What a game!

#TheTrainJob was a six-player, narrative-based fluff game based around the Kill Team rules (download PDF here). After setting the scene and giving the players a brief, the club frantically set about building scenery, painting models and crafting lists.

For this battle, the scenario wasn’t prescriptive and we let the day unfold as the players dictated. But there were some set elements that helped shape the narrative, including;

  • Imperial vs Chaos (and Xenos)
  • Set on a backwater world that no one cared about where anything could happen
  • Action revolved around a railway running through key points; depot, city, scrapyard, ambush alley…
  • An Imperial container transporting something top-secret

The six armies that took part:

  1. Adepta Sororitas of Our Martyred Lady
  2. Adeptus Arbites patrol
  3. Beastmarines
  4. Iron Warriors
  5. The Orkenstein
  6. The Weeping Angels

To kick things off, we played a few mini-games using the 40K rules, which ended brutally fast because of our small lists. These we decided were like ‘opening sequences in a movie’ and really set the scene. In one game for example, the Orks raided and captured the train so we decided they should ride it in the next battle!

Highlights:

  • Lone Dark Eldar biker one-shotting a Beastmarine dreadnought in the rear with a dark lance
  • Adeptus Arbites bikers mounting the railway and racing headlong towards a speeding train
  • Battle Sisters hitchhiking a ride in a civilian VW camper van to get to the action quicker
  • Orks boarding a speeding train from their trucks
  • Chaos marine raptors using their feet-claws and rocket packs to lift the container onto the train (as the depot crane was disabled) to make a getaway
  • Beastmarine dreadnought barreling into the container to knock it off the train
  • (Drunken) mini games to decide events that weren’t in the rules; “Can my Arbites officer lob a krak grenade into the exhaust pipes to stop the train?”… “Ok, but only if you can stack 15 dice in 30 seconds”
  • ‘Wild cards’ – for the final game, each player wrote and was given one random wild card (making sure the player didn’t get the one he wrote himself). Each wild card described a ‘triumph and treachery’ type event and could be as crazy or as game-breaking as the author wanted (but remembering that it could just as easily be used against his own side). Events took place such as; entire buildings falling down, orbital bombardment, warp storms, and even an Inquisitor teleporting directly onto the train
  • The contents of Container 23 was decided at random. Each player wrote down what they wanted to be in it and we decided that once the train reached the city, we’d reveal its contents… to say we were all quite miffed as to what we’d been fighting over all day was quite an understatement!
  • Karaoke (yep, that happened)

The club all approached this with the same attitude and mindset, and the event was a fantastic success – it wasn’t about ‘winning’* or adhering to a set of rules, but rather about telling a really cool story. We all set up lots of in game ‘movie moments’ and were open to a bit of roleplaying-esqu games mastering and narrating when it helped move along the story

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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