The Asus Prime Kidnapping – Inquisitor Battle Report

“Emperor preserve us, Asus Prime is the only planet I’ve known that you can smell from space. Penal states, prison nations, cheap labour and, unfortunately, where our target is lurking. Quick in and out – we don’t want to be about when the chain gangs find out there are offworlders in a security blind spot…” 

The brief

The Asus Prime Kidnapping is a short mission between two small insertion forces on the prison planet of Asus Prime, both trying to collar a person of interest in both their investigations; a middle man for a xenos artifact smuggling ring called Krannich.

The fight takes part in a security blind spot, a loading bay near Krannich’s area of operation. It has been specially selected as a place that is overlooked by the local enforcers and relatively devoid of roving chain gang patrols – the perfect place for a shady meetup.

The warbands

In the north of the map, Inquisitor Jekt is accompanied by a hardened ganger called Conan the Unkillable. Jekt is a dirty fighter, relying on brute force and underhand tactics to overcome his foes, and Conan is a mercenary with a powerful healing mutation. Inquisitor Jekt had inserted onto the planet with the intention of dragging Krannich off for interrogation to find out how deep this smuggling ring goes.

In the south, Takoda Tedd and Major Farideigh are sneaking in to try and capture Krannich as well. Tedd is a trusted ally of Inquisitor Xerxas who has several interests on Asus Prime and carefully controls and monitors the flow of artifacts on the planet but Krannich is upsetting that balance of power. Tedd is accompanied by Farideigh, an old warden on Asus Prime and now a powerful ally in sneaking past the light sequences and guard patrols to close on their target. They need Krannich alive to find out who instructed him to muscle in on Xerxas’ turf.

A view from the north side of the board

In the centre of the arena is Krannich, two of his goons, a loading servitor and a Penal guard watching over the loading area. Krannich believes he is meeting a contact looking to buy a new batch of xenos curios from him. Little does he know that it was a decoy to lure him away from his safety net, and now he has two Inquisitors circling the loading bay, waiting for their time to strike.

The meeting point, with Krannich, his goons and a loading servitor

The environment

It is dawn, and the crimson sun of Asus has begun its slow crawl across the horizon. Owing to the low light and the constant throb of nearby industry, there is a -20 to Awareness tests for hearing, and sight is reduced to 1/5th of a character’s Initiative. Anything over that is a -2 penalty per inch to Awareness tests for sight.

There are also roving chain gangs, albeit some distance away. If/when either of the warbands sound the alarm, they will only have six turns to grab the goods and make it off the board before a horde of angry servo-enhanced chain gangers arrive to butcher everything in sight.

The loading servitor remains (largely) neutral. He’s got a job to do, and by the Omnissiah he’ll do it against all odds. He doesn’t care for the fate of the galaxy, the battle for the Emperor’s soul, or the conflicting ideologies of two radical Inquisitors over the supply and demand of xenos artifacts. All he cares about is getting those damn crates on that damn truck, and he’ll be oblivious to anything otherwise. After all, who on Terra would really need to mess with crates of ore or a knackered loading truck when the fate of billions of souls are at stake?

Gotta do everything around here…

The action

The game begins, and both players have openly committed to a sneaky approach. With only two characters each, and a good mix of Initiative and Speed orders, the game goes back and forth between the players very quickly. Even with Sneak actions, the players rapidly move forwards to their targets while the guards amble around (using a scatter dice) and the loading servitor carries out his to-do list for the day.

The first event is Major Farideigh taking is upon himself to see to the outlying Penal guard called Zaal. His dust mask and rebreather don’t help him hear the Major noisily clanging his way up the ladder right near their starting corner. By the grace of the Emperor, he walks clean over the Major’s head and stares longingly off into the distance on the other side of the tower.

“Hmm, must have been a rat”

In the other corner, Conan and Jekt are making great progress. Jekt dives behind the truck, waiting for the patrol of the servitor to grant him the cover he needs to circle round clockwise and approach the meeting point from the east. At this point, the players are still unsure of the servitor’s motivations, so are treating it with due suspicion.

Conan watches from behind the water tower

Meanwhile, Farideigh has seen his moment to strike. He leaps up behind Zaal and puts him into a Militarum Death Grip, determined to take him out silently and efficiently. At this point, it’s worth noting that we were at somewhat of a loss of how to deal with this combat using the Inquisitor rules as written, as we felt that the normal unarmed sneak attack wasn’t really appropriate. We borrowed the Grappling rules from Dark Heresy to keep the game flowing – opposed Strength checks (with a bonus to the grappler for getting the jump on Zaal) to either cause damage or break free. It is a tense few turns of Zaal going bluer and bluer in the face…

“Glurk.. Urk… Ack…” – Zaal’s final words

Meanwhile Jekt is still trying to find an opening between crate runs to make a break for it. Conan, on the other hand, decides the best way to complete this stealth run is by fucking everything up in the biggest, loudest way possible. He piles into the truck and starts looking for the On Button.

“Gee whizz I sure do hope nobody tries to hijack my truck today”

There is a quite crumpling sound in the distance as Zaal goes tumbling off the character roster.

Long. Live. The king.

During this exchange, Takoda Tedd has been making a beeline for the meeting point. He has ducked and weaved through the guards quite expertly, pushing himself up against a window to eavesdrop anything interesting from inside. One of them hears movement outside, but sees nothing and makes the professional bodyguard decision not to follow up on that line of inquiry.

“Wow, the rats sure are noisy today”

Jekt reckons he has figured out the servitor’s pattern and is ready to make a dash for it, and Conan has found the keys to the truck underneath the overhead sun visor (damn those critical success 001 rolls).

It might be crappy work, but at least you have crate job security

Jekt dashes behind cover just as the hauler truck roars into life and suddenly lurches forwards. It is at this point that Conan realises his plan extended only to starting the truck, and he plows it through a pile of barrels.

Gangway, peasants!

The loading servitor has to accelerate to a jog to place his second crate, but by the Emperor he takes pride in his work. The truck belches smog and noise as Conan cackles hysterically at the wheel. The guards correctly determine that this commotion is probably beyond the work of rats and pile outside to investigate.

“This can’t be good…”

As Conan prepares to receive the award for Greatest Distraction Ever, Jekt secretes himself into the shadows to observe the guards and determine the best time to strike.

“Well at least our day won’t get any worse than this.”

Conan wedges the throttle open and bails out of the moving truck as it careens through more scenery and off the board. Luckily for him there’s some nice soft concrete blocks and steel barrels to break his fall and he survives the incident without a scratch. A great cracking sound is heard for miles around as you hear the servitor’s heart breaking – how will he ever deliver the final crate now?

During this commotion, Farideigh and Tedd are alerted to the presence of another party. They don’t know who else it could be, but whoever it is has clearly upset the guards and made some kind of distraction. Never one to waste a good thing, Farideigh drops from his tower and moves towards the meeting point. Tedd meanwhile commando rolls in through the window, just in time to come face to face with the guards returning to check in on their boss.

“Uhh… squeak squeak?”

They draw their weapons and Tedd fumbles for his guns, both apparently victims of the element of surprise. Tedd squeezes a few shots off but they explode off the hab walls around his target.

“Can I interest you gentlemen in the Good Word of our lord and saviour, the Emperor?”

Jekt has found his opportunity to strike. The guards have been distracted by another distraction, and he draws his crackling power sword and moves in to butcher them. These guards, not burdened with an abundance of critical thinking skills are instead apparently expert swordsmen, and avoid all the incoming attacks from the Inquisitor and the gunfighter.

It’s about to get messy for someone.

Jekt manoeuvres one of the guards out of the doorway onto level ground to better his chances. The other guard steps in to try and carve up Tedd. A very dejected loading servitor returns to make his final delivery.

“Who ordered the twin clamps to the face?”

In the meantime, Conan has pulled himself together and found a little hidey hole to watch the carnage unfold. He is pretty pleased with himself at this point, and decides to never roll any more actions for the remainder of the game as a little reward to himself for being so great.

Welp, my work here is done. *Brushes hands*

Jekt makes short work of the first guard. One blow is all it takes, cleaving him from shoulder to hip in a pretty brutal display of a power sword’s effectiveness.

“Is nobody going to sign for this damn crate?”

Tedd catches a sword to the arm which throws his aim off, and he’s unable to cause any significant damage to the guard to stop him raining blows down on him. Farideigh is still to far away to assist, so it looks like Tedd may fall to the hapless NPC guards!

Unwitting third party to the rescue!

Jekt steps in to combat the second guard, inadvertently saving Tedd’s bacon and freeing him up for more thrilling heroics. The second guard is cut down with ease, and Tedd unleashes a torrent of fire at the imposing silhouette in the doorway. They connect but only stagger the Inquisitor, not causing enough damage to save Tedd from becoming power sword confetti. If only there was another unwitting third party to rescue him!

“I said BUDDY, are you going to SIGN for this PACKAGE?!”

Jekt is grabbed by the clamps of the disgruntled work force and finds himself locked in mortal combat with the loading machinery. He laughs in the face of such danger, until he sees the damage stats for those power clamps.

Tedd is never one to look a gift horse in the mouth for a third time, and immediately rushes for Krannich. Luckily he is small, lightweight and pliable in his old age, so Tedd tucks him under his arm and makes a break for it.

Krannich is nabbed

Unfortunately for Jekt, he is unaware that the mission is slipping away from him clamp by clamp, as he tries to land a finishing blow on the servitor without losing an arm to the angry plant machinery.

He’s champin’ for a clampin’!

Farideigh arrives, although he apparently was here for several turns, just “waiting for the right time to strike”. Tedd is unconvinced. They defenestrate Krannich.

There will be words about job roles after this.

Jekt lands a clean blow on the loading servitor, severing its head completely from its body. He is tired, sweaty and covered in blood and clamp fluid. At least he’s cleared the area single handedly, and can go on to claim the VIP for himself, right?

HAAAAANS!

During this terse exchange, Tedd and Farideigh have exfiltrated the hab and are about to begin their final leg to the board edge. Only a handful of successful Sprint actions are between them and victory…

“On three, we go.”

As Farideigh barrels off with the VIP under one arm, Tedd is ambushed by a fusillade of fire from an unseen gunman on overwatch! Conan had apparently spent the entire game moving a grand total of twenty inches waiting for his time to strike.

Conan’s autogun chews through Tedd’s cover

Farideigh is inches from the board edge. He only needs two run actions or one non-risky Sprint action to sieze the day. He has decided that discretion is the better part of valour, and Tedd can take care of himself.

Farideigh chooses his battles wisely

Inquisitor Jekt suddenly bears down on him brandishing his big angry power sword, intent on carving Farideigh a few new breathing holes. He only needs to wound Farideigh enough to slow him or knock Krannich from his grasp.

BAH GAWD, INTERROGATOR JEKT OUTTA NOWHERE!

He swings and misses over and over, Farideigh’s survival instincts being too strong to allow himself to be hit by the hissing energy blade. When it comes to Farideigh’s turn, he only needs to pass a single Initiative check to break from combat and seize a victory.

The dice tumble and it comes up a success. Farideigh breaks from combat, crosses the board edge and wins the day.

The last snapshot of the carnage as Farideigh clears the board edge

The wrap-up

So it was a victory for Xerxas’ crew, Tedd and Farideigh, although a phyrric one. Tedd is badly injured and left to the devices of Jekt and Conan, although whether they stick around to secure him or flee the now painfully close angry chain gang (2 turns left!) is a story for another time.

Jekt is a new character from one of the players, and this was an opportunity to play test him in the field. He has a host of weird and interesting bits of kit, such as wrist-mounted single shot webbers, caltrops and poison dart launchers to emphasize his dirty fighting style. Many of them were left unused, as the sheer awesomeness of the power sword was too much to contend with. The fact he cut down three NPCs in quick succession only highlighted this, with some points that he might be a bit too overpowered being countered with an understanding that he never really came up against someone his equal – he was an Inquisitor standing in a field of faceless unarmoured goons. What did they expect to happen? Expect to see Jekt pop up again in the future for further road testing.

We were left feeling a little let down by Tedd, whose prowess in the field over many years of service has given him quite the reputation for being the last word in a hollow-point argument, but he was routinely unable to land anything more than glancing blows on even the unarmoured characters.

Conan was another new character as well – he was never injured so we couldn’t test out the strength of his Regeneration mutation, so he’ll likely be popping up again in the future and given a good seeing-to. His gun is strong but he’s not a brilliant shot (low 50s), so we felt it balanced out.

Farideigh was contending Jekt for Most Valuable Player – silently taking out the Penal guard, reaching the hab unnoticed and then snatching the VIP out from underneath Jekt’s nose without firing a shot. There were many times he intended to lay down cover from a smoke grenade or take a few pot shots into close combat to try and save Tedd, but a dud grenade roll and a constantly shifting three-way combat means he never had a safe shot to take.

Overall a thoroughly enjoyable match to partake in. Two characters aside made the game fly by, with players always rolling dice with nary a breathing space between characters. It’s a dangerous thing though, with only two characters each, if one is even slightly inconvenienced (like being pinned or stunned for a turn) you are suddenly at a massive disadvantage. Both players managed to make it through to the final turn without any characters suffering though, and we were all genuinely surprised at how well the sneaky tactics worked.

What’s next

We’ll be seeing Jekt and Conan return in another story, likely to follow up any secondary leads to Krannich and his smuggling ring. Although Farideigh escaped with Krannich, his loyalty lied with Tedd and Tedd’s master. With Tedd’s fate unclear (is he at the mercy of Jekt, the roving chain gang, or did he slip away), Farideigh is at an impasse. Stick with the mission and turn Krannich over to Xerxas, or see if his own master would be interested in such a valuable asset…?

Blood in Golgotha Mines – Inquisitor Battle Report

Colonel Vaux blew warm air into his hands. It was dark underground, but at least they were out of the blasted wind on the surface. He looked back over his shoulder towards his Inquisitor. The man’s face was lit only by the dim green glow of his auspex, playing on his scar and making it look like a fissure deep through his skull. 

“There are six potential stashes. I’ve marked them on your dataslates.” The Inquisitor spoke flatly, as though they weren’t just about to kick down the door of a dangerous gang’s hideout.

Vaux heard the familiar clicks and muttered prayers of Guardsmen checking their weapons and reciting litanies of readiness. He did the same, sliding a fresh magazine of Kraken penetrator rounds into his bolt pistol. 

“You have been briefed on the crystals. I expect a full report when we convene.” With those words, the Inquisitor disappeared into the gloom ahead.

For this Inquisitor skirmish, two warbands clashed over possession of Chaos-tainted Yu’Vath crystals in the gloomy, frigid depths of the Golgotha mines.

The warbands

On one side is the warband of Inquisitor Tarrik Vanth, a radical Ordo Malleus Inquisitor with strong Xanthite beliefs – an ideology that espouses the use of Chaos to defeat Chaos. He is a battle-hardened Inquisitor, with a shoulder-mounted psycannon and a sword containing a bound daemon.

His comrades are all Imperial Guardsmen, recruited from across the subsector to his personal retinue. His second in command, Colonel Vaux, is backing him up for this dangerous endeavour. He is an eagle-eye shot and a dab hand with his power fist. Sergeant Honies the Medic and Trooper Gene Ric made up the rest of the warband.

On the other side were cultists of the Crimson Wake, devilishly cunning and deadly combatants dedicated to Chaos Undivided. They were lead by the Arch-Heretic Karo, a cunning combatant with several dirty tricks up his sleeve.

He was backed up by Gorthar, a Khorne-aligned pugilist and Mucus, an ancient warrior who has been battling with the Crimson Wake for longer than his three brains can remember. The final member is Tlashkala, a plasma gunner that was exposed to the open warp, twisting his flesh and turning his blood to plasma.

The battlefield

The game was set in the underground mines of Golgotha, deep beneath the surface of the fourth moon of Ulsvar IV. It was designed to be a checkpoint that had been overtaken by a gang, and they had used the tall sections as watch towers.

An overview of the terrain

The board was dominated by an excellent lasercut MDF kit from Wargames Tournaments. I have extolled its virtues before on the Dreadquill Instagram account, and no doubts will do a proper review of it on here before long, but suffice to say that it’s an excellent piece of terrain that can fill a board, and flat pack down to fit into an A3 box.

The rest was filled with a few tall towers joined by bridges and a few pipes and barrels for scatter terrain. The six loot tokens were scattered roughly in the centre of the board at various heights to encourage some Thrilling Heroics.

Like a bridge over troubled sewage

The mission

Both warbands had the same brief – end the game in possession of as many Yu’Vath crystal tokens as possible. We used red translucent Blood Bowl block dice to represent the discovered crystals.

Across the board there were six golden loot tokens, representing a stash of weapons and gear that the gang had secreted away that *could* contain the crystals. Both teams knew where all the loot stashes were, but did not know which stash contained crystals.

Starting positions and stash locations (North is the furthest edge)

Checking a stash costs one action, and the character must make a Sagacity test to see if they can identify any crystals in the stash. If they fail, they can spend another action to test again, with a cumulative +10 modifier each time they test (after a while they should get better at knowing what to look for!).

Once they pass the check, the character has correctly identified whether or not there are crystals in the stash. Roll a d6: on a 4+, the stash contains Yu’Vath crystals. On a 1-3, the stash is just worthless ration bars and shoddy smuggled small arms. Whatever the outcome, remove the stash token – it’s assumed the character tears the stash apart looking for crystals, and others will be able to tell at a glance that it contains nothing.

You can carry as many crystals as you like, but it costs one action to pick each one up. The winner would be whoever carried the most crystals at the end of the skirmish. If one warband was driven off, any crystals left behind on the board would belong to the remaining warband.

The conditions

The Golgotha mines are dark, and very little light trickles through the built-up machinery overhead. You need to pass an Initiative -10 test to be able to see anyone.

The battle

The Crimson Wake move in

Both warbands begin by attempting the stealth approach. The Crimson Wake have the most success with this, infiltrating North across the board from their South-East starting position without raising any alarms. Gorthar manages to surprise the ganger in yellow (pictured above top left) and tears both his arms clean from his sockets. Gorthar then helps himself to the ganger’s stash token, finding the first Yu’Vath crystal.

Vanth’s warband in the North West corner have less luck with the stealth approach, being spotted in the second turn as Trooper Gene Ric prats about at the top of a ladder. The alarm is sounded by an optimistic ganger, who finds himself torn to shribbons by a devastating fusillade of psycannon fire from Vanth on the lower bridge.

Mucus engages Inquisitor Vanth early on

Mucus had made excellent progress across the board, moving quickly under the cover of the ample terrain. He charges Vanth, and the pair exchange vicious blows that would have felled any of the other characters several times over.

Tlashkala blasts Sgt Honies full force with his plasma gun

Tlashkala and Sergeant Honies have a surprise encounter around the ground floor stash token. Unfortunately for Honies, Tlashkala is quicker on the draw, and splashes white-hot plasma across his body. Honies is critically injured but not out. Tlashkala is content that Honies is dead, and presses forward North to assist Mucus.

Tlashkala rushes Mucus’ aid

By this point, several turns have passed of causing brutal injuries to one another, but neither gaining the upper hand. Even with Tlashkala assisting, the two cannot seem to down Vanth permanently, but nor can Vanth cause a crippling strike on his assailants.

Karo “assists” by shooting wildly into combat

Karo moves forwards and uncovers the second Yu’Vath crystal in the stash that Honies almost died to protect. He is also pretty convinced that Honies is dead, and decides the most helpful thing would be to fire indiscriminately at the combat with Vanth and two of his team “mates”. Luckily for everyone his shots go wide, so he snatches up the Yu’Vath Crystals and skirts around the skirmish looking for the final objective.

Moments before Gene Ric leaps two storeys to back up his Inquisitor

Meanwhile, Vanth’s allies have been scouring the rooftops for signs of further gangers or stash tokens. Vaux is utterly convinced that his Inquisitor doesn’t require assistance, and moves to gather the most Westerly loot stash. Trooper Gene Ric has less conviction, and dives off the gangway directly into combat, kicking Mucus in the head on the way down.

Gorthar climbs to the tallest stash

Since his run-in with the yellow-coated ganger, Gorthar has been resolutely clambering the outside of the central building, making for the stash token on the tallest building. He spies Vaux and Gene Ric heading his way and makes a quick getaway, narrowly avoiding detection. Discretion is the better part of valour, after all.

Vaux finds *another* empty stash

Vaux continues his mission, and the second stash he checks is empty as well. Gorthar in the background has uncovered the third and final Yu’Vath crystal. With Gorthar in possession of two crystals and Karo carrying the third, the Crimson Wake have technically won, if only they can get off the board in one piece!

Only three characters are not involved in the Vanth vs Mucus dogpile

At this point in the game, Vanth has been duelling with Mucus for almost a dozen turns and several in-game hours. Only Sergeant Honies (above, at the base of the central structure), Vaux (above, Westerly side) and Gorthar (above, halfway up the central tower) are not involved in the massive brawl under the central structure.

The tide of battle seems to turn as Vanth suffers the worst of his injuries and spends a few turns stunned on the floor. However, the fortuitous timing of Gene Ric’s aerial arrival has distracted the Crimson Wake reavers long enough to think that Vanth is dead, and give him a few turns of precious recuperation. Gene Ric battles on valiantly, armed only with his trusty short sword.

Vaux and Gorthar duel, but Gorthar takes his chances with the ground

Vaux finally eyes up a heretic trying to make off with some crystals down the outside of the central structure. He opens fire while stampeding towards him, desperate to turn the tables in his favour. Gorthar on the other hand, is weighing up his options. He has done the maths and concludes he would likely lose that fist fight, so he tries to disengage from combat and flee with the crystals.

It doesn’t go well

One tragic mis-step later leads Gorthar to go tumbling to the ground, just in time to crush the freshly recovered Sergeant Honies to death*. Gorthar staggers to his feet and makes a break for it, but not before Vaux can fill his head full of holes with armour-penetrating bolt rounds.

*At this point, it’s worth mentioning that Honies was not crushed entirely to death. He was crushed into unconsciousness, where he slowly but inevitably bled to death over the following few turns. Being crushed to death sounded a more heroic way to go out.

Karo unwittingly enters Vaux’s killing field

Karo has decided that the melee with Vanth is all done and dusted (both he and Tlashkala failed to realise Vanth was still alive, or even that he had pulled himself to his feet after Mucus brushed his teeth with a chain axe). He makes a run for the exit, but notices several Yu’Vath crystals on the ground and hungrily goes to grab them.

Unfortunately for him, Vaux still had a perfect aim lined up at Gorthar’s body, where Karo had now thrown himself. Vaux plugs Karo a few times but he leaps for cover, and Vaux cannot put the killing blow onto him.

A bloodied Vanth chases down the fleeing Mucus with his own chain axe

Meanwhile, Gene Ric had broken from combat intending to grenade whatever was left standing, but Vanth annihilates Tlashkala with furious psycannon fire. The combat has left Vanth with barely any health remaining and bleeding from every body part, but he had disarmed Mucus (literally) and chased the foul mutant down.

At this point, Vanth decides to pick up the remains of Mucus’ severed arm, still attached to revving chain axe, and plunges it into the mutant’s back. Some say these two lovebirds are still fighting to this day.

STRIKE FROM THE SKIES, BROTHERS

Vanth succumbs to his wounds, and strays into unconsciousness as his body (finally) runs out of blood. Mucus goes to perform a killing blow, but BAH GAWD OUTTA NOWHERE Colonel Vaux launches an aerial power fist strike straight onto Mucus. The attack leaves everyone (literally and metaphorically) stunned, and Mucus uses the opportunity to slink off into the darkness, deciding not to take his chances with the totally uninjured basejumping maniac with the power fist.

Karo comes round, and as Vaux is in the middle of reloading, sees his chance to make a break for it. He grabs the two nearest Yu’Vath crystals to him and disappears under the cover of the southern building. Trooper Ric makes one final blast of las fire at the fleeing Karo, but fails to make any difference to the outcome.

The conclusion

It was a hard-fought game, with Karo escaping with two Yu’Vath crystals and leaving one for Vanth’s men to scoop up in the aftermath of the skirmish.

Karo’s warband came off the worse; Karo barely escaped with his life, Mucus thoroughly battered with a mangled arm, Gorthar lying face down with a head like swiss cheese and Tlashkala had been used to repaint the local scenery a nice shade of Heretic Red.

Vanth’s warband was not so bad off, Vanth slipping into unconsciousness could be fixed with some field medics, and even though his face was almost severed from the rest of his head, it’s unlikely that anyone will notice much difference after he’s recovered. Sergeant Honies will be honored (and replaced), but the other two warband members seemed to emerge largely unscathed.

All in all it was an excellent game, with plenty of drama and excitement. At no point could I work out who was winning, as the power struggle seemed to change almost on a turn-by turn basis. Although Karo made off with more crystals, their warband indisputably came off worse, and would seriously struggle in a followup game.

Moving forward

There’s a few things I would do differently to run the game. The biggest would be to introduce a time limit of sorts when I feel like the game is running its course. Although I enjoy playing Inquisitor ‘to the bitter end’, when one player has to leave when the game hasn’t *entirely* resolved, it can be a bit of a rush to come up with an epic climax.

Playing again, about halfway through the game I could announce some kind of time limit (5 turns?) before the gang summoned reinforcements that would overwhelm the warbands, so they have to grab what they can and scarper. I think that would help keep the tension high, and prevent the game from descending into a battle of attrition.

Both players now have the bug, and after the tidy up we spent almost an hour eyeing up 54mm models for their warbands.

Will we see Vanth and the Crimson wake clash again?