GAME 1 - ARMOURY RAID
To get our campaign started we decided that a philosophical gathering of Imperial citizens had been subtly twisted over time into hatred of the Imperial control on their lives, and stated to plan how to overthrow their oppressors. So the most combat-minded of the 'cult' are gathered and the first stage of the plan is put into action.
To escalate their aims further they will need weapons - more than they have access to, so their selected party is armed with the pistols and any crude improvised weapons they can find. After much observation and planning the cult leader formulates a plan to break into the armoury of an isolated PDF barracks. Timing will be critical...
To escalate their aims further they will need weapons - more than they have access to, so their selected party is armed with the pistols and any crude improvised weapons they can find. After much observation and planning the cult leader formulates a plan to break into the armoury of an isolated PDF barracks. Timing will be critical...
Opening moves
The sentries stand watch, not realising the approaching danger
Not expecting anything out of the ordinary monotony of their sentry duty, the barracks sentries moved little as the warriors of the cult closed in from two sides. Making use of the available cover the cultists advanced behind barrels and under walkways to keep their approach hidden, aided also by the cover of twilight. The leader had made his plans well.
Standing nearest to the armoury doors and sheltering behind a tank trap, watch leader Frandus Kaine held the access pass which was the cults sure-fire way in to their target. As such the flamer armed cultist edged his way closer in the shadows of the watchtower. As the majority of the cultists neared the other sentries, he stepped out from the tower, striding quickly to cover the distance so the shocked watchman had not even time to reach for his pistol before the heavy industrial flamer swung round and belched forth a gout of flame. Frandus dived under the tank trap and bellowed out an alarm - the game was on!
Standing nearest to the armoury doors and sheltering behind a tank trap, watch leader Frandus Kaine held the access pass which was the cults sure-fire way in to their target. As such the flamer armed cultist edged his way closer in the shadows of the watchtower. As the majority of the cultists neared the other sentries, he stepped out from the tower, striding quickly to cover the distance so the shocked watchman had not even time to reach for his pistol before the heavy industrial flamer swung round and belched forth a gout of flame. Frandus dived under the tank trap and bellowed out an alarm - the game was on!
The alarm is raised
The cultists make use of every scrap of cover.
As soon as the alarm was raised, Trooper Sylas Formes voxed for any available back-up but it would be a while before forces could be sent from the central city. Meanwhile the cult closed in on the armoury. Seeing his chance the and with his flamer expended, the cultist charged the watch leader, but he was not to be caught off guard again and put the cultist out of action. Elsewhere the first volleys of fire were exchanged between cultists and sentries, and a couple of cultists were downed, but it was clear their numbers would start to tell if reinforcements didn't arrive soon.
As if that wasn't enough yet more cultists clambered up out of a manhole where they had infiltrated through the sewers and started scampering across the roadway towards the armoury.
Just as things were looking desperate for the remaining Imperial troopers, back-up started to arrive as nearby patrols responded to the distress-vox. Arbites made their presence felt with grenade launcher and shotgun, and seeing aid arriving, Trooper Formes kicked a cultist from his watchtower and clambered down to the ground.
As if that wasn't enough yet more cultists clambered up out of a manhole where they had infiltrated through the sewers and started scampering across the roadway towards the armoury.
Just as things were looking desperate for the remaining Imperial troopers, back-up started to arrive as nearby patrols responded to the distress-vox. Arbites made their presence felt with grenade launcher and shotgun, and seeing aid arriving, Trooper Formes kicked a cultist from his watchtower and clambered down to the ground.
Final gambit
Sensing time is running out to achieve their objective the cult rushes forwards.
With Imperial reinforcements turning up, the cult would soon lose the advantage of numbers, so it was time to act quickly. A pair of cultists charged in to face watch leader Kaine, the first cut down quickly by Kaine's chainsword, but the second ducked the whirring blade and landed a blow to the head that knocked Kaine out cold, his chainsword scattering away across the street. With the access pass in his grasp and the armoury doors just yards away victory was close, but there was still a chance for the Imperial forces to stop him. As elsewhere across the battlefield cultists and Imperial troopers traded shots, an Arbite grenade sailed through the air towards the cultist, but it was wide of the mark and scattered harmlessly out of range before detonating. Trooper Formes levelled his lasgun and fired a shot but it glanced from the cultist's club, forcing him to drop it, but not preveting hiis advance to the doors. The final chance was an Arbite shotgun round, but it was simply not to be. The shot went wide leaving the cultist free to dive for the armoury doors! The cult had been bloodied but they had achieved their objective in the most dramatic of last-minute endings! They had access now to a more plentiful supply of weapons. What new nefarious plans could they formulate to make use of their newly obtained arsenal...
Aftermath
Security surveillance pict of the armoury doors, as the cult gains access.
As the dust settled we resolved the post-game effects. Two of the cultists had been killed in action, the rest of the injured cultists survived with only minor wounds or fully recovered.
As a result of his success and new-found loyalty, the cult leader increased in Leadership, and a handful of the more successful cultists obtained Initiative increases - appropriate for followers of Slaanesh.
Obviously, the cult now had access to more weapons to equip more of their members for action, not to mention a growing confidence. We discussed what could happen next and came up with the idea for our second skirmish game...
As a result of his success and new-found loyalty, the cult leader increased in Leadership, and a handful of the more successful cultists obtained Initiative increases - appropriate for followers of Slaanesh.
Obviously, the cult now had access to more weapons to equip more of their members for action, not to mention a growing confidence. We discussed what could happen next and came up with the idea for our second skirmish game...