand and fire phase of the next turn and you can do nothing about it. Nonetheless, not Mark's fault and he bore the brunt of my complaining about this particular rule. Unfortunately he also had the army with the most "it can do that?!" moments so I imagine there were some really uncomfortable games at times.

This made me think. It is not fair, ever, to bitch to the player about their army. I am ashamed that I did this. Every army has things that are just wrong to face. With my army for example, I'd say that adding two Runes of Penetrating and a Rune of Accuracy to a stone thrower is one of the nastier tricks. Having no Dwarf with a Ld less than 9 is also hardcore. So why assume that anyone else's army has more evil than mine? In my defence, I was facing a lot of stuff for the very first time and the nasty surprises could be disorientating. Nonetheless, it is not cool to behave like that and I will be endeavouring to never do it again. There are, after all, only a couple of things in the skaven army that made me raise my eyebrows (Poison Wind Mortars for instance). 

So, important lessons from Warhammer VIII? With Dwarfs I have to cripple the opponant's magic phase or I am in trouble! Magic now allows some armies - Vampires for example - to ignore their army's traditional downsides. Come prepared and throw down. Second lesson, biiiig units, even bigger than I'm currently using. They're ace! Third lesson - and this one is particularly germaine to this week - allow your opponant to win without feeling bad for gods sake! I always thought I did this but on the retrospective evidence of my memory I did not. That is not cool.

So what is next?

It was inevitable that I wouldn't be done with the dwarfs yet. They have been an important army for me for two decades now, and they still work how I remember! Additions currently planned include:
  • A horde. Yup, 50 dwarf warriors with great weapons. Savagely expensive in points but just try to kill them. Plus 20 or so WS4 S5 attacks a turn will make anyone's eyes water. It will also make me happier to have more "normal" Dwarfs in the army.
  • More characters. I want another runesmith to be Dwalin's apprentice and allowing me to promote him to runelord from time to time. Might even look into acquiring an Anvil of Doom for Dwalin if the Stormbournes ever retake Karak Hoch. I also need a thane without a battle standard so I have a warrior capable of leading the army and a dragonslayer to beef up the slayer unit.
  • Another stone thrower. I've got the older model mangonel style thrower (not the goblobber although I've got one of those too) that I can strip and repaint. If one stone thrower is brutal, two will be eye-watering.
  • A steam tank! I've wanted to Dwarf-up a steam tank for ages and this is a perfect opportunity. One of the advantages of a gaming group like ours is that no-one should mind me using this piece of nuttiness.
That will take the army to a whopping 4000 points. Not sure I can see a huge amount of point in going any higher as I just won't ever be playing a game larger than that any time soon. So that is what I learned on my holidays folks. Hope it has provided some food for thought for any potential dwarf players out there!

Be thee a sporting gentleperson?

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Jeff dropped some truth bombs in his last post. They concerned sporting conduct, and I’d like to elaborate on the theme, not least of which because he wasn’t the only one to have an uncomfortable moment of self-realisation during campaign week.


We wargamers all like to think of ourselves as sporting players. No-one wants to be remembered as a game-spoiling spoontard, be they competitive or non-competitive. But if I’m honest, sometimes my enthusiasm ebbs when everything’s going wrong, or I bitch about the unbalanced rules for that thing Jeremy Vetock wrote that one time, or (and this is a particularly embarrassing one) I get more lively when I’m winning the game.

I’ve spent years honing my painting and modelling skills. God knows how many conversations I’ve had about tactics, and army lists, and all that jazz. One would have thought that somewhere amidst all those years, I would’ve sat down and thought, really thought, about the skill of being a fun opponent. Well, now that I’ve done so, it turns out I’m not quite as stridently awesome as I thought I was.

Keen to fix this, I have assembled a bunch of guidelines. Hopefully they’ll prove helpful for others as well. I’m actually quite excited about this; if I stick at it, gaming is going to get even more delicious.

Also, sorry if some of these seem obvious or patronising. They’re all inspired by real-life failures I’ve either seen or actively participated in, so clearly all of these are fresh news to someone.

Before the game:

- Make sure you and your opponent know what kind of game you’re playing before you start. Are the army lists competitive or story-based? Will you be using the rules as written, or the rules as intended?

During the game:

- The appropriate response to an abysmal dice roll is "nooooooooooo!"

- Laugh at your misfortunes. Chapter Master just blown his own hand off with an overheating plasma pistol? Laugh. Regiment failed its charge by an inch? Laugh. Battle cannon missed a barn door only two inches away? It’s actually pretty funny, and your opponent probably thinks so too. They just need your permission to laugh with you. If you can’t laugh, because the pain of gaming with little toy soldiers just cuts so deep, then be comically angry instead. Or comically something.

- Avoid being a starch-arse and be forgiving if your opponent forgot to do something in the right sub-phase or whatever.

- Commiserate with your opponent when something goes wrong for them. Unless they’re laughing, in which case, laugh along with them.

- Are the rules for one of your opponent’s units totally broken? Maybe, but don’t bitch about it to them – they didn’t write the rules. Much better to come up with a cunning way of dealing with said scary unit next time.

- Compliment your opponent when they do something you didn’t anticipate. Preferably in the form of smack talk. I.E. “You sneaky bastard,” or “clever girl.”

- Don’t give up as soon as you think you’ve lost; make a last stand, or start a fighting withdrawal. Better to be Leonidas in Hades than a wet fart in the night.

- To quote Jeff, "Allow your opponent to win without feeling bad for God's sake! I always thought I did this but on the retrospective evidence of my memory I did not. That is not cool."

- Conversely, enjoy your successes. If your opponent’s going to lose a game, they’d probably like to feel that they have at least succeeded in making you happy. Just be sure not to cross over into smug or gloaty territory.


After the game:

- Gentlemanly handshakes? Standard.

"Bloody good show, Mr Johnson. Your Necrons gave me quite the pounding!"
"You're too kind, Sir Nigel."

- Friendly trash-talk and claims of “I’ll get you next time, Gadget!” are of course obligatory.


There’s probably a lot more things that could go in this list. What can y’all think of?

~Charlie

Lessons from 2012 and ideas for 2013

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Last year, the inhabitants of the Beard Bunker challenged themselves to produce a decent Warhammer Fantasy army in a year, and we all succeeded.  Um. Well. Some more than others.

If anyone's hobby won hard in 2012, it was Maisey's. In addition to this,
he produced a fine-looking army of Dark Angels as well. Fair play. Git.

With that in mind, this post is going to do two things:

1. To reflect on how a year-long hobby project taught me some stuff about self-motivation.
2. To give you a little taste of what to expect from the Beard Bunker in 2013.


I motivated this!

I’m not a very self-motivated person. For some reason, if given a choice between doing something constructive and having a bit of a sit, I’ll often choose the latter, despite knowing that doing stuff always makes people feel better. As such, things always get left to the last minute. Every. Damn.  Time.

The lesson: having one deadline a year away will not motivate me to do stuff right now.

The solution? Have multiple, smaller deadlines that lead up to the one big deadline that actually matters. Of course, these deadlines are just arbitrary dates on a page, so I’ll ignore them unless I incentivise them. How to incentivise them? For wargaming, nothing achieves this like an impending event. If there isn’t one, make something up. We could’ve done a gaming event where all of us participating in the campaign needed to bring 500 points, painted, to a weekend-long round robin to get a feel for our new armies. An event like that every three months, and you’ve got a much better chance of maintaining your productivity.


2013: 40K all up in this b****

A number of concepts for our 2013 project got floated about the Bunker until Maisey suggested 500-point skirmish armies for 40K. We all started thinking about how this was an opportunity to do a little smattering of those armies we liked but didn’t want to do a full-blown army for. And then, one by one, something humorous happened. Pretty much all of us said, “I might give Dark Eldar a go.”

At which point, it stopped being random skirmish armies, and started being a Kabal War. The added bonus? At the end of it, the Beard Bunker will be able to join up their cybergoth pixies to create a 2,500-point force of spankyness.

That said, a warband of sixteen-odd gothpixies isn’t exactly a year’s worth of work.

We may still do random 500-point 40K side-projects (Jeff, for example, might have plans for his rogue trader, and my eye keeps drifting in the direction of the new Tau) but one thing which I’m really excited about is Jeff’s idea of some 28mm-scale Inquisitor-style stuff.  Each player makes a warband of, say, 3-8 characters and also designs and paints up a faction of antagonists (who’d have, say, 20 goons and a few big gribblies). Jeff is already figuring out a sub-sector map for us to populate with said antagonist factions, at which point delicious narrative-heavy goodness is ours for the enjoying. I’ll be using Inquisitor Drake, Jeff has his Inquisitor, and so on.

Inquisitor Drake's warband

Since I’ve mostly got my Inq28 warband mostly sorted, I might even finish the goon squad in time!

We’ve yet to set any deadlines on these, and it’s possible that some of us might not get involved in all three projects (500pt armies/Kabal War/Inq28), but there you have it. Which of these projects would get your hobby juices flowing the most? And whilst I’m at it, what sort of articles would you like to see from us this year? If you have thoughts on the matter, tell us in the comments!

~Charlie

Inq28 - Welcome to Cetus

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You have been told of the Inquisition; that shadowy organisation which defends Mankind and the Emperor from the perils of heresy, possession, alien dominance and rebellion.

You have been told the Inquisition are the ultimate defence against the phantoms of fear and terror which lurk in the darkness between the stars.

You have been told the Inquisition are the bright saviours in an eclipse of evil; purest and most devoted warriors of the Emperor.

You have been told the Inquisition is united in its cause to rid the galaxy of any threat, from without or within.

Everything you have been told is a lie!


These are the first words written in one of my favourite games that GW has ever released. Inquisitor was a sea change in direction and style in game design for them, a “narrative wargame” it had no points values, no missions and a bewildering variety of weapons and equipment – all of which made a difference to how your characters could perform. It was the most detailed wargame I had ever played – more of a roleplaying game really – and still has one of my favourite close combat systems, it can model everything from a fist fight to a clash of power sword vs. force halberd and do so all satisfactorily. It also came with the Eisenhorn series which was a massive inspiration and is still – I think – the best books black library have released. We played a ton of it back in the day and the freedom to expand the universe of warhammer 40,000 beyond the battlefield was intoxicating and inspirational.

But there was a teensy, tiny problem. It was played with 54mm models. Fantastic miniatures, lovely sculpts – for the most part – but the lack of a wide range made it tough to create much variety without prodigious skill. There was an even bigger problem too, scenery. We all had 28mm scenery but with the models being twice as large it meant that you needed a whole extra collection of scenery or go back to piles of books. Slightly dissatisfactory. Recently we have been debating a solution, drop Inquisitor from 54mm to 28mm.


Of course, it turned out that we hadn’t stumbled on to the last original idea; there is already a large and growing community of people playing what they call Inq28 (link follows through to a nice hub for Inq28 sites). We needed to get in on the action.

The Plan:

We are going to try a very different way of playing these sorts of roleplaying/narrative wargames. We are all going to be players and we are all going to be GMs. All of us are going to make a warband (roughly 3-8 combat figures) and ALSO, we are going to make a set of adversaries and adventures for the others to fight. We will have our very own sandbox and will populate it with bad guys, plots, schemes, cults and the like. Our Inquisitors will just be far too busy to investigate our own adventures. We’ll share the stories of our adventures and will build the sandbox into a nifty little setting all of our own.

Preparation and planning:

Charlie and Maisey are currently hammering out the rules we’ll be using, there’ll be more on that later I have no doubt. I took on the challenge of crafting the bare bones of the sandbox. A small subsector of the Segmentum Pacificus called Cetus.


I’ve written a paragraph of flavour text for each inhabitable system in the style of a Navigator’s encyclopaedia with just enough information to tantalise as to the possible adventures available. Each GM will then flesh it out nicely as they write adventures, create settlements, NPC’s, histories and dread activities. Should be a laugh! Below is presented the Navis Nobilite guide to the sector along with some prettied up prop versions if anyone wants them! We’ve got parchment pages and also a computer printout at the bottom; I just couldn’t decide which I preferred so you got both! Enjoy:


Navis Nobilite reference document

Being a Gazetteer of the Cetus Subsector of the Segmentum Pacificus.

The Cetus (Kay-tuss) subsector is an oft-overlooked area within the Segmentum Pacificus - no great crusades or widespread conflicts have swept through the area since the The Macharian Crusades reunified the Segmentum. As a result it is largely ignored by the more bombastic histories. It is too close to the Halo Stars for Terra to truly trust it with the more important assets and too far from Hydraphur to be closely monitored. However, the unrest currently sweeping the Segmentum Pacificus is causing broad Inquisitorial scrutiny to be cast upon Cetus for the first time in centuries. Take caution when trading that you do not draw their eye upon you.

Systems of the Cetus Subsector:

All systems described in terms of their primary habitable world – named for the system, unless specified otherwise. Uninhabitable torrid inner planets, Jovian exoplanets and frigid planetoids are ignored unless specifically occupied to a significant capacity.

Cetus Major:
Cetus Major is the subsector capital and the administrative centre of the region. Its primary
habitable world is in the process of advancing from a Gamma-type civilised world to an Eta-type Hive world with the constant expansion of its largest city. As a result of the thirst for raw materials for building and to improve the docking capacity for spacefaring vessels, the two airless moons are being heavily mined, militarised and undergoing geoplasty to become a pair of giant orbiting space docks.

Dheneb:
Once, Dheneb was humid, green and verdant. Now it is a dead world. Cometary impact triggered a global extinction event, and the planet is now a dusty rock. Nonetheless it possesses an atmosphere, and the lost forests have left staggeringly rich fossil fuel deposits. The mechanicum have claimed the Dheneb system for their own and the Administratum of Cetus Major are happy enough with the tithes of promethium to let them have it unopposed and unmonitored. It is for all intents and purposes a protectorate of Mars not Terra.


Diaphone:
Sparsely populated agrarian world with extensive oceans and abundant sea life. Primarily engaged in exporting foodstuffs to Cetus Major and Dheneb. Particularly famed for its clams.

Machadon:
One of the many worlds named in honour of Solar Macharius. Simple Gamma-class civilised world, only point of renown is the gleaming Macharian Cathedral in the capital decorated with the embedded shell cases of a million regiments recovered from the battlefields of the Segmentum.

Ariscone:
Were it not for the planet’s incredible mineral wealth, the Imperium would abandon Ariscone - it is infested with a silicon-based termite-like species roughly the size of a grox and utterly inimical to human life. The termite hives dot the landscape and the alkaline rain that sweeps the storm-wracked skies can turn the unwary to soapy bones. Mining and mercenary corporations run Ariscone and try to extract as much wealth as possible before the conditions and wildlife force them off-world. Most of the administration of the world takes place in the Ariscone Orbital, a large space station in geostationary position over the Northern Pole. It is a bustling and borderline-lawless place.

Baeten:
Baeten was a fairly ordinary, post-terraformed world before Ariscone was prospected. As the
nearest world to that hellhole it was ideally placed to take advantage of the vast mineral wealth being generated by the mining companies. Unregulated growth led to old plants and refineries being abandoned in favour of new ones. The industry moves on and leaves behind it the poisoned skeletons of factories, refineries and ore processing. Where the manufactorum guilds are in operation, Baeten is a thriving, Imperial world. The abandoned sectors – referred to as NoGo in the local patois – are sinks of poverty, gang violence and anarchy. Avoid.


Mira:
Mira is the gatehouse to the Cetus Nebula. It is a civilised world trying to grow and develop but its extreme proximity to Mu-814 and the disruptive radiation pulses mean that it is harder to attract business.

Mu-814:
Mu-814 is a pulsar called the Cetus Lighthouse. It can help to determine the truth of Empyreal Mirages on the route in to the subsector.

Paracus:
Paracus is a ghost world. Haunted, even, if you believe the rumours. Once it was a thriving Imperial Feudal world with designs on urbanisation and industrialisation. Then a contagion spread through the population. Panic and rioting killed hundreds of thousands. The Imperium evacuated the Ecclesiarchy and the Administratum and then placed the planet under quarantine interdiction. The interdiction is due to lapse in fifty years.

Cetus Minor:
Cetus Minor is at the heart of the Cetus Nebula and is the centre of the rimward cluster that makes up the furthest reach of the subsector. As a result, despite being a minor Industrial/Civilised world it has become an important administrative hub for the Rimward cluster and is considered second only to Cetus Major despite other worlds being richer or more suitable.

Menkar:
Agri-world, investigated twice for importing illegal xenosform crops.


Rho-12:
Has no habitable worlds. One rocky exoplanet has a large Imperial research station investigating the Cetus Nebula for interesting and lucrative phenomena. It is hoped that it will rival the Piscean nebula where gaseous tritium and heavy metal dust clouds made the Rogue Trader Brassrick his unimaginable fortune. It is rumoured that it is also a long range listening post and intelligence gathering operation for the Ordo Xenos regarding the Halo Stars.

Eta-459:
Penal Colony. The only habitable world is a dead rock with a barely breathable atmosphere. Rumour indicates that the high fatality rate covers the sale of prisoners to unscrupulous captains from Erydimae as either pressganged crews or as slave cargo…


Erydimae:
Erydimae has made quite an industry out of being a waypoint for ships heading out into the Halo Stars; you will not find a better or more attentive resupply and dry-docking centre in the sector. Its labour, though, comes from alien and mutant ghettos. Cetus Minor turns a blind eye to the goings on there as the above-required tithes are welcome. Cetus Major, though, is starting to worry that minor abhuman missions and embassies are becoming settlements. A clash is imminent and inevitable. Tread carefully.

Rift:
Rift is a garden world, the most rimward of the Cetus subsector and thus closest to the Halo.
Civilisation hasn’t advanced this far but the abundant animal life and the large carnivores that prey upon it are a common resource for hunters and rogue traders.

And that is it! Expect a lot more from this over the next year. Exciting times.

TTFN

28mm Inquisitor Warband: Drake

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Jeff’s last post gave me multiple hobbygasms. The Inquisition is cool, the Cetus sub-sector is cool, the concept of skirmish games is cool. The whole state of play is pretty boss sausage. That being the case, it seemed appropriate to introduce one of the warbands that will be taking part:



I painted Inquisitor Drake some time ago and haven’t had many chances to use him, but with the advent of our Inq28 campaign, that’s set to change. That being the case, it seems appropriate to flesh him out and give him more than just a name.

Inquisitor Drake

Inquisitor Aidan Drake was one of the acolytes of the famously intrepid (i.e. reckless) Inquisitor Aerdon of the Ordo Hereticus. Drake had two qualities Aerdon lacked: patience and subtlety, attributes that made Drake an excellent deep cover agent. Over time, Drake was given more responsibility, until he came to co-ordinate Aerdon’s intelligence network.

For all his achievements, though, Drake felt that he was forever in the shadow of Aerdon’s other acolyte, Benedikt Hirscht. Like Aerdon, Hirscht was more of a warrior than a detective. Once Drake had gathered all the information, pinpointed a target’s location and provided Aerdon with the enemy’s weak points, Hirscht would be dispatched to make the kill and enjoy the recognition.

Unsurprisingly to all who knew him, Aerdon died in the field. His final act as an Imperial Inquisitor was to give Hirscht a field promotion so that he might have the authority to bring Aerdon’s killers to justice. Hirscht, who had worked under Aerdon for only a fraction of the time Drake had done. Hirscht, whose idea of investigation involved a power axe. Drake understood why Aerdon had made such a choice – they needed a war leader, not a spy – but the implicit rejection bit deep. It was years before Drake finally received his Inquisitorial Rosette, but as far as Hirscht ever knew, theirs remained an ever-friendly rivalry; Drake knew better than to sour any professional relationships with his pride, and concealed his feelings behind a famously dry sense of humour.

Drake has since grown older and wiser, although he’s still prone to holding a grudge. After a brief phase of trying to operate more like Hirscht, he’s since learnt that his greatest strengths are, and always have been, infiltration and unobtrusive investigation. Most Imperial authorities never even know when he’s visited them. That said, there are times when Drake and his team have to ‘go loud,’ and when that happens, he feels it’s best to do it like you mean it. That’s where his warband come in.

2nd from left: Sera Jentiva (painting credits go to Jen)

Sera Jentiva was once a death cultist who tried to assassinate Inquisitor Aerdon. Always one keen to turn enemies into useable assets, Aerdon hit her until she stopped trying to stab him, locked her up, and spent a good few months giving her an existential crisis by way of pointing out the idiocy of her fundamentalist beliefs, after which she helped him track down the cult that dispatched her in the first place.

An expert at climbing or sneaking into places she isn’t supposed to be, she was soon assigned to Drake’s infiltration team, and has continued to follow him since Aerdon’s death. She’s somewhat more hot-headed than Drake (most people are), although he finds it useful having someone around to tell him when he’s being over-cautious.

Brother-Sergeant Elias of the Templars Errant

During the Iriax Insurrection, the citizens of the Templars Viridian homeworld rose up against their overly-strict masters and – with the help of some Black Legionnaires only too keen to assist – kicked the Templars off their own homeworld. It was one of the most humiliating defeats in the Imperium’s history, and left the chapter at barely a third of its original strength. During the retreat from Iriax, Brother-Sergeant Elias of the 2nd company was accosted by a marine of the 1st, who told him that the Chapter Banner had just been taken by the enemy not half a kilometre away, and that an immediate assault might reclaim it.

Having to choose between saving the lives of his men or launching a suicidal assault into the midst of the enemy, Elias chose the former. The Chapter’s survival, he said, counted for more than the Chapter’s honour.

After the evacuation, Elias was summoned to Chapter Master Gaius Octavian’s hall on the chapter’s flagship and told, in no uncertain terms, that he could either go and retrieve the banner, or face exile. Elias tried to reassert his reasoning, of the importance of preserving what little geneseed was left, but Octavian – a famously proud and recently humiliated man – would have none of it. Elias, disgusted by Octavian’s arrogance, chose Exile.

Elias continued to do the Emperor’s work alone, coming to the rescue of isolated Guard garrisons, helping Arbites to crush gangland insurrections, and so on. It wasn’t long before his movements were being monitored by the Inquisition, and eventually, he was headhunted by Inquisitor Aerdon as a potential ally.

He has since been invited back to the now renamed Templars Errant by a Chapter Master who has seen the error of his ways, but Elias has no interest in returning to his brothers any more, fearing that his return might re-open old wounds the chapter needs to forget.

Instead, he continues to work with Inquisitor Drake, and slowly, in the presence of such a cerebral mentor, he is becoming less the indoctrinated killing machine, and more a man of reason and thought. Quite how dangerous it might be for an Astartes to contemplate his own beliefs is, of course, not without worrying historical precedent, and Drake keeps a close eye on the grizzled sergeant, knowing that the inflexible mind of an indoctrinated soldier is prone to growing pains in the first few steps down the path of greater knowledge.

Stohlbard Dragoons (the paint job here was a joint effort by Jen & I)

Inquisitor Drake uses Stohlbard Dragoons as marines on board the Trojan, his Cobra-class destroyer. If and when Drake needs to go into a situation guns blazing, the heavily armed and armoured Dragoons make an ideal bodyguard.

The Trojan carries an Atlas-class drop ship, an unusual vessel only just small enough to fit inside the destroyer’s cramped launch bay. Atlases are, in effect, a flying landing pad with space for up to four Valkyrie-sized atmospheric flyers clamped to its roof. The Atlas, with its heat-shields and space-worthy engines, will relay Valkyries from orbit into a planet’s atmosphere, at which point the gunships can take off and fly Drake and his team down to the surface. Unsurprisingly, Drake’s black Valkyries have no markings or insignia on them whatsoever.

+ + +

There you have it, folks. I hope that made for entertaining reading and/or inspiration for your own characters. If you have feedback or thoughts, I’d love to hear ’em!

~Charlie

One story, many GMs

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How do you fix one silly idea? With another silly idea. It's like two wrongs actually making a right.

What am I talking about? Well, those of you who've been following our last few posts will know that we're planning a 28mm Inquisitor campaign, among other things. Jeff's idea was that each player would make a warband and a faction of antagonists. In creating their band of antagonists, each player would also write all the background for said nastygribbles, and if/when another player's Inquisitor (or Rogue Trader, or whatever) encountered said antagonists, the player who created them would GM the encounter. To keep it all tied together, everything would be set in the same patch of space, namely, the Cetus sub-sector:


The challenge, however, was to create that sandbox without stepping on each other's toes, or writing mutually-exclusive background. There are, you know, reasons why campaigns usually just have the one GM. Surely, this would be an organisational quagmire? Enter our friend Tom, who pointed out that there was a way of having a communal e-space in which to collaborate: a wiki.

wiki wiki wild wild west, galactic west, rough riders, desperados, something something.
Inquisition Archives: The Cetus sub-sector

By Jove, the man's a genius! Wikis are easy to navigate and easy to write. It's early days yet; whilst we've got it online, it's mostly just stuff that's already been said on the blog, although I've enlarged upon Inquisitor Drake's background because self-indulgence isn't a sin no it isn't honest guv'nor.

There was another question: which rules to use? Warhammer 40k is a battle game, not a skirmish game, but the original Inquisitor - whilst delicious - can make a fight scene take hours. Then came the utterly preposterous solution: to write an entirely new game.

Oh, god.

The good news is that this isn't actually as impossible as it could've been. The core game engine is pretty much done, and we've had a few playtests now. It's actually working, and surprisingly well at that. It's too early to go into any detail, but there's a possibility (and it's a long-term one) that the Beard Bunker may end up publishing a ruleset designed for 28mm skirmish games. Note the phrasing. 28mm skirmish games. Not just Inquisitor, but whatever setting you want, be it modern warfare, old west, fantasy or sci-fi. We're trying to make a simple, stripped-down game engine that just works. If there are any game designers among you, you may start laughing now, knowing as you do all the pitfalls we have ahead of us.

Also, lest ye had forgot, the Hochland campaign will carry on through the year whilst we paint up new shiny things. This last weekend, Mark and I had time for a game, and I'd forgotten just how hard the Ulriscberg Stonewalls are. Good lord. Just as I don't know what to do with Mark's 70-rat horde, he doesn't know what to do with my 35-man regiment of greatswords.

In the actual game, these guys were wandering around with a battle standard
and a warrior priest, because I am a nasty, nasty man.

In story terms, my Empire army - bolstered with reinforcements from Middenland - went stomping off East in the hopes of finding Emma's Chaos Warriors and taking revenge on behalf of the Stormbournes. They then proceeded to spend a long summer month marching about the hills wondering where the fudge the northmen had gone. [subtext: Emma and I haven't managed to organise another game since campaign week despite living in the same house, because we are totally amazing like that.]

Meanwhile Voltik ran out of raw materials in Hergig, which was now seriously overpopulated with rats and seriously underpopulated with food. Keen to loot more precious metals, he led his army north out of the city, telling them that they were going on a quest for food so as to quell the growing unrest. Eichewaldchen looked like easy pickings, but as the Skaven scampered up to the village, the Empire army - still marching around looking for Norscans - marched straight into them.

At which point, violence.

Several angry greatswords and a keg of Sh!twhiskers' Special Brew later, there were a lot of dead bodies outside Eichewaldchen. The Skaven were beaten back, and safe in the knowledge that the Skaven would be licking their wounds for a while, the Empire took the opportunity to repopulate and fortify Vodf. Voltik, despite having suffered a military defeat, was quite happy: he might not have got more raw materials for his plan, but he'd solved the overpopulation problem...

The updated campaign map: Vodf is inhabited once more, but Wahnsinningen
remains empty due to its proximity to the vampires' stronghold.

~Charlie

Inq28: The Chronicles of Bastian Vandemar - Episode I

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Greetings bunker dwellers! Carrying on with the Inq28 excitement I've started writing the back story for my merry warband. Before long, I realised that what I really wanted was to pull an Abnett and write all of the back stories from the first-person perspective of Inquisitor Vandemar. So here I present episode I of the Chronicles of Bastian Vandemar where we meet our (well my) titular hero and see some of what makes him the man he is today. I'm keeping these to roughly a thousand words an episode so hopefully they shouldn't be too heavy a read! I'm also illustrating the stories with pictures of the models that represent the characters. Would love to know what people think so without any further ado, here we go:



My name is Inquisitor Bastian Sergeiovich Vandemar of the Ordos Hereticus. As I write this I am transferring my seal and oversight from Hydraphur and am moving into the Cetus subsector to aid in the Inquisitorial Scrutiny of that region. Until now I have not been concerned with making any chronological written record of my investigations and examinations. However, as I enter my 93rd year – though I look no older than my late forties – I find more and more that I mistrust the once inviolate fortress of my memory. Thus I begin this chronicle.




Some background perhaps. I do not recall the planet or even the sector of my birth. My earliest memory is of the crushing blankness of the Black Ships. I had been identified as a telepath long before I could walk. To my fortune I was appraised as of sufficient power to be considered for more interesting service than to be burned out as a member of the psychic choir of the astronomicon or worse, to be sacrificed to the Golden Throne. I was not powerful enough for the Adeptus Astra Telepathica so I was spared the soul binding and a congenital allergy to artificial gonadatrophic growth hormone made me unsuitable for being selected as an Astartes Librarian despite my desirable age. Instead I found myself on the path to being sanctioned and of use to the Imperial Guard. As such I was inducted into a secure facility of the Scholasta Progenum and trained to hone my body as well as my mind. I never took well to the military life. Too wilful. Too curious. I was ever under sanction and in fact labouring beneath almost constant threat of expulsion.




It was then, as I entered my seventeenth year, that Inquisitor Valens came to the institute. He was seeking young graduate soldiers to join his extensive organisation before a crusade against the Demiurg. While there he heard the masters tearing strips off me once again and turned a bored mind toward me. Valens was a potent psychic talent, still far outstripping my abilities and my adolescent brain presented no challenge whatsoever to his mind. He saw me completely, every strength, every weakness, my whole potential. Clearly he liked what he saw as he requested I be added to the levy. Truly, I think my masters were glad to be rid of me. I served first as his batman and scribe and rose to the level of interrogator under his tutelage. I laugh now to think of what he must think of his student today. Valens is a straight arrow monodominant Ordo Xenos, an ancient bear of a man in wheezing tarnished power armour that contains the life support that keeps him going. He knows, passionately, the truth of the Imperium and its manifest destiny in the galaxy. The alien has no place in his Imperium – or anywhere bordering it for that matter – and he has dedicated his life to studying, tracking and dispatching the Xenos filth.




I earned my rosette comparatively early, a mere stripling at 43. Valens had always despaired of my subtler style of Inquisition but acknowledged that it had its place. Just nowhere near him! Fortunately, I knew where my talents lay. We had been cult hunting for the decade leading up to my advancement. Mostly misguided admirers of the devil breed Eldar raiders that plagued the area but two genuine genestealer cults. I saw these as far, far more dangerous than any xenos race. I recognise that mankind owns the stars and has a right to whatever world we wish to take but frankly, half of the foes we challenged had next to no interest in humanity and we had no interest in their worlds. I prioritise immediate threats to the glorious Imperium of mankind and see heretical cults and splinter organisations as being the cancer that eats at the heart of His blessed majesties greatest work. I elected to join the Ordo Hereticus and spend my career there. My master grumbled and sneered but eventually congratulated me and immediately departed on a fifty year crusade against the Hrud. As far as I know, he is still there.




I mentioned a subtler style of Inquisition. I am what most would call an Amalathean. I value the stability and surety of the Emperor’s plan as we understand it and will destroy anything that threatens that stability. We despise factionalism – the terrible irony that we are a faction ourselves is not lost – and seek to maintain the Imperium as it is. We are not so arrogant as to assume that we know better than the Emperor the direction humanity should take. For my part I take this seriously. I will not ride roughshod over local authorities. I request, I do not demand. I inform of my actions and include them where possible. I do not go in for flashy ornamentation or lavish standards of living. My appearance is crafted to be the popular image of the Inquisitor. Having said all of this I do recognise the need for caution and stealth. My first few weeks in a new situation will normally be covert as my followers work up the intelligence needed to assess the situation. Only when I am certain of my position and ready to act will I approach local law enforcement and request their aid in my work. If they are part of my work, only then do I disturb the Arbites.



Other Inquisitors will roll their eyes at this. We have the authority to command the highest echelons of society, why I bother with the ordinary constabulary is a source of mystery to them. Indeed, my master would come upon a world like a hurricane. I watched him almost paralyse whole cities as he seconded huge numbers of personelle to his mission. The results were always fast but the fallout often caused more misery than the heresy we were there to eliminate. He was effective but rarely engendered enthusiastic co-operation. I can argue my case and methods but frankly they are my own and it is how I prefer to operate and I care little for the opinions of my bolder peers. I do have one hangover from my mentor, a fondness for a fairly large permanent support organisation. Before we dive into the affairs of the Cetus Scrutiny I feel I should introduce at least the inner circle as they will be constantly referenced...
There we leave it for the time being, next time, I will start to introduce the warband that supports the Inquisitor, starting with his treasured inner circle of friends and advisers.You can read about painting and converting Vandemar over on Pirate Viking Painting. Hope all this prose is of interest to people other than me! Until next time...

TTFN

Inq28: The Chronicles of Bastian Vandemar - Episode II

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In which we meet the treasured inner circle of the Inquisitor. Read episode Ihere. Follow the links beneath the pictures for the painting articles that accompany the models.



In common with almost all of my colleagues, I maintain an organisation of hired followers, informants and various professionals; it is referred to as The Firm amongst my followers. Within this organisation exists an operations team which follows me from case to case. Furthermore, within this operational team there are people who are beyond followers, beyond employees. They are comrades in arms. Some are even friends. This may seem cold to be surprised that some have become my friends, but Inquisitors are lonely by calling and nature. Our work and necessary suspicion keeps people at arm’s reach. I tend to refer to this small group as my Inner Circle. They are confidants, sounding boards and trusted right arms in combat. They are essential. In order to prevent arguments I will introduce them in the order that they joined my service.


Dolus Andraste
Dolus Andraste has been with me since before I earned my rosette. She had been in the service of my master for three years when he took me on. No-one but my master knows what she did before she joined his service but her skill with a blade is terrifying to behold and she possesses a fierce, single-minded devotion. Over the course of my training we formed an excellent team. I discovered and encouraged a talent for acting and impersonation and encouraged her to develop it. Before long her ability to mimic others became uncanny. Realising that her talents would never be fully utilised under Inquisitor Valens, Andraste requested permission to be released to my service. Valens agreed and she has been under my supervision ever since.




Today she serves as an infiltration and assassination specialist. Frequently she spends months in the field in deep cover to gather the initial evidence required to begin my investigation. She can be anything from the lowest gang fighter to a noble lady with nothing more than a costume and a few minutes listening to the local accent. To protect her identity she wears a mask or full helm wherever possible. Prevents problems of recognition spoiling a covert investigation. In combat she is a demon with the blade and a shield given to her by Valens as a leaving present. She also rides outrider for us when we travel, her keen eyes detecting potential problems long before they happen. If she has a problem, then it is her devotion. This may seem strange to complain about but in all the decades she has served me, she has never once questioned an order or request. She has never hesitated to carry out any command I might issue. I genuinely believe she would take her own life if I asked it. This means that I cannot rely on her to check my actions, to spot a problem in my own methods. She seems genuinely to be an amoral creature, her morality defined by whom she serves. Mercifully, as long as I remain a moral servant of the Emperor. So shall she.


Wenchang Mimir
 Next to join my Inner Circle was a man cruelly used by the Imperium that I adore and serve. I found Wenchang Mimir working as a lowly scribe within the administratum of Darsalom. It was during one of my master’s investigations. By this point I was a senior Interrogator and was on the verge of receiving my rosette. I had been tasked with the job of following one heretical family tree wherever its branches lay. Immediately upon starting my quest I was struck by the astonishing precision, ease of use and efficiency of the record keeping. Intrigued, and frankly in need of diversion while the data sniffers did their work, I enquired and was told that some three hundred years previously a young, devoted scribe had presented to his masters a proposed brand new system architecture to reform and improve the archaic systems in place. He had worked on it for years on his own time. His masters were delighted, awarded him a medal for exemplary service and charged him with implementing the system planet-wide. Thus did he spend the next seventy years of his life. Single handily implementing the fruits of his organisational genius.




Finally, old and tired beyond all endurance he was once more approached by his masters. They wished to reward him and extend his lifespan. As a loyal servant he agreed, unaware of the horror that was to befall him. Hundreds of bionic modifications replaced all organic components but his mind and his face. Cogitator arrays supplemented his memory and allowed him to make computations far beyond his previous capacity. Then they implanted him in a socket. Gave him a terminal and ignored him once more. For two hundred years he has maintained the system architecture having never received or asked for any reward. I decided that it was time that this dedicated servant saw more of the world than a scrivener’s cell and drafted him into my service. I had my master’s techpriest fit him with legs and brought him into my confidence and service. Since then he has been invaluable. His ability to sort and sift data, craft magnificent database architecture and follow trails of information whosesoever it leads has been central to breaking dozens of my cases and I dare say he is even happy.




Wenchang does not join us “in the field” very often. His frame is not built for the rigours of combat and his disposition is not suited to the rage and fury of open warfare. When he does it is usually to get past a particularly tricky encryption system or to help us cripple an enemy’s system architecture. He has a malevolent glee for exploiting flaws left by lesser programmers. However such instances are rare and necessitate a tactical plan where some of my forces have to be left to defend him. Wenchang’s value is far and away the knowledge he can gift me. The irrefutable evidence trails. I consider him indispensable. Just as his former masters did. I only hope I can always act more honourably toward him.

 
Bard Nobel
Shortly after I was elevated to full Inquisitorial rank, I was despatched to oversee the purification operations in place on Hellmawe Tertius. There I met one Corporal Bard Nobel. Cpl Nobel just loves it when things explode. He trained as a bombardier in the Divine Emperor’s Imperial Guard and served well with a specialisation in setting and disarming set-piece explosives. Sadly for him he got caught up in a wave of puritanical fervour when a new commissar general took power over his regiment. Anyone associated with those under accusation of heresy were suspect and Cpl Nobel’s sergeant was tried and convicted of unsanctioned medalling with sacrosanct technologies and his entire unit were tarred with the same brush. 



Bard was fortunate that I was charged with reviewing and advising the new security and purity arrangements. Though it was one of the most frustrating assignments of my career I did manage to save some of the truly innocent. Some of my colleagues reading this will be sighing heavily at my weakness and naivety but I believe that true Imperial souls are far too valuable to sacrifice on the altar of conspicuous zeal. Wenchang Mimir’s data mining turned up several exemplary soldiers convicted and held for execution on no charge other than association. The only way I could save them without causing a major incident was to trump up charges of my own and have them transferred temporarily to an inquisitional holding facility. Bard and his kin endured weeks of incarceration amongst the true scum of the galaxy in the harshest possible regime while I worked to clear them of my own false charges. 



Once cleared I arranged for them to find appropriate employ within the warbands of fellow inquisitors, other imperial agencies and the like. Bard was one of the few who seemed to bear me no ill will for my part in his suffering and indeed had weathered the conditions better than most. I took him into my employ and granted him a place in my operational warband primarily to keep an eye on him. I was concerned that his time amongst the heretics might have damaged or corrupted him. I need not have been concerned. He served ably as a breaching and booby-trap removal specialist. His grim, graveyard humour has fitted in well with my core band and indeed his remembrances of conversations in Inquisitorial holding have proved very useful in identifying cult members or likely targets.

Herodotus Lothston
Finally, from the Inner Circle, we have Herodotus Lothston. Mr Lothston serves as my Interrogator and I am grooming him for eventual acceptance within the Ordos. I encountered Lothston during the Kvarium Alpha campaign against the Tau. I had noted a tendency for “progressive” movements to arise ahead of Tau campaigns and was determined to root out the corruption within the military so as to avoid tactical problems. While the Space Wolves battled in the cold depths of the sea, I was moving through the various regiments deployed there. Lothston was serving as a young lieutenant in the PDF and was assigned as my ADC through the campaign. He had been horribly wounded early on in the conflict, a rail rifle round had torn his arm off and he was awaiting the stump healing to be fitted with a bionic. His regiment – the Serpentis 35th– were an insufferably stuffy bunch and relied heavily on aristocratic officers. I had inwardly winced when General Maygyr assigned one of them too me. I was mercifully surprised. Here was a young man of dedication and drive, rapidly adjusting to a heinous injury with every wish to return to the fight as fast as possible.




I made some discrete enquiries and discovered that he was the second son of one of the most powerful mercantile families. He could have bought a senior commission but elected to earn it through merit and effort under a pseudonym (His real surname is Trakaris). Over the course of our time together on Kvarium, he demonstrated a knack for the kind of patient questioning and unravelling of lies that I believe to be the mark of a true interrogator. Anyone can sear flesh and break bones to extract information. It requires an artist to dissect a mind and sift loose the truth using speech alone. I saw extraordinary potential in the young officer, so at the conflicts end and with his surgeries complete. I offered him a chance to serve the Emperor beyond the narrow confines of his world. He has served as my interrogator for six years now and is gradually making progress. He still has too much of the stiff, courteous nobleman about him but those smooth edges are gradually being worn rough. I only wish he would lose the ridiculous wig. When he joined my team he took to wearing the formal magistrate’s robes that denote an agent of the Throne on his Serpentis. Mercifully he gradually realised that the robes were impractical and shed them until only the ceremonial headdress is left. He is only 31 for goodness sake. That thing makes him look ancient.




Truthfully, I think he has many years of effort ahead of him before he can become an Inquisitor but his work ethic is commendable. He is eager to learn everything. He spends time with all of my team, learning their crafts and fighting techniques. He carries Talon, a relic weapon of Naucratis, which once belonged to a close ally of mine. The sadly deceased Amenemhat had taken it upon himself to teach Lothston a faster, more brawling style of close combat than the fencing he had studied in his youth. The two became fast friends until the Affair of the Corvid Maze cost Amenemhat his life. The ambush that took his friend hardened Lothston and I honestly believe that I may have been aided more by the loss of Amenemhat than I would have been by his continued service. I do miss his ready smile and feral glee for the fray though.



So there you have it. The small group who make up my trusted advisors, confidents and student. All that remains is to mention the rest of the operational warband to prevent confusion later on and we can start to record the actual events of the Cetus Scrutiny.

The introduction to the warband will conclude in Episode III.
TTFN

Inq28: The Chronicles of Bastian Vandemar - Episode III

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In which we conclude Vandemar's introductions with the outer circle of his operational unit. As before, links under the pictures lead to painting articles. Follow these links for Episodes one and two.



While my Inner Circle are the solid foundations that prop up The Firm there is more to my operational unit than my close colleagues. The operational unit requires skilled individuals to perform its role. However these people may not display the deeper talents or easy group cohesion that will grant them a place in the Inner Circle. It may be as simple as being a poor fit for the rest of the team. Some, I will confess, I deliberately hold at arm’s length. I feel I should start by introducing those who are close to being part of my closest colleagues.


Enforcer Callaghan
I do believe that what the Emperor takes with one hand he may return with the other. I mentioned the Affair of the Corvid Maze earlier in this chronicle. That unhappy affair cost me a long term ally in my poor Amenemhat but granted me a new cohort in the form of Enforcer Calleghan. The Corvid Maze was the name given to the tangle of slum dwellings and abandoned industry at the heart of the capital of Centuarii. New dwellings had been built on top of each other, covering alleyways and making them into tunnels. Hatches cut vertically through floors and ceilings and occasional collapses made the area a treacherous warren of tangled pathways, blind tunnels, festering squats and vicious gang strongpoints. I was tracking a known recidivist – Keiden the Reviled – on Centuarii and it was only when he disappeared into the Corvid Maze that I knew his intent. An estimated third of a million people dwelt within, cults germinated in such fertile soil would have roots that would be almost impossible to eradicate. Sadly, I know that many of my Ordos would have ordered the Maze to be levelled by orbital fire rather than take any chances. I, once more, let my weakness for seeing innocence within the most festering sinks of humanity get in the way. I would try to flush my quarry before he had a chance to seed heresy.



To aid me I was assigned a full regiment of enforcers. These would start a crime sweep from the eastern edge of the Corvid Maze while my band entered from the west and tried to capture Keiden as he fled ahead of the advancing enforcers. I had samples of Keiden’s blood from previous engagements and I had requested a tracking detail from amongst the enforcer regiment. Calleghan was the result. His faithful cyborg-mastiff – Atemis – was equipped with astonishing bio-spoor sensors and could follow the scent trace of a suspect across a hundred thousand crisscrossing trails. Calleghan loosed Artemis into the maze and we followed eagerly. Several skirmishes against the scum that claimed the various territories within rather announced our presence though. By the time we caught up with Keiden he was ready for us. The ambush was savage, the surprise, total. Not one of us escaped without grievous injury of some form. Through it all Calleghan was like a force of nature. This was his natural battleground, close quarters, righteousness and a shotgun his allies, criminal scum his opponents. What really sold me was that wherever possible throughout the operation he sought to take his foes alive to face the Emperor’s justice. That sort of tenacity and honest adherence to the law appealed to me greatly.



I’m still not sure whether or not I retained him to fill a tactical or emotional hole at Amenemhat’s passing. Regardless, I made him the offer to perform the Emperor’s work on a grander scale and he accepted. I think he felt that he had risen as far as he was able within the Magistratum and seeing the sort of villain that we pursue gave him hope for greater exploits. He is increasingly valuable and on the verge of being accepted into the Inner Circle. His hound is capable of tracking in a bewildering variety of environments and has been more than useful on countless occasions. Calleghan himself throws himself into the work with a glee and enthusiasm that is most gratifying. He works well with Herodotus in interrogation, the two forming a double act. One, the erudite, eloquent web of logic, the other playing to the stereotype of the callous, brutal enforcer. Truthfully though, he is of most use to me as a bridge between the Inquisition and the local Magistratum. He speaks their language and opens many doors of cooperation that they might try to conceal from me. As I say, a valuable man and well on his way to Inner Circle status.


Mung
And then there is Mung. Mung will never be a part of the Inner Circle I am afraid, although I am extremely fond of him. He simply lacks the cognitive functions to appreciate anything but the simplest concepts. Mung’s early life is very much an enigma. He certainly is not from one of the Ogryn homeworlds, he lacks any Imperial Guard markings or implants so could not have travelled offworld. I am inclined to believe that he was the child of serving Ogryns left behind when the regiment moved on. Who can tell? However he came to be, I found him on Enix Major. Enix is a cancerous lump of a world, run down and forgotten, hopeless and heartless. There really is no functioning government to speak of, a local lord serves as governor but he is little better than a mob boss. It is my intention one day to return to Enix and carry out a thorough purge of the so called leadership. Try to install some genuine Imperial order there. Regardless, I am sending myself on a tangent.



Mung was working as a bouncer in a low-sink dive that had become the focus of my investigations on Enix. I was following the trail of warp-polluted erotica that was being exported from Enix. The pages contained hidden details in the background of the images, sigils and circles of power for the conjuration and communication with daemons. Ritual incantations, symbols of the dark powers, you name it. Wenchang Mimir had tracked the supply lines back to an establishment called The Decadence Lounge. Mung was its fearsome guard dog, growling at those who entered and beating senseless any who contravened the fairly lax rules. During our reconnaissance I had tricked my way past Mung with the simplest of telepathic illusions. Touching his mind, I detected no genuine malice, he was a gentle, innocent soul who had been trained to look ferocious. The presence of a genuinely civilian Ogryn piqued my curiosity and when the time came to raid the Decadence Lounge I ensured that Mung was non-lethally neutralised.



After I had dealt with the cultist owners of the club – a tale for another time – I questioned Mung. He was adamant that we were the bad guys, that we had attacked a legitimate business, he’d seen papers that proved it. It turned out that his simple brain had been fooled into believing that this den of filth was a typical Imperial business, taxes paid, permissions granted and all above board. When I finally finished explaining his error, this huge creature crumpled. Mung wept for a day and a half, gasping for forgiveness between sobs. Have you ever seen an Ogryn cry? It torments the soul. I fully believe that without the brutal indoctrination of his own people he represents the true state of the Ogryn soul. Gentle innocence in a murderously powerful frame.



Eventually I had to concoct a means by which he could pay penance to the Emperor and earn his forgiveness. He had to serve me as faithfully and completely as he had his false masters. From that moment on – the sight of hope re-entering his eyes has stayed with me – he has served me utterly. He remembers his training to be ferocious well and makes an excellent intimidation tool. Combine that with his ability to haul a full-size multilaser – he calls it Princess – we liberated from a wrecked sentinel on Casterus and you have a formidable presence on the field of battle. Between investigations he spends most of his time either obsessively cleaning – he sees it as part of his penance – or listening to the dreadful Pound music that the club used to play all the time. He’ll never be Inner Circle material, but I wouldn’t be without the big guy these days.


Friar Dominic Augustine
Now we move into slightly more uncomfortable territory for me. I have mentioned before that I am a strict Amalathean and dislike and mistrust factionalism within the Imperium. Sadly, the Imperium is riven by factions far more divisive and powerful than those within my own order. I truly believe that the Imperium will never be saved until it is whole, one people, one purpose. This will never happen as long as potent factions such as the Ecclesiarchy continue to meddle with government. They should concern themselves purely with the promulgation of the Imperial faith and with the worship of His Divine Majesty, all other activities should be forbidden and curtailed. With this in mind it may be surprising to see a member of the Ecclesiarcy within my operational band, Friar Dominic Augustine.



Frankly, with my experience identifying heretics and deviants I know better than to shun the Ecclesiarchy. To shut them out would invite undue attention to my views on their practices. Instead, I prefer to play the role of the dutiful servant and hide my opinions under cover of acceptance. Indeed, Friar Augustine is not so bad. He is not so hidebound as many of his ilk and was a private in his world’s PDF before taking holy orders so has some of that practicality, he even keeps his issued chainsword as a keepsake. He was little more than a scribe in his abbey and jumped at the chance to serve the Emperor as part of my band. He rarely sees combat unless we are facing foes who are vulnerable to faith. Instead, I use him much as I do Calleghan to be a bridge between my band and the Ecclesiarchy. Having an ambassador of the cloth opens doors for me and prevents irksome suspicion.


Enginseer Hephaistos
Then we come to the Mechanicum. I fear I will have to redact these comments if I ever publish them for in the eyes of most of my peers I would be a heretic for my views. My job is to hunt deviant cults, including heretical Imperial cults. What, might I ask, is the most deviant of all of the Imperial cults? That of the Machine God. For Throne’s sake they even schism over whether or not the Emperor IS the Omnisiah. They are the ultimate expression of deviant worship. Why did we ever tolerate them? Nothing more than political expediency. It was easier to swallow their perversion – indeed I believe pretence – of worship than to challenge them and bring them to heel. Sadly though, I need enginseers to keep my machines and tech working. I have made it my policy only ever to recruit relatively junior ranks within the Mechanicum and to keep them at arm’s reach.



Hephaistos is the latest in a string of Mechanicum servants. He joined us shortly after Herodotus was elevated to Interrogator. He’s a tolerable example of their kind. Mercifully obsessed with the machines he serves and forever tinkering with that oversized gravitron rifle of his. He seemed enthusiastic to be our enginseer at first but – as always – he is starting to grow dissatisfied. You can’t blame them, they join an Inquisitor’s retinue, excited at the thought of making a substantive contribution and are reduced to mechanics and occasional translators. I fear Hephaistos will soon reach the point where boredom and dissatisfaction will overwhelm duty and he’ll make his excuses. It will be a shame, it is hard to look for the right combination of duty and lack of ambition in their kind.


Captain Aleksandr Pokryshkin
And finally we come to Captain Aleksandr Pokryshkin. He is the first member of the Operational band that I have not chosen personally. I gave Herodotus the task of choosing a new pilot when our previous incumbent – a woman called Graia who had been with me for half a decade – was killed by explosive decompression in a fire fight at low orbit. I wanted to test his judgement in assessing people. Frankly, I think he needs work in this area. There is no doubt that Pokryshkin is a superb pilot, I’ve seen him do things in bulk transporters that I would have blanched at the thought of in a void fighter. Unfortunately he is a terrible fit for the team. He is brash, blunt to the point of rudeness, boastful and has developed a rather dangerous – for him – obsession with Dolus Andraste that I foresee ending with blood. Only Bard can tolerate him for lengthy periods and that is only because he sees making up stories to outdo Pokryshkin’s as a source of endless entertainment. I only hope that whatever well hidden depths there are to his personality come to the surface before I am forced to dismiss him.

So we come to the end of our introductions. These are the people with me aboard the trader vessel Horizon Yearning as we enter Cetus. Whether they all leave with me will depend on the danger of this scrutiny. Time will tell…


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