Mission - Grab da Loot
With the Mechanicus in the wind and Inquisitor Lux's team
left reeling from the events in the tunnels, it is no surprise that other
forces have been drawn into the fray. Ork big-game hunters have begun tracking
the newly loosed Tyranids. Whilst Lux's team attempt to regroup, the Greenskins
begin picking through the ruins of the research facility, finding the Tyranid's
escaped into the cities surrounding districts. Lux has already ensured
quarantines are in place to stop the creatures venturing too far, but this is a
temporary solution. The beasts must be found.
The Orks seem to have
provided Lux with the answer to the problem. Whether they know their actions
are aiding the Inquisitor is irrelevant to their own goals. Rather than hunting
the beasts in the quarantine zones, The Orks have decided to draw the creatures
out. Using equipment stolen from the wreckage of the research facility, the
Orks have cobbled together a devise that interferes with the Tyranid Hive Mind
communications. The signal has will force the Tyranids to attack, if only to
destroy the device. The nature of the signal has not gone un-noticed by others
however. Once more, Inquisitor Lux ventures out to fight the Alien menace.
The Licor has found the Ork device, but bio-engineering has
wrought a cunning beast. It advances with caution
The Orks stumble across the Inquisitor and his team,
outraged at the thought of other trophy hunters taking "their" kill.
Whilst the Orks attack Lux and his entourage, two of his
acolytes get eyes on the objective. Though
modified by Ork hands, the technology is initially imperial. Such a
prize could prove useful.
Wading through fire and shotgun blasts, the Ork Boss charges
the acolytes.
From across the street, the Tyranids spot their opportunity
and strike. From on high, The Scorched
watches the mayhem unfold.
As Tyranid, Human and Ork desend into bloody carnage, The
Orks true intentions come into play. Grots quickly dismantle the machine and
begin dragging the important part away for later. The rest of the combatants
too occupied to interfere.
The fighting escalates further as the Ork dedicate more of
their numbers into the inquisition team, completely forgetting their original
targets.
The Tyranids suffer the wrath of the gladiator, B4N3 and The Scorched.
Only to suffer a worse fate as the Orks close in. From afar, a blinding beam of energy lances
two of the Lictor's arms clean off, the Ork Flash Git grins with satisfaction.
The injured Lictor then spots the Ork Burna too late as the maniac Ork
mek unleashes a wall of fire.
Despite missing arms and being set a blaze, the Lictor
fights on. Even as the Orks assault to claim the creature's head as trophy, the
beast stubbornly refuses to die.
The Ork Boss becomes
embroiled against the The Knight and the Inquisitor's Acolytes, Lux uses the
distraction to break away after the objective.
Concealed by the ruins, The Tyranid Gun Beast hunts it's own
prey.
the Knight finds a worthy opponent in the Ork Cybork,
Killboy.
Against the weakened Ravenor, Inquisitor Lux succeeds in
bringing the monster down just as he turns to deal with the Lictor, the creatures
collapses into a smoldering heap. The Ork Burna stepping over the charred heap
to glare at Lux.
One of the Grots escapes, but his comrade is left dragging
his loot. The Scorched appears to relieve him of such a heavy burden. An Ork
boy sees the floating Daemon and attempts to fend the un-natural thing off.
The Gun Beast watches this all unfold, as the grot dies to
the searing hands of The Scorched, the Ork jamming devise is damaged. Realizing
that it is the only Tyranid left in the area, the Gun Beast retreats into the
shadows.
The Scorched holds onto it's find as the Acolytes arrive to
help, but it's all too late. A signal flair is fired over head and the Orks
begin to withdraw, dragging their trophies away with them. Following the
conflict, Inquisitor Lux inspects the remains of the Ork machine. Whatever
imperial technology the device used at its core was with the component that got
away. All Lux has is Greenskin scrap, nothing more.
This was a lot of fun to play this week. For two reasons,
first it was scenario I'd never played before and having two opponents get in
the way kept things interesting right the way through. Secondly, The 'Nids were
commanded by one of my regular gaming buddies, but the Orks were loaned to his
nine year old son. So well done to him for playing Orks to their best and also
winning his first game of Kill Team.