The warband (The Seekers of the Fractal Schematic) is a hodgepodge of models from many different manufacturers, all tied together by a loose theme and a simple & consistent paint scheme. For me, the warband fits the Inq28 / Blanchitsu creative aesthetic.
I’ve really enjoyed converting and painting up the basic cultist models that form the backbone of this warband. These figures come from a variety of sources — a few are from Necromunda, a few from other sources, but most are built from the various plastic Frostgrave infantry kits that were released a few years ago. They’re a fantastic starting point for all manner of sci-fi and fantasy soldier conversions.
The guys in the photo below, for example, started with Frostgrave torsos, plus various arms from Genestealer Cults and Adeptus Mechanicus kits, along with gas mask heads from Pig Iron Productions.
The vibe I’m going for includes flamethrowers, creepy cybernetics popping out of flesh, cult iconography, scavenged equipment, and rusted industrial wreckage for the bases. You know, typical Dark Mechanicum stuff.
Simple conversions, quick paint jobs using contrast paints and a bold purple color … that gets the job done.
I don’t mind mixing in Games Workshop models when they suit my theme. The four guys below are from Necromunda, with some heads swaps to make them fit the “tortured cyborg zealot” motif.
I’ve got plenty more bits — I accidentally dropped a bunch of money at Mindtaker’s bulk bits bin during a visit last month. Oops! So look for plenty more heretics, scavengers, cultists, and cyborgs in the future.
It’s been a while since we checked in on our Nightwatch campaign. I’ve actually had these photos on my phone for a couple months, just haven’t gotten around to doing the writeup.
Anyway, we gathered a few months back to play the fifth (5th) session of our Nightwatch campaign. A proper, by-the-book Nightwatch campaign is a carefully scripted affair, with seven sessions that slowly increase the intensity and danger, culminating with an epic “boss battle” in the final session.
So by that metric, you can see we’re quite advanced by this point in our campaign. Our characters are proficient and deadly, and they’re outfitted with all manner of deadly weapons, artifacts, and gear.
We’ve played a variety of objective-based scenarios up to this point in our campaign. For our fifth session, we decided to try a seemingly simple game mode – survive for seven turns. That’s it! Nothing more complicated than that.
It seemed easy, but the players barely escaped from this game with their hides intact. The danger started early and often, as terrifying beastmen began emerging from the depths of the Embermoon Forest on turn 1.
From there, the danger just increased expontentially. The slower characters, like Jim’s knight Sir Joshua, got bogged down in grinding melee combat just a few inches beyond the heroes’ deployment zone.
This meant that the more mobile characters, like Vincent’s alchemist, had to stay somewhat nearby to protect their slower comrades, and couldn’t race ahead to engage the beastmen reinforcements that were arriving every. single. turn.
This game featured repeated appearances of Terrors – those horrid, panic-inducing monstrosities that represented the near-pinnacle of the Nightwatch bestiary.
Terrors were nearly as powerful as the players’ characters, capable of dealing out fearsome amous of damage, and they arrived with frightening regularity as the game wore on.
It was, as evidenced by these photos, an absolute bloodbath in the Embermoon Forest. The beautiful autumnal foliage was splashed with ichor and gore, the branches blackened by explosive grenades and errant mage bolts. The entire valley was hazy with smoke as the battle wore on. Who would emerge victorious?
Heroes fell in the chaos, then gained their feet, only to fall again. A well-placed magical wall of vapor managed to block a rampaging mob of beastmen reinforcements, gaining precious time for the heroes to organize their defense and gain the upper hand over the savage interlopers.
The beastmen attacked with exceptional savagery, and their onslaught prevented the heroes from moving … anywhere, really. Let’s take a moment and be thankful that this wasn’t a scenario where the heroes had to race around the battlefield and visit different locations. If that had been the case, they would have been doomed!
The heroes spent the final turns in a desperate huddle, hacking at the hordes and using every tactic in their playbook to stay alive until the conclusion of the seventh turn.
These two photos offer a glimpse at the utterly relentless attack that they withstood in the final turns of the game.
And then, as quickly as they had come, the beastmen withdrew into the night, sounding horns and loosing arrows to cover their escape. Who can say what signal caused them to retreat? Perhaps they were called back to their villainous master to serve some darker purpose? Whatever the reason, they fell back in haste, leaving their dead and wounded to moulder in the wilderness of the Embermoon Forest.
And thus concluded our most frenetic, brutal game of Nightwatch yet! We have one more “regular” session ahead of us, followed by an encounter with the savage chieftain of the beastmen … stay tuned for more!
In the depths of Sacrament, far below the glittering hive towers and their resplendent terraces, below the incense-filled halls of statuary and throngs of offworld pilgrims, below the vast administratum strata, filled with warrens of offices and functionaries dedicated to the daily operation of the sector’s most popular shrine world, below even the turgid reclamation levels where basic utility functions are carried out by low-wage menials — deep in the depths of the underhive, something stirred. A psychic signal, pulsing and building in strength. An indifferent malevolence seeded decades ago that is just now beginning to pupate.
What will its emergence mean for the hive world of Sacrament, the world of Gamma Euphorion Prime and its attendant moon Drusichtor, and the greater Juventius Sub-Sector? Not much is known, but we can be certain that the outcome will be both grim and dark.
Welcome, gentle reader, to the official kick-off game for our 2023 narrative sci-fi campaign: The Cauldron. We’re starting small, with a series of skirmish games using Grimdark Future: Firefight to build our warbands and probe the edges of the Gamma Euphorion Prime setting.
The campaign name is a reference to the pressure-cooker environment in the beleaguered shrine world planetary system, where a dormant genestealer threat may be awakening, just as techno-cults rise to pursue their own nefarious aims, and plague disciples arrive from offworld bearing gifts for the shrine world’s pilgrims. Can the light of the Emperor pierce such absolute darkness?
The primary setting is the hive city of Sacrament, on the planet Gamma Euphorion Prime. A secondary setting that has already been explored in a recent game is Drusichtor, a moon of Gamma Euphorion Prime that boasts a massive industrial mining operation.
For the kickoff game, we assembled eight total players — possibly a record for John’s game room! We divided up into two smaller games of Grimdark Future: Firefight. Both were structured as 2-on-2 team games. As is typical, I got rather a lot of photos of the game I was involved in, and fewer photos of the other game. Read on for luscious photos and a gameplay report!
We pooled our collective grimdark terrain to create these two battlefields, representing an upper level in the underhive (on the right) and a fetid lower sump (on the upper left), replete with stagnant pools of water and rusty walkways.
The combination of textured terrain tiles, playmats, elevated risers, and scatter terrain really created a satisfying hive environment, with lots of cover and claustrophobic areas. Plus, all of our disparate terrain seems to more or less match!
We imagined these games as taking place roughly atop each other, on different levels of the underhive. The sump level, with its drains and waterways, played host to an incursion from well-intentioned warband of space dwarves working alongside the questionably loyal servants of the Imperium. This oddly matched pair of factions went up against the faith-drenched forces of the Adeptus Sororitas and their allies, the Astartes of the Salamanders chapter. Unshakeable loyalty versus … well, slightly more porous loyalty! But loyalty nonetheless!
And, a horse!
The game that I was playing in took place in the upper portion of the underhive, a few levels above the clash in the sumps. My game featured a tenuous alliance between two warbands of tech-obsessed Mechanicus scavengers (are they good guys or bad guys? who can say?), battling against a team-up straight out of Codex Astartes: Space Wolves and Dark Angels!
Did I mention this game had a horse as well?
Two horses in the underhive?! How do they even eat? It doesn’t make any sense…
Anyway, given that we were playing Grimdark Future: Firefight, it should come as no surprise that the games were fast and furious, with lots of careful maneuvering and explosive combat.
The sump level game began with the orange-armored space dwarves advancing alongside the servants of the Imperium, led by the sweatiest cavalry officer on the entire planet of Sacrament.
Creeping through the damp, fungus-ridden corridors in their bid to waylay the interlopers were the Sister of Battle, running a herd of chainsword-wielding repenters ahead of the battle-armored Sororitas.
The grubby agents of the Imperium, perhaps misled into thinking the Salamanders were their true foe, crashed headlong into the Sons of Vulkan and were probably massacred, if this photo gives any indication of their fate.
Over in the upper levels of the underhive, two teams of Mechanicus-minded tech cultists began filtering through the dim hallways, intent on finding and destroying their foe.
The Space Wolves and Dark Angels were few in number, but they were frightfully tough. Jim had just three Astartes models in his warband, and I think Parker had a few more, something like five or six. They looked very imposing as they strutted across the battlefield in their beautiful Astartes power armor.
Thankfully, the cramped terrain setup provided plenty of cover for our scrappy cultists as they fought to close in on the objectives that were scattered around the battlefield. This is definitely the ideal setup for grimdark skirmish gaming: lots of cover and elevation, with several routes for advancement so that nobody was funneled into a bottleneck.
Owing primarily to Daniel’s hot dice, the Mechanicus warbands secured an early advantage when they defeated a couple of the Astartes warriors in the early turns. Because they were so few in number, the Space Marine players really couldn’t afford to lose many models. We were playing a game with five (5) objective markers, and so we needed a lot of warm bodies to cover the objectives.
Having the Astartes on their back feet early in the game provided an opportunity for the Mechanicus cultists to surge forward, putting on a brave face as they charged into combat with a power-armored superhuman. They took casualties, but managed to stun the Space Wolf warrior who was guarding the flank.
Eventually the techno-cultists swarmed over the objectives, overwhelming the Space Marines by sheer weight of numbers. Ain’t that how it always plays out though? A few gallant Astartes, defending the barricades until the very last, until they are dragged down and dismembered by the howling hordes?? Yeah, it played out pretty much like that.
So it was a mixed outcome for our two side-by-side games of Grimdark Future: Firefight. The forces of the Imperium prevailed in the sordid depths of the sump level, but the techno-cultists of the Mechanicum succeeded in driving off the Space Marines and claiming the objectives in the upper portion of the underhive. Who can say what arcane secrets they unlocked for their own nefarious purposes?
Let us end with another glorious photo of the cavalry officer with nerves of steel and ice in his veins, as he urges his reluctant mount forward to seize these, er, run-down corridors in the name of the Emperor!
Once again Grimdark Future: Firefight provided a couple of nice, fast-playing skirmish games. Each player brought 250 points to this game, and our intent is to increase the point value for subsequent games, with a requirement that each game must feature a newly painted model. That’ll light a fire under us! Stay tuned for more grimdark narrative gaming in the depths of The Cauldron!
We got together earlier this for another game of Nightwatch, specifically to introduce a couple new players to the game. And while this game wasn’t specifically set in our ongoing Nightwatch campaign, it was fun in retrospect to imagine the events of this game happening concurrently to the primary campaign. This is the “B-Team,” and what they may be lacking in combat prowess they more than make up for with the size of their h e a r t s !
Anyway, this was a fun one-off game where we didn’t worry too much about the outcome … we just focused on rolling dice and having fun!
Somewhat by accident, we set up a rather extensive urban battlefield for this game. It turns out that everyone had thought *they* were responsible for bringing terrain, so we ended up with way more terrain than we needed. Hence this cluttered, yet strangely beautiful setup.
The scenario called for the players to defend the small well in the grassy courtyard in the center of the table. The red portals represent possible spawn points for the waves of bad guys that will emerge at random to menace us.
We had a wide variety of heroes in our game … a bladesman, a wizard, an alchemist, and a ranged combat specialist. Overall, a nicely balanced group, ready for anything that could possibly get thrown at them.
The action started on the first turn, when hordes of vermin poured forth from sewers and drains beneath the village. Nightwatch describes its bestiary in general terms, and leaves it up to the players to decide how to represent them with miniatures. In this game, we decided to draw on our collection of ratmen models, starting with Vince’s rat swarms to represent the vermin, followed by my vintage metal Skaven for the hordes.
The terrain tile above had a nifty subterranean staircase, so naturally we placed a spawn portal down there. And we cackled with glee whenever the vile ratmen would come boiling out of the stairwell!
Vincent’s nifty town bulletin board ended up seeing heavy action as the battle raged around it. I need to make one of these, too!
In the photo below, Mumblemore dances atop the veggie cart while in the background you can see a smattering of gore tokens representing the bad guys who have been taken down over the course of this game.
We’ve found that casualty markers or gore tokens are pretty important for this game, because you need to mark the location of slain corpses so that individual hunters can move into contact with them to undertake various and sundry tasks: robbing their pockets, slicing off an ear, maybe pulling out a gold tooth. It’s all covered under the Burdens section when creating a hunter.
The battle got pretty heated by the end of the game, with ratmen surging up from the subterranean depths and the heroes flinging spells and grenades all around the battlefield. The first couple of sessions of a typical Nightwatch campaign aren’t particularly deadly, which makes them perfect for a learning game like we set up here. You can dig in, explore the rules, slay some bad guys, and then survive to make it back to town and go through the post-game campaign steps.
That’s exactly what we did after this game, actually! Even though we weren’t playing a typical 7-session campaign, we nonetheless went through the post-game campaign steps to determine how much loot we found, which artifacts we ended up with, etc. It was great fun and made us even more excited to return to our ongoing Nightwatch campaign.
I ran a game of Grimdark Future Firefight at C3 GameCon last month! I’ve run many convention games before, and it’s always a real joy to welcome new players to the table and give them a glimpse at this wonderful hobby that has brought so much happiness and creativity to my life.
For this game, I selected Grimdark Future Firefight because I wanted to get my gorgeous infected city terrain onto the battlefield. This was a batch of terrain that I commissioned from Morti5 Studios a couple years ago … my pandemic splurge, as I recall. It’s a big setup, and I haven’t had very many opportunities to get it all onto the table at the same time. That changed last month!
The best advice I can give to anyone who is considering running a convention game is this: “Focus on the spectacle.” Get your best terrain and your most impressive painted miniatures onto the table. You want to attract peoples’ attention, to have them walk across the room to inspect your little miniature world, and have them say “What IS that?!” in a breathless tone of voice. If they do that, you’ve won before a single die has been rolled.
Pick a game that’s simple to teach and explain, and then strip out all the superfluous content. Don’t worry too much about game balance. Toss out special rules and anything that slows down gameplay. A convention game is not the time for flipping through a rulebook. Make sure each player has some cool figures that perform exactly like they’re modeled to behave – the guy with the big gun goes boom, the rogue in the cloak is good at sneaking around, the barbarian charges into battle. Just aim to give the players a taste of the general gameplay and provide a few opportunities for them to explore deeper strategies. If they like the game, they’ll do all the additional research on their own.
Anyway, my game had four players with some basic background in tabletop RPGs, but none had played Grimdark Future Firefight. No problem! I provided printouts of the 2-page rules document as well as prepared teams of commando operatives for each player.
The scenario pitted the four players against two GMs (me and my buddy Daniel). We’d be managing a city full of plague zombies, and they would be running the infiltration teams tasked with killing the zombies and retrieving the data cores from deep inside the infected city.
The game unfolded exactly as I’d hoped, with the players whispering about strategy as they warily eyed the roaming hordes of plague zombies arrayed against them. Who’s gonna take the left flank? What about that bunker full of zombies? Grimdark Future Firefight is a pretty simple game, and after a short explanation they were chucking dice and pushing plastic around the table.
The scenario (players against the GM) is one I’d definitely recommend for future convention games. It was structured so the players couldn’t lose – the only question was how badly they would beat up the zombies before we hit our turn limit and the game ended. This led to lots of high fives and backslaps as the players laid waste to the zombies and generally felt awesome. Again, this is a key goal of a convention game: make your players feel like they’re capable and in control.
We got plenty of onlookers as the game progressed, due in large part to the impressive terrain setup. At the end, to no one’s surprise, the players emerged victorious – though we all agreed that it was a pyrrhic victory, and that the commandos were almost certain to be slaughtered once night fell and the zombies regrouped.
Once again Grimdark Future Firefight gave a great game that was perfect for newcomers. After the game, each player received their very own custom purple dice emblazoned with our game group’s logo – the Majestic Gamers. You can see a pile of them in the lower right in the pic above.
As I was packing up, two other guys from my game group (Lawrence and Paul) were arriving to set up the next session – an introduction to WarCry! Like me, they also had a full house and seemed to have a blast teaching new players about this fun game.
Thanks to the fine organizers of C3 GameCon for giving us space to host a fun afternoon of gaming! We’ll definitely be back next year.