Tuesday 30 July 2019

Protocol 55 Campaign pt3


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.



Wednesday 24 July 2019

Get Stuck In!

A quick progress report on what I've been up to. I got the Gundabad Boys done along with Bolg (Thanks to Contrst paints) and I've built the Trolls.


 Now... the Trolls, some would say "why didn't you just use all the spare Trolls you had?" To those people I say the following; because that would be the easy way and I like to make things difficult for myself with tight deadlines and lengthy conversions, so there!

That said I'm really happy with these guys and I'm hoping the Contrast paints will help get them done in time. Start the clock!!!!



Sunday 21 July 2019

Protocol 55 Campaign pt 2


Into The Dark
With The Casket secured, but ultimately useless, Inquisitor Lux delves deeper into the background of the artifact. It is over a week before an informant is able to bring any credible news to him, but rumours of white robed adepts entering the Under City put a hold on research, there's purging to be done. With little to go on and the Mechanicus Explorers still at large, Lux takes his team into the tunnels deep beneath the city.
Game1 Shifting Priorities
Within the ill lit chambers of the Under City, Lux's team pick up the trial of the Mecanicus once more. Using the cursed insight form The Scorched, Lux is able to intercept his quarry at a narrow junction, an entrance to a much larger chamber within the tunnels.


The Mechanicus scanning equipment alerts them of their pursuers. They advance, looking to hold the door to the next chamber.

Whilst his team readies themselves for the engagement, Lux inspects the surrounding area. Something seems off.

A collapsed wall allows the acolytes to spot their objective.

Plasma blast light up the dark tunnels as Skitarii weapons fire upon the Inquisition. The Crusader reduced to charred remains within his armour as The Scorched attempts cripple the automaton with psychic blasts.



The site of the deamonhost provides ample distraction as the acolytes attack from the corridor.



Finally, the Mechanicus' ranged weapons are removed from the equation as brutal melee errupts around the central corridor.


The Alpha dispatches his attaker, only to see Inquisitor Lux aim his plasma pistol and fire. The Alpha is taken out of the fight as his underling drag his wound body out of site.


Among the pile of munitions and fuel, the robed priest seem to finish their work and abandon the corridor.



Lux's instincts prove right.  As the Mechanicus retreat into the darkness, Lux becomes very aware of the corridor's failing support structure; bulkheads have been cut and munitions caches have been secreted within the weakened joints. Among the crates, a timer is discovered.  Lux orders his team to move. They haven't long.

Game 2 Ambush
Keeping track of the timer's count down in his mind, Lux and band rush back through the labyrinth of tunnels finding that the Mechanicus have cut off their escape. The cunning machine cultists had laid their trap well. Using the forbidden insight of The Scorched, Lux is able to lead his team into abandoned storage basements beneath a biological research centre.

But they are not alone. Locked beneath the research centre for untold years, Tyranid test subjects have broken free from their containment and now stalk their prey.

The Lictor leads the attack, leaving the smaller gaunts to perish in the flames.  The alpha beast, still ablaze throws the acolyte across the chamber.


The Knight seeks cover from the prowling gun beast, awaiting his chance to strike.

B4N3 distracts the Tyranid Warrior allowing The Knight to attack it's exposed flank.

Somewhere in the darkness, Inquisitor Lux is heard firing off his plasma pistol before an alien scream of rage drowns out the noise. The Knight preys for his master's safety, but the Lictor attacks from the corridor, Inquisitor Lux is nowhere to be seen!

Terribly aware of the timer counting down , B4N3 and The Knight hold the aliens at bay. Sparing a glance to the passage, past the beasts, The Knight spots the remaining Acolytes escaping. Between them, the wounded, but very much alive form of Inquisitor Lux.
Without realizing, the Tyranids begin to ease their attack. The creatures all bare terrible injuries, but something else has their attention... the bomb! The creatures retreat into the shadows at a lightning speed as realization comes to The Knight a moment too late. First a rumbling, growing ever louder. Then darkness....

Week 2 is done, sorry for the delay. Once again those pesky Ad-Mech are up to no-good. Game 1 ended in a victory to the Inquisition, driving the Mechanicus away, but alas it was all a trap. Game 2 seemed like a great way to introduce some grubbily monsters into the mix. despite killing ALL the 'Nids I lost as the game ended before I could move my remaining team off the board. Lets hope the everyone got out ok, you just know those nasty Tyranids did.