Monday, September 2, 2013

The One That's In Space


So of course inevitably the question comes up: What happens when we put WHQ in the 40k universe?  Well here is our extremely early playtest of just such a set of rules.  in our 40k quest players take on the role of a squad and adventures are swapped with missions.

A few things have changed from the usual such as missions are now themed around a certain alien race each time, certain squad members can not party up with others (ie chaos and grey knights).  Sometimes (such as today's case) mission maps are fully revealed at the beginning instead of revealed during the gameplay. Finally enemies are spawned within a random room rather than right in the squads face.




We were missing a few models so please excuse the proxies and the boards are simply the lustria tile set due to 40k ones not being made just yet.  Our squad was chosen from the inquisition being the Death Cult Assassin (wardancer model), Crusader, Inquisitor, and Banisher (warrior priest model).

We began in the objective room for this mission and had to extract a wounded companion (the inquisition henchman in the back of the squad) to the  exit point.

As you can see from the red line above we had a LONG path to move through in order to get out.  The first set of enemies spawned at the beginning were a single tau stealth suit in the stairwell and a pack of kroot that spawned in the end room.


We moved through the first room which like a normal dungeon room spawns enemies however it spawns them in a random room so three fire warriors spawned behind us.   The assassin and crusader held up our rear as the inquisitor and banisher ran forward with the henchman spawning a few kroot hounds (shown above as hobgoblins).


Little did we know that our escape was doomed from this point on as five gun drones spawned in one path as the kroot pushed forward towards us bringing an inevitable pincer attack towards us.


The kroot edged closer as the assassin and crusader finished up the enemies to our rear and regrouped.

The beginning of the end came fast as first the banisher fell to the kroot only to be revived by a medipack and the inquisitor fell to the pulse carbine fire of the drones being brought back with a medipack as well.

The crusader attempted to cover the ground and close with the drones as the rest of us dealt with the remaining kroot however at the worst possible time more kroot spawned in the worst possible position surrounding the crusader and ending any chance we had of extracting the wounded henchman.

We conceded to the superior firepower and abilities of the tau dieing in a hail of kroot riffles and pulse carbines.

Lots of things to fix but some fun things did happen so the rules will continue to change and eventually maybe even be released....

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