Tuesday, 12 April 2016

The Inquisitor Grand Tournament 2016


Saturday the 9th of April saw a gathering of Inquisitor-playing enthusiasts descend on Warhammer World in Nottingham. An entirely unofficial, non-GW affiliated event nowadays, the tournament has been run by a selfless volunteer. I've had a turn before, but this year it was Conclave user Cortez who took the reigns and did a great job with planning the event, as well as time- and score-keeping on the day. Thanks must also go to Marco Skoll for booking the tables, creating a poster to advertise Inquisitor to passers-by and for printing off more leaflets for those interested in the game.

Displaying huge 54mm scale vehicles always draws people in!

The day was split into three game rounds, where participants are expected to run a scenario of their own creation, and take their characters into the thick of things in 2 games run by another participant. Scores are awarded for creativity and running a tight ship by players for the GM, while they score how well a player stayed in character and helped towards creating a fun story in the game. A painting and modelling round where participants judge the work of their peers is also included in the final tally. Lastly, the fiendishly tricky Inquisition quiz tests a participant's knowledge of 41st millennium lore and is used as a tie-breaker.

Commissars attempt to unravel the secrets of my scenario...

I had the honour of running one of the first round games. The Tzeentchian von Ravensburg siblings of Cortez and the errant Commissars of Greenstuff_Gav descended on the Hall of the Cryptologists tasked with having an encrypted message decoded by the titular Cryptologists. Highlights of the game included Daniel von Ravensburg briefly becoming possessed by his daemon weapon, Isabella von Ravensburg using sorcerous powers to run through walls, and the Commissork (you read that right) Gitsnik shouting “anyone that is a 'eretic throw down ya weapons!” The game was played on the Zone Mortalis table, which was great for forcing characters into narrow alleys in search of the Cryptologists. Although the admittedly gorgeous Forgeworld scenery is out of my price range, I do fancy trying to put something similar together myself.

The Alpha Legion are now a confirmed presence in the Carthax Sector.

In the second round I used my Alpha Legionnaire, Constantin Jágr as my PC (with the GM's permission I should add). Tasked with preventing the radical Red King under Lord Borak's control from getting secrets from a contact by GM Cortez, Jágr took it upon himself to kidnap the contact. Unfortunately, McJomar's Mondominant Mordecai had the contact under armed guard, and extraction via Valkyrie was moments away. Using blind grenades and duplicity, Jagr managed to isolate the contact and convince one of her guards to hold off the Oblationist enemy. Highlights from this game included Jágr shrugging off a krak grenade, Mordecai using his flaming power fist to swat away Pyonidas in revenge for setting him on fire, and Violet and Verena unsuccessfully playing hot potato with a krak grenade.

The Blood God demands his worshippers massacre all those that oppose him. 

In the third round Lord Borak requested I take my alternate warband, led by the Khornate pirate Ergun Malloch in search of a lost minion. Unfortunately, said minion had some sort of head injury and now led a band of Redemptionists! Malloch was tasked with extracting him, but once the heads started rolling and the daemonhost Sacarlax spilled blood in anger, only death would do for the traitor! While I failed in my objective, and Marco Skoll succeeded in his by shoving a krak grenade down the target's throat, all the bloodshed surely pleased Malloch's patron. This game was most memorable for the number of injuries to left arms suffered by NPC goon and PC alike. Biceps for the bicep throne!

Bony appendages make for deadly weapons, as lots of Redemptionists found out!

The final scores were soon tallied, and amazingly I took home the Best GM and overall winner awards. Cortez was the Best Player and third overall, while Lord Borak was the Best Hobbiest and second place. Personally, this was a great end to a great day. Inquisitor gaming is alive and kicking! Thanks to everyone who made it along and turned it into fantastic day.

More pictures will appear on the Facebook page.


The Carthaxian Inquisitor 

Thursday, 31 March 2016

The Xanthite Sourcebook



Ladies and Gents, I'd like to present version 1.0 of the Xanthite Sourcebook.

This has been a project that has been ongoing for at least 4 years following the release of the Amalathian Sourcebook, and had its inception some time before that during discussions with Conclave user Dosdamt (Slaanesh_Ben in earlier incarnations of the forum).  It's been held up quite a bit due to a determination of mine to have new miniatures built for illustrating it, and because of that passion-killing feeling big projects have from time to time.

The book gives a history of Zaranchek Xanthus, and the founding of the faction. Details of the faction's related philosophies are given, so too its place within the Ordos and its interaction with the other major factions. Some of the forces of Chaos that Xanthites of the Carthax Sector may come up against are presented within the book. 4 characters with links to the philosophy of Xanthus are biographied next. Lastly, a large section on Xanthites on the table top includes rules for daemonhost and daemon weapon creation.

I am presenting this as version 1.0 as there are no doubt a bunch of mistakes in there that will need edited. Once I am happy they have been corrected I'll be releasing an updated version to the internet at large.

I would love some feedback, and correction of all my errors!

Thanks

The Carthaxian Inquisitor

Go the Facebook page, or Twitter, for more discussion!

LINK: https://www.mediafire.com/?rbe1g6zc9m20ze8

Sunday, 13 March 2016

Rare Miniatures For a Niche Game



Inquisitor was always a niche game, with a limited number of miniatures that were not all available between the game's release and Specialist Games' demise a couple of years ago. The initial line of models released to coincide with the rulebook became available in 2001, with a number of additional models, and conversion kits for the original line released over 3 years until the demise of print support for Fanatic Magazine. As I recall, the Callidus Assassin and the Thorian Inquisitor were the last miniatures released, both coinciding with the Thorian Sourcebook (writing this, I have realised just how short a shelf life Inquisitor had, and it's quite incredible really that its short run managed to capture and sustain the imaginations of so many players). The availability of the miniatures dwindled over the years, as moulds failed and the components, or “bitz” catalogue was discontinued, until the plug was pulled on all the Specialist Games miniature ranges in 2013. Ebay and other trading sites are the only place to get models now, and the number of untouched kits is falling.

Even amongst this small window of opportunity, there were a number of kits that didn't make it through to 2013. There were a couple of reorganisations of Games Workshop's online store that saw models like the Unbound Daemonhost, the Purestrain Genestealer, and the Bodyguard disappear from the range. Kal Jerico famously became unavailable as it turned out GW didn't have the rights to sell the model as his image belonged to the artist of the comics. The mould for the Vindicare assassin died, but not before a number of very poor quality casts were sold. These models, and a few others like Inquisitor Scarn will fetch a high price on Ebay because comparatively very few were actually sold when they were available for purchase.
A converted Unbound Daemonhost

Amongst all these scarce models there are a couple that are like gold dust. The Imperial citizens were four miniatures released during the Fanatic Magazine run, as an attempt to populate the 41st millennium with characters that had no place on the battlefield and would lend some authenticity to Inquisitor games in the deep and dark places of the Imperium. NPCs were in short supply and these four provided a welder, dock worker, rat catcher and messenger boy to litter the scenarios of eager GMs. Sculpted by Bob Naismith, they were nowhere near the prettiest and well-executed models of the range, but they had an ugly charm quite unlike the noble and dashing Inquisitors that would have to work around them in-game. The release window for these models was probably around 6 months or so, and therefore they sold in small numbers. The welder and dock worker were bundled together, and are occasionally seen online and in the wild; the rat catcher and messenger boy however are the rarest of all Inquisitor miniatures.

My Armageddon Ork Hunter with rat-catching bionic arm.

Chance would have it, I acquired all four in a big Ebay job lot in about 2004, long before it became obvious that the rat catcher and messenger boy simply weren't leaving GW's warehouse even when specifically ordered, as happened to an acquaintance of mine. At the time I split the lot with a friend, and he took the body of the rat catcher and head of the welder for a model of his own, which I don't believe I ever saw. I had the rat catcher's rather fantastic bionic arm which went on my Armageddon Ork Hunter, and the rat catching pole, which went on a mutant. The chest from the welder went on an arcoflagellant, and the legs on a scrap-armoured desperado. The docker never got painted and lies somewhere in a bits box. Which brings me to the messenger boy.

The rarest of the rare?

I slightly converted him with an auspex, some gubbins and Eisenhorn's scroll cases, and named him David Burrell, an archeotech prospector in service of Inquisitor Goddard. He was a mainstay of his war band, and despite his incredibly average stats, infamously blew the head clean off a cultist in the Dark Magenta battle reports of years past.

For years I have been on the lookout for another messenger boy model, as aside from David the only other pictures I saw of one were in the original Fanatic Magazine article. Does anyone else have one? Is he truly the only one ever sold to the public by GW? I'd love to know if anyone else has one.

The Carthaxian Inquisitor




Tuesday, 1 December 2015

Daemon Weapons


Work on the Xanthite sourcebook has been getting pushed back and back over the last few months as I have been a lot busier with work, and what hobby time I have has been dedicated to entries for EpiComp. The heresy of 6mm gaming will end at the competition deadline of the 20th of December and I will be able to get back to 54mm, and all things Inquisitor.  I thought I'd share some of the ideas I have had for expanding upon the daemon weapons section from the Inquisitor rulebook.



I have made a few changes, which I think are for the better.  Firstly, daemon weapon abilities can be applied to all manner of objects now: cursed tomes of forbidden lore, chain weapons and ranged weapons, with a few caveats.  The most powerful abilities are now restricted to greater entities, so that the most destructive powers now carry a far greater risk to the soul of their bearer.  I have also aligned a number of abilities with particular gods, to limit some of the potential combinations, and to make them an anathema to those aligned to the followers of their rivals.  A possessed boltgun capable of firing rounds that immolate its enemies in warpfire while shielding its bearer from psychic powers can now be created, but the greater entity of Khorne within will have a fearsome Willpower to overcome.

Here are some of the new daemonic properties available.  The first 4 are unaligned properties, and one property aligned to the powers of Khorne, Nurgle, Slaanesh and Tzeentch, respectively:

Aether-Honed
The blade possesses an edge sharpened by the incomprehensible energies of the warp.  When rolling for the damage, the attacker may roll one extra damage die and discard the lowest rolled.

Ensnaring
The blade splits into twisted, thorny appendages and delights in winding around the weapons and limbs of its foes.   Opponents are at an additional -20% to parry or dodge attacks from the weapon.

Leaper
The daemon once soared on bat-like wings, and now blesses its bearer with the ability to cover vast distances in single bounds.  When bearing the weapon, the character counts as if equipped with a jump pack.

Veil of Darkness
The daemon within the blade absorbs light, obscuring its bearer in shadow.  Awareness tests to visually locate the bearer are at -20% when the weapon is drawn.

Destroyer
This Khornate blade revels in the taste of blood, growing more powerful with every drop.  When the weapon successfully inflicts damage after deductions for armour etc., add this value to the damage of the next hit.  The blade must taste blood once a turn or all bonuses are lost. Remember, Khorne cares not from where the blood flows (Greater Entities Only).

Vomitorium
Drooping maws line the weapon, leaking putrescent bile and maggots from their rotten lips, that is vomited out on command.  Once per turn, the bearer may unleash a wave of filth at his foes.  This shooting attack counts as a hand flamer, that inflicts an additional D6 damage if its target fails a Toughness test, but cannot set the target on fire.

Neuron Render
The daemon within loves nothing more than to overstimulate the nerve endings of its foes to excruciating levels, leaving them incapacitated and vulnerable to killing blows.   The weapon counts as Shocking.

Hex
The daemon subtly alters the future of its opponents, leaving them at the mercy of fate.   All blows struck by the weapon are critical hits, or placed shots in the case of ranged weapons (Greater Entities only).

It has been a lot of fun coming up with new daemonic properties, and I expect I may come up with more before I get the sourcebook finished.   One of the major hurdles I have to complete for the book is building and painting a number of models to illustrate its pages with. Hopefully I can get them built and painted by the end of March 2016.  Then I can concentrate on formatting the sourcebook and writing some fiction pieces to go with it.  I would like to encourage everyone to consider sharing any pictures of your own models or any pieces of fiction you would like to see in the sourcebook.  Full credit will of course be given.


The Carthaxian Inquisitor

Tuesday, 29 September 2015

Inquisitor Gaming On Cessorin Rex


Welcome to the next entry in the Carthaxian gaming worlds series. From the frozen world of Bolo we are not travelling that far across the impoverished region of the Antonine Cluster to our next destination. Cessorin Rex, the shrine world bereft of pilgrims' coin, is where your adventures can take you.

Here is the description from the wiki:

The fading economy of the Antonine Cluster has affected every world in the region in one fashion or another. Some have collapsed, while other societies struggle on valiantly through this testing time, making tough choices to survive. Generally speaking, there is less change in a man's pocket now than before, and many are penniless and destitute. The widespread poverty of the cluster's people has reduced the donations collected by the local churches, and over time the cathedrals and shrines of the cluster's worlds have fallen into disrepair. The tombs of the cluster's greatest bishops on Cessorin Rex were once some of the most spectacular mausoleums in the Carthax Sector, with individual resting places covering hundreds of square kilometres with engraved corridors and towering columns. Things of beauty that attracted thousands of pilgrims daily, they were one of the primary sites of religious importance in the sector up to around eight hundred years ago. With falling collections at worship and fewer pilgrims able to afford to travel, the shrine world became a crumbling shadow of its former self. Such was the fall from grace that the Carthaxian Diocese removed Cessorin Rex from the pilgrim routes to hide the eyesore from the faithful in the early fourth century of the 41st millennium.


A few thousand devotees still live amongst the mausoleums, tending to the tombs as best they can while relying on subsistence farming to survive. A dry, cold world, Cessorin Rex has few native organisms, and its soils are of poor quality. Most of the indigenous people that remain live on a diet of tough tubers and vermin hunted amongst the ruins. Remarkably, they remain possessed of the belief that their fortunes will change, and that their poverty is a test from the God-Emperor that they must outlast. These faithful souls have struggled on for the last seven hundred years, and may have to endure another few centuries of hardship before their descendants can bring the Emperor's grace back to Cessorin Rex.


While Bolo had the rather obvious secessionist plot to build campaigns around, Cessorin Rex has no major threads to follow at first glance. This gives us much more freedom to devise scenarios with though, and here are a few ideas to work with:

  • The answer to our prayers! A starving tribe of destitute tomb guardians have long prayed for deliverance from their ills. While the Emperor ignored them, an envoy of Nurgle has listened, and the daemon prince has sent his devotees to their aid, bringing all number of Papa Nurgle's blessings with them. Now the tribe have been tasked with desecrating their tomb and sacrificing themselves to bring forth the daemon prince.
  • Cometh the Resurrection. Amongst the tombs lies the crypt of Bishop Tamas the Born Again. A resurrectionist of Thorian tradition, Tamas believed that the Emperor's being existed in cycles, and proclaimed that his remains would be reanimated by the Emperor's will at the end of the 41st millennium. Cultists dedicated to him have flocked to the world, causing sectarian conflict. Amongst it all, something stirs in the depths of Tamas's crypt...
  • Time Immemorial. Before Cessorin Rex became the resting place for the sector's clergy, it was the site of one of the greatest battles during the sector's conquest. Heathen men set thousands of warp-hexed traps for the crusaders, and not all were triggered during the assault. Now, a group of tomb guardians has stumbled into the trap and unleashed the energies of change upon themselves. Mutation roars through the populace, and burgeoning psykers draw the attentions of those beyond...
Emperor have mercy, for I will not.

Inquisitor, despite the name, is a gaming system that allows exploration of every corner of the Imperium, and should be used to devise campaigns that don't ostensibly involve the Inquisition (their eyes and ears are everywhere of course). A campaign set within the monolithic machine that is the Adeptus Administratum could feature rival bureaucults battling over the right to store a 9000 year old manuscript within their data vaults on the holy soil of Terra; while a campaign on the Eastern Fringe, far beyond the reach of the Astronomican, could explore the motivations of a pair of ancient Rogue Trader dynasties and the pagan human populations under their yoke. Cessorin Rex is a Shrine World, however shabby, and forms an important part of the religious landscape of the Carthaxian sector. For some within the Ecclesiarchy, its fall from grace is nothing short of an embarrassment, while there are undoubtedly leaders within the Ministorum who wish to erase all knowledge of it. Calculating cardinals and their loyal cadres of Sororitas, fanatics and assassins will be battling behind the scenes for the support of political allies and to remove those that oppose them either through scandal or subtle use of the blade. A campaign featuring Ecclesiastical warbands would make a welcome change from the norm, and allow modelling of lesser-seen archetypes for the table.


Hope this blog entry will get some creative juices flowing for others. On the gaming front, organisation of a gaming day in London is well underway. The date has been narrowed down to a couple of Saturdays, the 21st or 28th of November. The venue is Dark Sphere, a gaming shop with table space for hire. There's a thread on The Conclave for discussion of the day. New players are always welcome at these events, even those with no experience of the game or figures! The plan is to have 28mm and 54mm games running, and most of us will be bringing spare models along so turn up and join in!


The Carthaxian Inquisitor 

Monday, 27 July 2015

Campaign Hooks



Over the next wee while I am going to introduce some of the many planets in the Carthax sector which are available for use in your own campaigns. I came up with a number of worlds for the express purpose of adding some colour to the sector, and making it feel more lived in. Upon the wiki, there are a number of systems and planets which are open to all to add details to to further bring them to life. These are marked as “Declassified” on the wiki, a rundown of which can be seen on this linked page.

The bulletins associated with these worlds will also provide plot hooks for basing your campaigns there. There are of course near-limitless reasons why an Inquisitor or other powerful individual would travel to each world, and the plot hooks for one world could easily be transplanted to another if you'd rather not be in a hive for the umpteenth time, or if your tabletop terrain suits an agri-world.

Let's start with Bolo, a frozen world in the impoverished and crime-ridden Antonine Cluster.


Taken from the wiki:

Perhaps the last true successful world in the cluster, Bolo is a world of sealed habitats amongst glaciers of ammonia. It is a minor world as far as the greater Imperium is concerned, its population is little more than three hundred and fifty million, and its output limited to small volumes of precious metals mined from its crust. While it has never scaled great heights politically or economically, it has managed to maintain its status while all its neighbours have floundered. Many in the sector hierarchy now consider Bolo the most important world of the cluster and are considering the redeployment of military and naval assets to bolster the world's somewhat meagre defences. The uninhabited, atmosphere-less satellite Nina is being muted as a site for defence facilities.

Nina is around 60% the mass of Bolo and has large gravitational effects on the world it orbits. The frozen ammonia of Bolo is dragged by the passage of Nina, and much like the seas of ancient Terra has tides. This makes travel across the surface of Bolo especially treacherous, and anti-grav vehicles are favoured. Bolo has a number of models of jet bike and larger craft that are not seen anywhere else in the cluster, and draw a great number of tech priests to the world.

Beneath Bolo's stable facade lurks a growing anti-imperial sentiment. Many on Bolo considered themselves to have been abandoned by the Imperium over the last millennium, and their prosperity is purely due to their own hard work. They see greedy off-worlders siphon away their life's work in greater amounts every year to make up for the lack of tithe goods from the cluster as a whole. They feel exploited, and secession is on their minds.


The most obvious place to start with gaming on Bolo is to run a campaign based around the aims of the secessionists. Scenario ideas include:

  • Freeze them out! The rebels are planning bomb attacks on the generatoria that power the heating elements that keep a hab city from freezing. Can they be stopped in time, or will a million souls perish in the cold?
  • Outside Aid. The rebels have turned to some of the darker forces of the Antonine Cluster and hired a band of mercenaries to carry out their attacks. These Chaos worshippers have begun a systematic eradication of Imperial citizens, starting within the Church of Saint Helene. Can they be stopped before they summon forth their daemon lord?
  • Martian Opposition. The secessionists must convince members of the Mechanicum to join them in order to maintain their generatoria. Their secluded meeting with a turncoat Magos is interrupted by the Lords Dragon, and they must fight their way out of the ambush.

Throw in your lot with the Children of the Abyss at your peril, secessionists...

The secessionists might find themselves aided by an Istvaanian Inquisitor keen to foment rebellion to keep the Adeptus Arbites and PDF on their toes, while an Amalathian may be keen to prevent Bolo leaving Imperial rule. Conversely, an Amalathian keen to see the Antonine Cluster return to the prosperous state it was 1000 years ago may see rebellion on Bolo as a way to draw sector command's eye to the cluster and flood it with first troops, and then auxiliaries to create supply lines, thus reinvigorating the cluster's industries and returning wealth to the systems.

Bolo's frozen surface and mining industry present other options for scenarios:

  • Who Goes There? In the furthest reaches of the southern pole, a research outpost has stopped broadcasting. Upon investigation, it appears the staff all turned on one another. Three bodies are unaccounted for. What caused the men to fight amongst themselves? Could it still be there? Have the investigators unwittingly infected themselves by exploring the site?
  • It came from below! Deep within the palladium mines of northern Tungyski, workers are being found eviscerated. Some say they awoke something in the darkness, and it is moving upwards in search of freedom. The tunnels must be scoured and this ancient evil returned to whence it came!
  • Wanderers from the Webway. Hidden in the shifting glaciers of Bolo's surface lie a number of wraithgates through which the Eldar visit the cold world. Locating one of these gates and gaining entry to the webway has become the goal of an Ordo Xenos radical. A puritan stands in his way, and the Eldar themselves have an opinion on the matter.

What have those miners unleashed?!

There are many more ways to game on Bolo, as on practically every Imperial world there are always cults operating in the shadows, dogmatic priests whipping up crowds into frenzied mobs, xenos infiltration and Inquisitors at war with each other behind the scenes.

A sample profile for a Bolo Secessionist is available along with other Carthax Sector Archetypes for download here.

Anyone is welcome to edit planet entries on the wiki (in line with the guidelines on the “Declassified” page), and of course anyone is free to add their own systems and planets to the wiki. Detailing them with plot hooks is of course a welcome addition!

For more updates on the Carthax sector or Inquisitor hobby happenings like the Facebook page or follow @T_C_Inquisitor on twitter.


The Carthaxian Inquisitor 

Tuesday, 2 June 2015

Report from the Inquisitor Grand Tournament 2015


The dust has settled on a glorious day of Inquisitor gaming at Warhammer World and I would like to share my experience with you all. This was the first event I have been able to get to in the best part of two years due to a bunch of real world occurrences, so I was particularly excited to get playing. The day was set to include three rounds of games, a painting and modelling contest, a test of 41st millennium knowledge and prize giving. The newly-remodelled Warhammer World features a new entrance, dedicated shops for the Black Library, Forge World and Games Workshop itself, a display of artwork and two large Horus Heresy era dioramas, and although I didn't have time to visit, a new hall of miniatures, which I have on good authority is well worth the entry fee. It would seem though that these new areas have come at the cost of a reduced gaming area, but there were still plenty of tables to battle over, including a number of large, themed tables. We had four standard tables of the Realm of Battle to fight over, as well as the impressive war-torn city of Spyral Prime. Despite being populated solely by 28mm Cities of Death terrain, the difference in scale with 54mm figures is hardly noticeable and doesn't impact on playing.

We had a table right at the entrance and set up a display to attract attention.

In the first round I had the honour of GM-ing a game for eventual winner Stephen and runner up Nick. Stephen's war band was tasked with hunting down three rogue psykers known as the Wandering Heretics and Nick with killing 5 heretic cultists. The game was complicated by the psykers' being able to summon warp portals through which they could instantaneously jump to distant locations on the board. Both players coped admirably with the challenging and wily opponents who were all too happy to run from them through the portals and managed to respectively capture the psykers and kill the cultists. They also found time to have a couple of their characters go toe-to-toe in hand-to-hand combat, where we bore witness to an incredible run of critical hits, successful parries and critical counter attacks. Lots of 01-05s were being rolled!

Cultists use a portal to flee.

After a prolonged lunch break thanks to some overdue fajitas, we had our “Inquisition” quizzes filled in and scored our fellow attendees painting and modelling entries. The second round of games saw Inquisitor Tesnohlidek, the daemonhost C'Innyarh and mutant Komt tasked by Nick to find the arms smuggler J'Ken's records and stop them falling into enemy hands. Tesnohlidek had to get this done without being identified, so sent the mutant Komt ahead to do the dirty work. The untrustworthy daemonhost went off to find playthings. I was up against David and Gav who had other intentions with J'Ken. Gav's tech adept Liwet and her band successfully stole the records from under Komt's nose and David's Inquisitor Rhodes saw J'Ken assassinated. My lot achieved little, but Tesnohlidek was not identified so can continue his Xanthite agenda unmolested.

Komt just about snuck by the servitor on the way to J'Ken's office.

The final game saw Tesnohlidek and gang out to kill a priest whose blood was foretold to bring about a dark creature he had an interest in. Joe was the GM, and Jason and Nick were the other players. Once again Tesnohlidek sent Komt to do his work for him, and the mutant's chainsword eventually told for the priest, though a cybernetically enhanced dog ran down just about every PC on the table! The daemonhost fell to concentrated fire, and while Tesnohlidek abandoned Komt to fate, he could not allow the daemonhost to be captured and dragged it from the field. He is now preparing a new host body to transfer the daemon's essence to before it can escape...

Tesnohlidek and C'Innyarh back away from the shrine, only to be attacked by the dog from robot hell!

Once the scores were tallied, Stephen claimed both the Best Player award and was crowned overall Champion. Nick came second, and Gav won the Best GM award as well as third place overall. C'Innyarh won me the Hobbyist prize, which I am especially happy about as it's the one prize I haven't claimed over the years. Congratulations to all the winners, and thanks to everyone for making it such a great day. David deserves special praise for juggling running of the day with partaking in games. When I ran the tournament a couple of years ago I was too preoccupied with things running smoothly to play as well. A superhuman effort!

The prize winning daemonhost.

The other good things to take away from the day was that we attracted a lot of attention with a display of our models (not least David's 54mm Razorback, Sentinel and plasma blastgun from his WIP Warhound Titan), and handed out a few leaflets with information about the game to passers-by. Hopefully some of them will want to get involved with the game. It was rather excellent that Warhammer World let us book tables to play an out of print game that they no longer sell models for, though I have a feeling that we won't be able to play there forever. We will need to plan for alternative venues.

I have put my scenario from the tournament on the Carthax wiki so anyone can play it. Gav has an 'In Character' report from the day on the Conclave already for you to read, and my photos are available on photobucket. I will link to more as they become available through the Facebook and Twitter pages.

Next up for me is more work on the Forces of Chaos within the Carthax sector. I have had the lowdown on converting the Artemis model from Gav, and have plans to get an Alpha Legionnaire made. Much hacksawing awaits!


The Carthaxian Inquisitor