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Seditious Whispers – Session 1: Skirmish at the Dockyards

Posted by Comrade on July 3, 2026
Posted in: Posts. Tagged: 28mm, 40k, campaign, cauldron, inq28, narrative, sci-fi, skirmish, warhammer. Leave a comment

Last month John and I kicked off a mini-campaign that we have been working towards for several months.

Seditious Whispers is John’s baby: a short, Inq28-style narrative campaign set in our homebrew Warhammer 40,000 setting and focused on the shadowy efforts of Inquisitor Zoltav Throckswain as his warband attempts to outmaneuver The Quorum of the Deep, a nascent Genestealer Cult uprising on Hive Sacrament on the planet Gamma Euphorion Prime.

From a timeline perspective, the events of Seditious Whispers take place before the widespread conflict in The Cauldron, our previous narrative 40k campaign.

We’re using Shadow War: Armageddon to play out the campaign. If you’re a regular reader of Comrade’s Wargames, you’ll no doubt recall that we’ve been exploring this particular ruleset for the last 12 months or so. After probing the edges of SW:A, we’ve concluded that it’s a serviceable option for Inq28 grimdark skirmish games of all sorts.

Oh, and the best part about Seditious Whispers? John made it into a zine. Check this out!

He did the layout & illustrations himself! Absolutely cracking.

Getting Started

The zine lays it all out: Seditious Whispers is designed as a short, tight, focused narrative campaign for two players. Per the campaign guidelines, we’ll play 4 sessions (approximately) followed by a campaign finale.

Inquisitor Throckswain builds a 1,200 point list to start the campaign and may not buy any additional reinforcements. He’s got what he’s got, for as long as it takes.

The Quorum of the Deep player (John in this case) assigns warbands of varying point values to each of the four locations. Throckswain and his cadre investigate these locations, never knowing exactly what they might uncover. Along the way, Throckswain gathers Intelligence points, which accumulate toward the inevitable endgame showdown.

For our first session, I randomly selected the Logistitium Dockyards to investigate. It was defended by a Minor Cell – a small warband, not quite as potent as my team. The campaign instructed us to set up and play through a Hit & Run scenario, which further limited the number of figures each side could bring.

So both John and I had some important pre-game decisions to make…which of members of our warband do we bring along to explore the Logistitium Dockyards?

Into the Grimdark

We set up a lovely table with some industrial terrain to suggest a dockyard on the periphery of the hive quarter. It was the perfect location for some rookie cult members to choose for a meetup! They were gun runners, delivering a batch of illicit weaponry to be carried down into the depths of the underhive – no doubt intended to arm the seditious rebels down below!

Most of the cultisits deployed in the center of the board. I had rolled randomly to determine which of three possible victory conditions I was pursuing. In this case, Throckswain needed to overpower and capture a particular henchman, to be dragged back to a holding cell for gruesome interrogation. In game terms, I had to incapacitate one specific figure in hand-to-hand combat. John had to merely survive and defend against my probing attacks.

John made great use of the “hidden” ability, which is a fairly generous rule in Shadow War: Armageddon that lets any model stay largely out of sight as long as it skulks near a piece of obscuring terrain. Since our table was choked with scenery, and since skulking is very flavorful for Inq28 gaming, we took a liberal approach to the hidden rule and encouraged models to make use of it throughout the game.

It was fun and effective, and it encouraged players to get in close for frantic firefights and/or melee combat.

And so Throckswain and his warband arrived to witness the spectacle of the illegal weaponry changing hands between the fervent cultists. They were desperate the conclude the deal and slink back into the shadows. The Holy Inquisition would not stand for such trespass!

At the Inquisitor’s signal, his warband revealed themselves and advanced upon the cultists. Laser fire cracked and sparked off the rusted bulkheads of the dockyards. Half-human genestealer mutants craned their necks, trying to spot their attackers. By all accounts, they were surrounded by half-glimpsed assailants.

As the Inquisitorial warband closed in, the cultists rallied and began maneuvering to oppose them. Return fire dropped Ishmael Koronis, a promising acolyte renowned for his ardent faith. He was last glimpsed crawling on his hands and knees up a rusted staircase.

The cultists split their fire as Throckswain and his fighters closed in. With so many targets, it was no surprise that a close combat zealot – the ruthless Acolyte Eustace Erepatian – managed to close the distance and charge into combat with his heavy chainsword.

Erepatian hewed left and right with his sword, rending flesh and bone, before ultimately falling in combat with the dreaded foes of the Imperium.

And still the acolytes closed in, an inexorable tide bringing the Emperor’s light to the darkest corners of Hive Sacrament. Truly, they lived up to their name: The Last Lighthouse

As the cultists tried to gain the upper hand, Inquisitor Throckswain spotted his quarry. A shotgun-wielding cultist with a lumpen, inhuman countenance bore a clutch of data cubes in his shoulder bag – the very intelligence that Throckswain was sworn to retrieve! Quickly, before the wretch could flee, Throckswain made his move. Together with his trusted lieutenant, Interrogator Lysander Frost, the Inquisitor closed in and placed the vile alien under arrest.

In a stroke, Throckswain had secured the victory and denied the cultists’ their prize. We continued the game to see if the cultists would quit the field and flee – indeed, they did so within a turn or two.

Conclusion

Three cheers for the defenders of the Imperium! Throckswain and his cadre had carved through the minor cultist cell, leaving hewn bodies and brutalized survivors in their wake. The two acolytes who had fallen in combat – Erepatian and Koronis – recovered from their wounds, more or less intact.

So that’s a wrap on our first session of Seditious Whispers! I’m liking the narrow scope and clearly defined endgame that John has come up with. Stay tuned for the next session!

Ordo Hereticus: The Ashes of the Penitent

Posted by Comrade on June 9, 2026
Posted in: Posts. Tagged: 28mm, 40k, campaign, grimdark, inq28, miniatures, narrative, painting, sci-fi. 5 Comments

There is a time for subtleties, and there is a time for passing judgment upon the sinful. The Ordo Hereticus gives these more unsavory tasks to the Ashes of the Penitent.

Led by Inquisitor Eustace Erepatian, the Ashes of the Penitent is an Ordo Hereticus warband composed of the most zealous acolytes in the Glouroth Sub-Sector.

When they are tasked with rooting out a recidivist cell, their work begins at the bottom of the proverbial food chain. The acolytes of the Penitents cloak themselves in shadow and infiltrate the myriad cults that would threaten the foundations of the Emperor’s domain. Gaining the trust of the low-level serfs, the acolytes slowly move up the chain of command, capturing lieutenants, shift bosses, cartel strongmen, and other mid-level henchmen.

These wretched souls are tortured until they give up their secrets, usually amid fire and blood. Only then does Inquisitor Erepatian take the field, clad in rusted battle armor and wielding his holy flamethrower. Among his many accolades, Erepatian is remembered for speaking the Catechism of Ending, which finally stopped the dreaded Pluvial Pilgrimage on Palus Secundus. At the height of the Plague Circus on Endymion Prime, Erepatian drained the Necromarsh and recovered the hilt of St. Theodosia’s longsword from the teeming muck. His current work has taken him to the Gulf of Bittenbrach, in pursuit of the shadowy faction known as the Sanethe Enclave…

The Ashes of the Penitent is another cool warband I painted up over the last year. Inquisitor Erepatian is a special character … he was my first zealot character in the Darktide video game, and I enjoyed playing him so much that I decided to add him to the lore of my little corner of the Inq28 universe.

I imagined that Erepatian survived his trials on the hive world Atoma and eventually ascended to the rank of inquisitor. Now he commands a warband composed of the same willful zealots that he served with on Atoma. It is thankless work, to be sure, but Erepatian and his followers seek no reward and no recognition.

These grim warriors will see the tabletop in some upcoming games of Shadow War: Armageddon, as well as other games that we’ve explored for Inq28, including The Doomed, Space Weirdos, and maybe Rogue Hammer.

I shared my Ordo Xenos warband last month. And gosh, that just leaves one of the main Inquisitorial Orodos remaining. What do I have up my sleeve for the venerable Ordo Malleus? Check back soon to find out!

Ordo Xenos: The Last Lighthouse

Posted by Comrade on May 30, 2026
Posted in: Posts. Tagged: 28mm, 40k, caluphel, campaign, cauldron, inq28, narrative, painting, sci-fi. 2 Comments

I’ve spent the last year or so slowly building out my Inquisitorial warband(s) for various Inq28 gaming opportunities. I’ve always wanted to be able to field a few distinct, flavorful warbands of Imperial agents, and I think I’m just about there.

In addition to painting minis, I’ve also been noodling on lore, trying to tie everything together in a way that 1) pleases me and 2) suits the games we play here at Comrade’s Wargames.

For this post, I’ll be showing off my Ordo Xenos warband, led by Inquisitor Zoltav Throckswain.

Throckswain has built his career pressing deep into xenos territory, operating far outside the influence (and protection) of the Imperium. For most missions, his retinue knows they are on their own, their backs to the wall, as they bring the Emperor’s light to the darkest corners of the galaxy.

For this reason, Throckwain and his disciples are known collectively as The Last Lighthouse.

From left: Sterilizer Dante Blackthorn, Inquisitor Zoltav Throckswain, and Interrogator Lysander Frost

Lately, Throckswain and his trusted followers have been operating in the Juventius sub-sector, a region of the Caluphel sector renowned for its resplendent shrine worlds. Troubling activity from a network of purported xenos cults has drawn the Inquisitor’s attention. The insidious whispers point to Gamma Euphorion, a shining beacon to the Emperor’s grace … which may harbor a dark underbelly of corruption.

From left: Caelum Drake, H4R-T, Jezza Marchstone

Joining Throckswain on this venture are a pair of hired guns recruited from the soot-blackened slums of Palus Secundus. Their scrappy approach is backed up by the immense, mute bulk of H4R-T, an indentured servitor sporting a modular weapons harness.

From left: Vojchek Sparr, Scribe Lobcock, and Rossyncloff the Ombudsman

Even as Throckswain plunges into the depths of Hive Sacrament, the largest hive city on Gamma Euphorion, he will need adepts close at hand to process evidence, research new leads, and disentangle the spiderweb of intrigue. A trio of lettered savants accompanies him to perform these vital tasks. Their workload will only increase as Juventius Prime gives up its secrets.

And so Zoltav Throckswain sallies forth into the cauldron of secrets that bubbles just beneath the shining veneer of Hive Sacrament. The taint of xenos is all around them. Insidious whispers echo through the underhive as the agents of The Last Lighthouse are pulled deeper into a web of alien corruption.

Editor’s note: In case you can’t tell, we have a campaign brewing here at Comrade’s Wargames! Authored and gamemastered by Bif over at Orcs Illustrated, this campaign will use Shadow War: Armageddon to play out a series of linked narrative games. The games will be set in Hive Sacrament on Gamma Euphorion Prime and will feature Throckswain’s Last Lighthouse versus Bif’s cunning Genestealer Cult!

I’m tickled pink to have some lore down on paper about my warband as we head into this campaign. More to come soon, so stay tuned!

Shadow War Armageddon: The Promethium Must Flow!

Posted by Comrade on March 24, 2026
Posted in: Posts. Tagged: 28mm, 40k, club, game night, grimdark, inq28, miniatures, narrative, necromunda, sci-fi. 11 Comments

The gang got together last month for another game of Shadow War: Armageddon in my basement game room. I was excited to try out my new grimdark battle board, which I had whipped together in a creative frenzy a few weeks back. The board was a bit small for a typical game of Shadow War: Armageddon, but I was confident I could solve that with a few slight modifications to initial deployment — and plenty of terrain, of course!

We were putting Shadow War: Armageddon through its paces with an eye toward embarking on a small mini-campaign using this ruleset. With that in mind, we dredged up a multiplayer scenario that was published specifically for Shadow War: Armageddon. It’s long gone from the official Games Workshop site, but you can snag the PDF at the link below.

Shadow War: Armageddon – Grab the Cache! (PDF)

The scenario attempts to add some balance to a game mode (multiplayer) that is innately imbalanced. We had four players, which was the ideal number for this published scenario. Let’s see how the game shook out.

Each player chose a corner and deployed their warband. I was running my Dark Mechanicus (kitted out using the Adeptus Mechanicus warband), Rian was running his gorgeous Sisters of Battle, Jim was fielding his Orks, and John brought his eponymous Imperial Guard. Here’s a peek at the warbands in their initial deployment areas.

The battlefield was absolutely choked with terrain: platforms, pipes, walls, barricades, and all sorts of debris. Nobody had a good shot on the first turn, so we spent our time advancing cautiously.

The objective was a promethium valve in the center of the battlefield, surrounded by empty fuel canisters. If the warbands could reach the valve, they could fill a tank and carry off some valuable promethium. We were destined for a mighty clash in the center of the battlefield!

You can see the valve underneath the pipe interchange in the photo above.

It was a wild game. John, to our amazement, employed actual infantry techniques (bounding advance with troopers moving up into overwatch to cover their buddies) and found them to be very effective.

Jim’s Orks had no need for such subtleties — they mostly charged forward, blasting with pistols before charging into close combat with various choppy implements. The victim in the photo below is Ajax 07/4 Ascendant, one of my Dark Mechanicus warriors.

While Jim and I were frantically smashing our forces into each other, Rian was prudently advancing with his Adeptus Sororitas, taking a few potshots (and receiving a few in return). His miniatures looked epic as they navigated the tangle of walkways and pipes in the underhive.

Eventually (and predictably, given our 4-player scenario focusing on a central objective) we all ended up in a giant scrum in the center of the battlefield. Jim’s Orks burst out of cover just as Rian’s Sisters of Battle arrived on the scene, with John sniping from the perimeter and my Dark Mechanicus licking their wounds in the shadows. Another glorious clash in the underhive!

In the end, patience paid off for Rian, as he was able to haul off a couple barrels of promethium while the rest of us were preoccupied with slaying each other. Here’s his Cannoness hoisting her chainsword in triumph!

Once again, Shadow War: Armageddon gave us a great game! It was fun and easy for a new player to learn. It’s very much a GW type of game, so it has zaniness like grenade deviation and poorly balanced wargear options for the various gang lists. But it’s super streamlined and efficient … just one book is all you need. And that’s an approach that really resonates with us here at Comrade’s Wargames.

In any case, we’re interested in using Shadow War: Armageddon for an Inq28 campaign later this summer, so stay tuned for more!

Cold Data and Fiery Logic: The Dark Mechanicum

Posted by Comrade on February 12, 2026
Posted in: Posts. Tagged: 28mm, 40k, dark mechanicum, grimdark, inq28, miniatures, narrative, painting, sci-fi. 2 Comments

I’ve long been interested in getting some ideas down about my Dark Mechanicum warband: motivations, the names of various leaders and other personalities, and some general warband lore.

The Dark Mechanicum is one of just a small handful of factions in the Warhammer 40,000 that hasn’t been explored in exhaustive details, and that pleases me immensely. It means there are still some darkened corners to explore, some dim hallways that haven’t been illuminated with a wiki article. Light a torch, gentle reader, and let us plumb the unknowable depths together.

Curse This Metal Body

The Dark Mechanicum encompasses a myriad of factions who seek forbidden knowledge that exists beyond the flickering light of the Imperium of Man. While some may seek this knowledge from a position of misplaced altruism, we concern ourselves here with the truly corrupt few who understand that knowledge can be weaponized and used to wield immense power.

With most of their humanity wiped away after centuries of replacement and repair, the vile hereteks of the Dark Mechanicum seek to harness the darkest secrets that remain in a galaxy gone mad with ignorance. Operating from derelict space stations and abandoned asteroid hideouts, the Dark Mechanicum are composed of both brutal raiders and brilliant engineers, working side by side to accomplish their infernal goals.

The Seekers of the Fractal Schematic

The Seekers of the Fractal Schematic are one such warband. Emerging from the chaos that engulfed Gamma Euphorion Prime following a genestealer uprising, the Seekers have been seen operating throughout the Caluphel Sector on a variety of mysterious tasks. Garbled remnants of scrapcode broadcast on forgotten frequencies during their raids, together with the insane babbling of traumatized survivors, point to a singular focus on the fabled Fractal Schematic — a cryptic lodestone rumored to contain untold petabytes of infernal data within its gently pulsating crystalline lattice.

My Dark Mechanicum warband is a collection of miniatures from various manufacturers and sources. I don’t really like limiting myself to “official” figures or sticking with any one particular product line. So you’ll see figures in here from a variety of big name game systems, plus lots and lots of conversions, 3D prints, and smaller boutique sculptors. All it takes is a coherent paintjob to tie everything together and sell the warband concept.

If you’re curious about the origin of any particular mini, just leave a comment and I’ll do my best to enlighten you.

Draxus, the Blighted Cog

Draxus the Blighted Cog is among the most fearsome enforcers of the Seekers’ ranks. A hulking brute with a body assembled from cold steel, Draxus leads raids from his voidship Frigid Alloy. Although Draxus is admittedly a bit one-dimensional, he is but a servant of the warband’s true leader: the dread heretek named Rho-Terak, the Enslaver of Logic.

Rho-Terak has been a character in my warband’s lore for a long time, since the very beginning. Early on I used an Asphyxious miniature from Warmachine to represent Rho-Terak, but now I’m on the hunt for a suitably appropriate bespoke figure. More on that in the future!

Mechanicum Drudges, from the Seekers of the Fractal Schematic
Mechanicum Drudges, from the Seekers of the Fractal Schematic

Drudges form the core of most Dark Mechanicum raiding parties. With ill-fitting cybernetics and a variety of ramshackle weaponry, these zealots can often be found scavenging useful scraps from among the fallen, always looking for a tempting tidbit that could be used to improve their own wetware.

From left: Remnant of Deltilion, Remnant of Hypara, and Remnant of Abasmex
From left: Remnant of Nihil and Remnant of Nocturnus

Remnants represent the lowest tier of the warband’s heirarchy and are often little more than a collection of emaciated limbs clutching rusted weaponry, animated by a crude battery pack. The tragic ranks of the Remnants are constantly replenished from among fighters who have displeased the Dark Mechanicum’s infernal leaders. Remnants have no free will of their own and rely on direct commands from nearby Surge Nodes, who drive them forward with sparking shock prods.

Surge Nodes

Surge Nodes are Dark Mechanicum warriors whose bodies have been threaded with so much wiring and augmentation that they fairly crackle with energy. In constant agony from their implants, these gaunt fighters lurch forward from ambush positions, tormenting their victims with gruesome shock prods.

Reclaimers

Reclaimers operate as the second echelon on the battlefield, following behind raiders to mop up survivors. They use unholy fire to burn away flesh and clothing, revealing blackened metal parts to be scavenged by marauding drudges. This loot is catalogued and hauled back to the Seekers’ lair for implantation.

Ascendant

Ajax 07/4 Ascendant is an example of a Dark Mechanicum warrior who is reaching the pinnacle of his inhuman metamorphosis. Ascendants are tech adepts who have been mutilated almost beyond recognition and equipped with cybernetic implants and weaponry to help them serve the warband. Lesser fighters hope to one day receive the gifts of the Ascendants if their service is rewarded.

Exitor 5.41

Exitor 5.41 is an enigma among the Seekers — is he a true synthetic warrior, or does his gaunt metal frame still contain some shreds of flesh, entombed within a steel exoskeleton? As a marksman on the battlefield, Exitor 5.41 once held position for 71 hours straight amid driving acid rain, patiently tracking an enemy officer with his augmented eyesight and waiting for the victim to step out from a bunker and present a satisfactory target.

The Septic Hound

The Septic Hound is likely a heavily modified automaton, perhaps one of the fabled Men of Iron. The Hound was encountered centuries ago in a long-forgotten hive sump, half buried in a fetid stew of engine oil and mouldering fungus. At the time off its discovery, the Hound was inert, its power core dark. A series of repairs and modifications ultimately created the skulking, scuttling monstrosity that now serves the Seekers of the Fractal Schematic.

Thoth-Mu-XIV

Thoth-Mu-XIV is a tech adept whose cybernetic enhancements include razor sharp close combat fittings. While squads of drudges advance and scatter their foes, fast-moving stalkers like Thoth-Mu-XIV separate out fleeing soldiers to be captured, providing the Seekers with needed biomass for their flesh factories.

K-Vorst-14

K-Vorst-14 was first seen during the last days of Hive Sacrament, when the acrid smoke had reached the upper spires and the planetary governor was evacuating with his house guard. K-Vorst-14 rumbled through a sheet of flame and broke the defensive lines of the garrison protecting the landing pad, providing heavy fire support that allowed Draxus the Blighted Cog to cut his way into the data vault and make off with the sanctified cogitator array.

Upload Complete

Thanks for coming on this journey with me! I’ve been noodling on this warband for a few years now, and it’s nice to get all my ideas down on paper (so to speak). Particularly since the Dark Mechanicum don’t have a lot of official lore attached to them. (Again, that’s a feature, not a bug, in my humble opinion.) Look for these guys to feature heavily in our upcoming games!

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