Being the report of the concluding battle in my portion of a blog narrative team-up with Maj. Guiscard of The Governor General of Sector Six, featuring techno-arcane castles surrounded by jungle, tough guys who put on sunglasses while walking away from explosions, an evil mecha-pooch, daring not-so-escapes, more explosions, strong female leads that get the job done reliably, robot skeletons and cyber-insects.
(nfortunately the report also features some rather sub-par photography. I had the wrong settings on the camera for the entire game. Oh well. Im going to have to pretend that it was an effort to promote atmosphere…)
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Previously on =][=nquisitor…
Inquisitor Verhoeven, last seen surrounded by zombies and staring through a fence at a departing shuttlecraft …
…has been fighting for survival in the hostile jungles of the Northern polar continent of Krellborn IX.
Even while pulping mushy zombie craniums, resisting the advances of Cudbears and ensuring that his trouser armour is sealed from potential Death Ferret incursion, the Inquisitor has been putting his brilliant, significantly augmented mind to work.
Verhoeven has triangulated the location of the force that he now knows to be responsible for both the reformatting of Krellborn IX and acts perpetrated further afield, in Sector Six. The Inquisitor has put personal safety concerns aside and moves to disrupt the power nodes crucial to the slowly rebooting sequence of the Necron legionss dormant beneath the planets crust…
Meanwhile, the information gathered from the unexpected discovery of Necrontyr tech at the coordinates supplied to Agent Blanche-Anders by Milo the Space Eunuch has led the Sector Six Emissaries to concurrent conclusions. Cross referenced searching for the faint telltale signs of the Inquisitors presence alongside the now isolated frequencies of the Krellborn IX Necrons has located both in the vicinity of some ancient jungle ruins.
But will the Emissaries arrive in time to ensure Verhoevens safety while also successfully disrupting the power nodes? Or will the Necrons prove too formidable a foe for the weakened Inquisitor and his comrades?
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L to R: Necron Warrior Mark 1, Cyber-Shogun Hector Decimal, Canoptek Cyber Canine Tob-E, Viscount Finlux, Necron Warrior Mark 2
The Scenario
The game was a variation of the Death Trap scenario in the Pulp Alley rulebook.

The battlefield is an old shanty filled fortification that has changed owners and functions many times throughout the millennia. It may be that the ruins were originally built on this location as part of a failed plan to harness the strange energy sources from below. Inquisitor Verhoeven can be seen on the bottom right of the image, trapped by the Necron force.

The Emissaries are rushing from the diagonally opposite corner of the battlefield to assist the Inquisitor/disable the the power nodes.

The small but elite force of Sector Six-ers access the ancient complex (middle right), desperate to reach the Inquisitor (just visible in the top left of the image) before time runs out.

Shogun Hector Decimal emits a blurt of machine code and TOB-E the robotic hound slowly approaches, a tinny growl emitting from between adamantium fangs. Verhoeven stares down the entire Necron force while adjusting the setting on his custom Damnatus Xeno tech weapon setting to “can opener”…

Viscount Finlux (barely visible in the shadow) is also knocked to the ground in the volley. Insert Windows Vista unreliability joke here.

The Necron Mark 1 unit redeploys sightly to disrupt the Emissary advance, forcing Ace Cannon to keep his head down.

…delaying the Sector Six force in their sprint to reach Verhoeven, who is proving to be a tough nut to crack..

The Lieutenant focuses on what she does best, leaving the firefight to Ace while she starts the process of disrupting the flow of power to the Necron reanimation sequencers.

Having forced Agent Sophie and Ace to attempt entry to the compound via the Northern gate, Viscount Finlux commands the Mark 1 Warrior to block that gateway with gauss heavy weapon fire. Despite decapitating TOB-E with a well timed, cyberharness augmented kick, there are simply too many of the cyberskeletal monsters for Verhoeven to deal with alone.

The Inquisitor finally collapses. An eerie, rhythmic grating sound issues from the Cyber-Shogun… could it be otherworldly laughter?

Pausing only to reroute her focused EMP emitter to disable swarm of attacking Necron scarabs, the Lt. disable the power node…

Blocked from entering the compound by punishing Necron covering fire, Ace is forced to leave Verhoeven to his fate and focuses his attentions on the scarab infested third power node controls.

Focusing on his strengths, Ace blasts the node controls with his pump action nano-shotgun, before narrowly escaping a gauss cannon blast from the relentless Mark 1…

…the Mk1 keeps the pressure on, forcing the Emissaries into cover and buying the Cyber-Shogun time to escape as he levitates the inert form of the Inquisitor to his front…

+++ THE FOOLS MAY HAVE DELAYED THE REVIVAL OF MY MINIONS BUT I HAVE THE INQUISITOR. HA. HA. H…. WHAT THE… +++

From an unexpected quarter the shuttlecraft Helga sweeps in, blasting the area and blowing Necron Warriors to smithereens. In the ensuing confusion Ace collects the Inquisitors abandoned body and the Emissaries board the shuttle, which departs to the sound of a robotic skeleton shaking its fist.
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The game ended in a draw and with the Necrons holding the Inquisitor captive. That is how I would have left the game narrative to be picked up next time, only that the Inquisitor and a handful of his cronies have to leave Krellborn IX to make the journey to Sector Six to try to make sense of some of the intrigue going on over there (and the miniatures all had to be sent across the Atlantic to take part in Maj. Guiscards games). Hence the deus ex machina.
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Eplilogue

Once conscious, Verhoeven was pleased to find that that the injured ALF had been rescued by Pat the Astropath (previously missing, presumed dead) in the jungle. The two comrades rendezvoused with Rosa “Digger” Stone just in time to mount the rescue in the Helga. Agent Sophie, having slipped into something a little more comfortable since the battle, has fully briefed Verhoeven. With no time to lose, the Emissaries, Verhoeven, Rosa and Pat the Astropath board the Helga and rendezvous with the Passeraux in orbit.

En route to Sector Six the Inquisitor and the Ambassador plan strategies over games of dejarik, while Rosa and Ace enjoy disassembling and reconstructing weapons over glasses of amasec. Pat the Astropath finds warp travel difficult on his enhanced sense, so he mediates in his chambers for the duration.
The story continues in “The Governor General of Sector Six” …
Filed under: Games in Progress | Tagged: 2014, 40K Skirmish, Flat Stanley, Inquisition, PB, Pulp Alley, Sci-fi, The Governor General of Sector Six |
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