Perhaps it’s fitting that we chose the final day of Inqtober (October 31) to kick off a new narrative campaign here at Comrade’s Wargames. The Palus Reach is intended as a short, focused sci-fi 40k narrative campaign centered on the skulking operations of two greenskin warbands in the depths of an industrial hive city.
Our impetus for this campaign was twofold. Firstly: Paul and Jim were both looking for some motivation to get started on their Ork and Grot warbands, and nothing motivates us to pick up a brush like an upcoming game deadline! And secondly: I am coming off a year of painting and modeling in the Inq28 style, including building several Inquisition warbands as well as a full grimdark battle board created using scraps, trash, and junk from my workshop.

Paul and Jim requested that I pull together a short campaign that would enable us to use all of this sci-fi goodness on the game table. In a burst of inspiration, I decided to set the game in the Palus Reach, a small region of the Glouroth Sub-Sector (part of our narrative setting that we’ve used for many previous games).
At the start of the game, the Orks and Goblins have recently made landfall and burrowed into the depths of Ferrum Rex, the massive hive on the primary planet that churns out materiel for the war effort in Warzone Endymion. If the greenskins can disrupt the industrial operations in the underhive, that will have cascading impacts on the battles in Warzone Endymion (which I hope to explore through a subsequent, larger campaign).
They’ll be opposed on the tabletop by a hastily assembled Inquisition force from Ordo Xenos, rushed to the underhive in an attempt to block the greenskins’ advance and stanch the bleeding in the depths.

This time we’re using Grimdark Future Firefight, which recently released its v3.6 version of the rules. We read through the changes and concluded that this version really improves overall gameplay and brings the “firefight” experience closer in spirit to the main Grimdark Future experience.
For our first game, I set up a scenario where an Inquisition patrol (led by the fiery Inquisitor Eustace Erepatian) burst into a transit promenade in the underhive and encountered a courier carrying vital information about the Ork incursion in the depths. The Inquisition moved quickly to secure the courier, while the greenskins leapt forward to capture their quarry.
Here’s the courier. Each turn, she moves toward the nearby transit lift station. Both warbands are competing to gain control of the courier and spirit her away.

The game began with models from both sides venturing up the walkways and catwalks that connected the second level of the battlefield. John’s cyber-hounds got off to a speedy start.

Meanwhile, Jim’s Grots and Paul’s Orks flanked their way up the stairs in a classic pincer movement, hoping to entrap the courier on the upper walkway.


As you can see, John’s cyber-hounds weathered several rounds of shooting before the surviving pooches were able to charge in and do some damage to Paul’s Bad Moon commando.

While this took place, the stout riflemen of the Vostroyan 83rd Shock Brigade (on loan to Inquisitor Erepatian in response to his urgent request for assistance) formed a firing line and began peppering the swarming Goblins with harassing fire. The courier scampered behind cover as the underhive erupted into gunfire and havoc.

On the other flank, a band of arbites under the temporary command of Inquisitor Erepatian advanced on the greenskins, firing volleys even as their cyber-hounds reached the Ork lines and were cut down.


As the defenders of the Imperium blasted their way onto the elevated catwalk, the greenskins finally won through to the courier. She was swarmed by a mass of scrappy goblins and carried off in a rough canvas sack amid cacophonous laughter.

To make matters worse, the greenskins’ rearguard arrived in the form of a clanking Killa Kan outfitted with a fearsome buzz saw and assorted weaponry. The ridiculous contraption stomped into combat with Inquisitor Erepatian as he was attempting to rally his men to press the advantage.

Just beyond the Killa Kan, the Vostroyan 83rd advanced in good order, fixing bayonets for a charge against the greenskins’ monstrous war machine. With a little luck, they would take the Killa Kan from the rear and take the pressure off Erepatian.

Alas, the skirmish drew the attention of Paul’s Bad Moon warboss, who bull-rushed his way into the Vostroyans and began hewing left and right with his brutal axe. The Imperial Guardsmen went down in a horrid melee of severed limbs and cracked armor. The victorious Ork boss barely had time to savor his victory, however, as the leader of the arbites waded into combat to deliver some Imperial comeuppance.

Justice was meted out, and swiftly. The fourth turn was the last for the game, so we took stock of how the warbands fared.
Despite possessing the courier briefly as the melee swirled across the elevated walkway, the greenskins did not control the courier at the end the scenario. This counted as a minor victory for the Inquisition. We decided that the courier slipped into the darkness as the battle raged and was later picked up and captured by a marauding hive gang.
So our next scenario will be focused around liberating the courier from the gangers’ camp somewhere deeper in the underhive. After that, we’ll see where the narrative takes us!
We’ve played Grimdark Future: Firefight off and on for many years. This version (v3.6) feels very dialed in and satisfying. A lot of the frustrations we had with previous iterations have been solved. So we’ll definitely keep riding the GFF train for this little narrative campaign. Stay tuned for more!









































