Warp travel times in Rogue Trader FATE

I’ve been looking at the times that I would use to travel through the stable warp corridors on the system map that we had generated for the House of Black Rogue Trader game (a copy is printed below for convenience).

Originally I had planned to make it so that  each line on the map took 3 months, however looking through the Diaspora rules I decided to use the Time Track that was presented on page 10 of the book.

The time track runs something like this:

  • Instant
  • A few seconds
  • Half a minute
  • A minute
  • 3 minutes
  • 15 minutes
  • 30 minutes
  • An hour
  • 3 hours
  • 12 hours
  • A day/24 hours
  • 3 days
  • A week
  • 3 weeks
  • A month
  • 3 months
  • 4 months
  • 6 months
  • A year
  • 3 years
  • 10 years
  • 50 years
  • +each step beyond this adds 50 years
The first thing that I wished to resolve was that several of the measures listed were slightly nebulous so I defined them further (changing ‘a lifetime’ for ’50 years’ for instance); I decided that the for a distance of a single line on the map the normal time taken would be 3 months, each additional line traveled would add one step on the time track (so a journey of 3 lines would take 6 months by default).
This time period can be modified by the ship’s navigator making a Fair Will roll on 4DF with each degree of success or failure adding or subtracting from the timescale as appropriate.
So if our ship was making a non-stop journey from Sycorax to the Undred Undred Teef (a journey of three lines on the map) then the standard distance would be 6 months; our Navigator York Benetec has a great (+4) Will score meaning that he already has 2 degrees of success before rolling the dice, lowering the time taken to 3 months before making the roll.

If York rolled +4 then this would give him a total of 6 degrees of success and lower the time taken to 3 days; however if he rolled a -4 this would give him a total of 2 degrees of failure, raising the time taken back to 6 months.

Planet Spotlight: Catan II in the Catan System

Technology: +2 (warp use)
Environment: +3 (some garden worlds)
Resources: +2 (one significant export – grox meat)

Aspects: Grox exports & Imperial agri-colony.


A lush green planet covered in shallow rolling hills and grassland, from the Imperial Butcher city of Pulon experienced herdsmen farm the vast herds of  lizard-like Grox using mechanical quad-bikes and shock pikes; following regular schedules some of the grox are herded to the single city where skilled craftsmen butcher the animals, some of the meat being taken for local foodstuff and other being shipped off to the neighbouring Decusis system. The planet is under the charge of Commander Hardecker, a grizzled ex-Imperial Guard Captain from the shrine world of Omicron IV who lost an eye defending his post from servants of the ruinous powers; as a reward he was granted custody of the Catan system, although some see it as a form of enforced retirement.

Following the destruction of a number of Ork space vessels in high orbit by the Rogue Trader Fortunus Black, fragments of the ships form a debris field of space wreckage.

Planet Spotlight: Hiveworld Scelus Prime in the Decusis System

Technology: +3 (warp mastery)
Environment: +0 (one profitable world, additional barren worlds)
Resources: +2 (one significant export – grox ration packs)

Aspects: Industrial, polluted & asteroid field.

The hive world of Scelus Prime is named for the founder of the current ruling dynasty of the system, Scelus Decusis who was an Imperial Guard commander who helped pacify a rebellion in the system; realising that Imperial forces would never take the world unless the orbital defences (which had fallen into rebel hands) were disabled, Scelus took a party of trusted guardsmen and launched a suicidal attack on the orbital las-batteries. Against all odds his group manage to take the orbital defences and set them to self-destruct, Scelus miraculously surviving when the section of the las-battery that he was in, crashed onto the planets surface; the only survivor Scelus took his survival as a sign from the Emperor and swore his life to the Ecclesiarchy ritualistically shaving his head as a sign of his faith (a fashion that endures in the ruling houses of the planet to this day). The remnants of the destroyed defences fell into a slow orbit around the planet, eventually attracting other rocks and debris, forming an asteroid belt around Scelus Prime.

Since that day the house of Decusis has ruled the planet, although their hedonistic ways are a far cry from the chaste faith of their founder; the current rulers of the planet are Corith Decusis and his twin sister Dominique. The single great hive city of Scelus Prime houses millions of people all crammed into a large twisting spire of metal, studded with factories processing raw grox meat shipped in from the neighbouring Catan system, bulking it out with algae and corpse-starch to form the unpalatable but nutritious ration packs that much of the Imperial troops in the sector rely on; the many factories studded around the base of the hive belch poisonous fumes into the atmosphere creating a poisonous layer of cloud rising up to five miles from the planet’s surface, many lower hive dwellers never rise above that layer or see the sky, only the rich nobles of the Spire have the privilege of peering beyond the deathly clouds.

Using FATE Core rules

As i’ve said in previous posts one of my players was missing from the last session and another unfortunately couldn’t stay for the whole session and so I didn’t spend time converting over the character of the missing player (also it was one that I wanted to take a little more thought over); determined to get a bit of a head start on copying across neater versions of the character sheets I had a quick skim through the FATE Core preview pdf, and liked the look of the cut down skill list and simplified character sheets. I wondered whether it would be possible for me to write up the characters using the FATE Core system’s simplified character sheet and still maintain the essence of the characters.

A few thoughts that occurred to me were…

  • Aspects
Characters start off with less aspects than the FATE variants I had previously read (5 in total), one of these is flagged as the character’s high concept (normally a descriptive term encapsulated the essence of the character) and the other is flagged as their trouble (something that makes their life challenging). This didn’t seem too much of a problem since I had struggled coming up with the larger amounts of aspects for some of the characters and it was easy enough to amalgamate some of them into a single aspect.
For example: the character York Benetec now had the aspects – Navigator (high concept), Mutant (trouble), Touched by the Warp, Jaded and Hulking Size.

  • Skills
FATE core includes 18 or so very generic skills as a base level that the GM can build on or expand in order to add individual flavour to their game, however, I think the skills are sufficiently generic that they can be used for a lot of different things, some of my thoughts on particular skills are written below.
    • Crafts: A catch-all making/repair skill that I will use in my game to replace engineering and repair skills, the type of crafting will be determined by the character’s high concept.
    • Drive: This will be used for driving/piloting all types of vehicles, players can take stunts or aspects to represent any advanced skill with particular types of vehicle.
    • Lore: I am planning to use this for knowledge rolls in my game, any specialised fields of knowledge being represented by stunts or aspects.
    • Will: This skill is going to be used (in addition to it’s normal uses) to represent psychic strength (for those who have psychic stunts).
One thing I did notice which seemed like a bit of an ommission was the lack of a ‘medicine’ skill, this is important for my game given that the priest Confessor Cornelius is quite skilled in patching up his team-mates; i’ve not yet decided what to do about this, whether to add a seperate skill or just make it a subset of the craft skill – currentlty I am leaning in favour of making it a seperate skill.

  • Stunts
In this version of the rules characters begin with a single stunt for free, and any additional ones that they take (up to a max of 3) subtract 1 from their refresh rate of fate points (so a character with 2 stunts has 2 fate points and a character with 3 stunts has only a single fate point).
Below are the stunts that I came up with for my characters…
    • York Benetec (Navigator)
      • Psychic: Substitute Will skill for another skill by expending 1 fate pt (this also allows skill rolls to occur at range); if the player doesn’t want to spend a fate point they may still perform the action but it takes 3 times as long.
      • Navigator: May navigate a ship through the warp using his Will skill to determine time taken for the journey.
    • Enginseer Prime Pak (Techpriest)
      • Mechandrite arm: Player may spend 1 fate point to use craft skill instead of any other skill in a test, if the player doesn’t wish to spend a fate pt then they can still do the action but it takes twice as long.
      • Servo-skull: Allows the player to perform actions using the craft skill (as per the mechandrite arm stunt) but at range.
    • Lord Captain Black (Rogue Trader)
      • Ship: Lunatic Pandora (Cruiser)
    • Confessor Cornelius
      • Inspire the Faithful: Allies may use Rapport skill in combat (the max level is 3 unless Cornelius spends a fate point).
  • Equipment
For the moment I have stuck with my hacked version of weapons/armour, halving the modifiers from the weapons and armour and using them as the FATE harm, penetration and armour levels.
This yields me results such…
    • Plasma Pistols: H 3 PEN 3 Energy weapon (ranged)
    • Power Sword: H 2 PEN 2 Energy weapon (melee)
    • Neural Whip: H 1 PEN 0 Energy weapon (melee)
    • Body Armour: 3 AP
At the moment the only sticking point are the personal force fields possessed by certain characters that disperse kinetic energy into light energy, whilst I was initially tempted just to have the force fields add armour points the light refracting/blinded capabilities of the force fields have played an important roll in the game thus far and it seems a shame not to do anything more with them, obviously these items will require some more thought.

Psychics and Techpriests

Two of the more interesting characters in terms of rules in my game are York Benetec, an imperially sanctioned Navigator, member of a family with a specialised psychic mutation allowing them to steer a warp capable vessel through the shifting dangerous tide of the immaterium and Enginseer Prime Pak, a member of the Adeptus Mechanicus who had risen from humble beginnings to become a bionic priest of the Machine God.

In terms of what the rules needed to reflect…

  • Navigator: Psychic powers and the ability to navigate a ship through the warp.
  • Enginseer: A bionic third arm attached to his body and a floating servo-skull that he can directly interface with.
…the person playing the Enginseer wasn’t able to make last session and so I didn’t have to worry so much about the tech-powers, for the Navigator I just jotted a couple of psychic stunts down based on information from the Diaspora system, but they didn’t really come into play.
Trying to think of ways in which I could represent the abilities of the two characters without unnecessarily complicating the system, having spent the day reading through FreeFATE (as recommended by Teo Tayobobayo on Google+) I realised that I could adapt some of the ideas about stunts (particularly in the magic system) to cover both character types.
What I came up with was…
  • Navigator
    • Psychic stunt: Player may spend 1 fate point to substitute their psionics skill for any other skill and may carry out the skill check at range – if the player doesn’t want to spend a fate point then they may still use this stunt but the activity will take three times as long since they have to focus their psychic energies.
    • Navigator stunt: Player may spend 1 fate point to guide a vessel through the warp using their psionics skill to determine the length of time taken, by default a single leg journey takes 3 months, each shift on the roll reduces the time by one step on the table. Originally this used the navigation skill but I decided to incorporate it into the psionics skill.
  • Enginseer
    • Mechendrite-arm stunt: Player may spend 1 fate point to substitute their repair or engineering skill for any other skill – if the player doesn’t want to spend a fate point then they can still do this but the activity will take twice as long. 
    • Servo-skull stunt: This stunt allows the player to substitute their reapir/engineering skill for any other skill (as per the mechendrite-arm stunt) at range.
…we’ll see how well this works next session 🙂

Rogue Trader Campaign Log – Session 10 : Two Houses United by War

Lord Black’s party were swiftly conveyed to the palatial estate that had been allocated for their use during their time on Hive World Decusis by it’s ruler Lord Corith Decusis, they were accompanied by the simpering Dorath Farah, seneschel to the ruler of the planet who had been assigned as their liaison during their stay. Whilst Farah began arranging a meeting between Lord Captain Black and Lord Decusis, techpriest Pak retired to one of the isolated halls of the mansion seeking privacy in order to begin delving into the strange secrets of the scarab-like device that he had recovered from old underhive vox tower, promising that he would also repair the Captain’s armour he was allowed to retreat into seclusion in order that he might better commune with the tech-spirits of the Omnissiah.

With the meeting arranged Lord Captain Black took the opportunity to bathe before outfitting himself in his best dress uniform, resplendent in the black and silver livery of his House, stopping briefly to talk to Criute, the chef present in the mansion and cousin of the young blind girl Dana that they sought to recruit for their crew. Criute seemed quite willing for the girl to make something better of her life, but worried that no-one would be behind to take care of her sick guardian, considering the matter, Lord Captain Black offered to setup a regular stipend for the care of the woman, if Criute would arrange it; taken aback by the generosity the young chef was only too happy to agree, glad that his cousin would be free from the oppressive pollution and grime of the hive world. Having likewise attired himself in his finest white, red trimmed robes Chief Confessor Cornelius and the black cowled form of York Benetec joined their Captain as they were lead to the luxurious quarters of Lord Corith Decusis, Imperial ruler of the planet.

Walking beneath the stretched silver skull logos of House Decusis, Lord Captain Black’s party were escorted by household guards into the main meeting hall where they had previously received an audience with the imperially sanctioned rulers of the hive world; Lord Decusis was flanked by his twin sister Dominique, the two nobles both bearing the eerie androgynous good looks and fashionable bald heads of their household.

Decusis was concerned by the Rogue Trader’s talk of strange robotic xenos creatures who (according to the Navigator York Benetec) were capable of moving through vast distances without the use of warp technology, his fears stoked by Confessor Cornelius’ suggestion that the asteroid field surrounding the planet would provide more than suitable ammunition were the Ordo Xenos of the Inquisition to become involved and to declare Exterminatus against the world. At one point these dire portents of doom caused Lady Dominique to swoon and temporarily take a small absence from the meeting, although she re-appeared several minutes later apparently no worse for wear.

By the time Lady Dominique re-entered the chamber, Lord Captain Black was in discussion regarding providing additional crew to Lord Black’s burgeoning fleet; he appeared willing but hesitant about the amount of crew members that Lord Black was requesting. With fairly little subtlety Lord Decusis proposed that their alliance be formalised with a marriage between Lord Black and his sister Lady Dominique, once that alliance had been forged and the safety of his world secured, Decusis would provide the crew required. In dire need, and aware that Lady Dominique had already displayed a liking for him, Lord Black agreed and a simple ceremony was conducted by Lord Decusis with York Benetec acting as witness for the groom and Dorath Farah acting as a witness for the bridge. Twin ribbons were used to tie the outstretched arms of the bride and groom together, white to represent their new life beginning together and red to symbolise the joining of their two bloodlines.

As the ceremony drew to a close Lord Decusis proclaimed that today would be a half-holiday and that a great celebration would be held in honour of the newly-weds.

System Design

One of the sections of the Diaspora rules that interested me and that I was very keen to use was the system design rules; with one of the players running late we all sat down to generate the sector of space that would be our game setting.

After generating the system (itself quite a fun little exercise), I fired up my flowchart software, drew out a neater version of the map, dropped in a couple of additional systems that we had already mentioned in the game and neatened the whole thing up in photoshop.

I decided that the links between the systems as determined by the Diaspora system would quite adequately represent stable passages through the warp without any alteration of the rules, each line between the systems would take three months travel, however this could be modified (as per the “Handling time” section in the Diaspora rules) by a navigation roll made by the ships Navigator.

The systems we generated looked like this…

  • Ariadne T -2, E +2, R 0
    • Lawless
    • Society equivalent to wild west
  • Coppernicus T +4, E +1, R +1
    • Rogue tech tradition
    • Rumours of lost STC tech
  • Catan T +2, E +3, R +2
    • Grox exports
    • Imperial agri-colony
  • Centurion T -1, E +2, R-2
    • Waterworld
    • Quarantine
  • Decusis T +3, E 0, R +2
    • Industrial
    • Polluted
    • Asteroid field (this was actually defined by one of the players in the first Diaspora-rules session)
  • Excelsior T -4, E -1, R 0
    • Savage
    • Hostile
  • Endeavour T +2, E 0, R -1
    • Feudal
    • Nordic
  • Footfall T +2, E -3, R -2
    • Lawless
    • Piratical
  • Gregori T -1, E +2, R -2
    • Reclaimed from chaos
    • Moderate inquisitorial presence
  • Judicious T +3, E +1, R 0
    • Ecclesiarchy
    • Heretical terrorists
  • Medea T -1, E -1, R +2
    • Mutants
    • Meteoric warpstone/mutagen
  • Malus T 0, E -2, R +1
    • Toxic
    • Ancient xenos remnants
  • Omega T 0, E +1, R -1
    • Space pirates
    • Barren
  • Port Wander T +3, E -1, R 0
    • Bustling
    • Bastion of the Imperium
  • Sycorax T -4, E +1, R +3
    • Isolated
    • Ancient xenos remnants
  • Temperance T 0, E +3, R -2
    • Old terraforming equipment
    • Odd cult
  • Undred Undred Teef T +2, E +1, R -2
    • Orcs
    • Asteroid fields

Changing the Rules

Changing the Rules

Having run nine sessions of the game one thing had become quite obvious to myself as the GM, and that was that, whilst we were very much enjoying the Warhammer 40K background (since most of the players had more than a passing familiarity with it) the actual rules system felt a little clunky and a lot of time was spent during a game session flipping through our (very)slowly expanding pool of rulebooks looking up various abilities and powers. My own preference has always been for games where the story is the main focus of the session and the rules almost fade into the background, supporting but not over-powering the game; slowly I began to consider the idea of keeping the game background but changing to rules to something a little more story based and streamlined.

I dug out my old printed copy of FUDGE, it was a system that i’d always liked the look of and it contained some very interesting notes on converting across elements from other systems; searching around on the internet lead me to discover the surprising number of RP based communities that had sprouted up on Google+ since the last time I had used it. One in particular caught my eye, a community based around FATE, an updated and expanded version of FUDGE, and this in turn lead to the discovery of Diaspora, a science-fiction template game for FATE that already covered most of the elements that I wanted for my game.

On the evening before the session I printed out some character sheets and did my best to create Diaspora versions of the characters that, whilst not precise replicas, maintained the essential nature of the characters…

  • Lord Captain Black: A rich, socialite with a dark, haunted background and a soul touched by the warp.
  • Navigator York Benetec: A physical strong and twisted mutant bearing the navigator gene.
  • Chief Confessor Cornelius: A fiery priest, secure in his faith and wearing it like armour against the alien and the deviant.
  • Enginseer Prime Pak: A techpriest steeped in the art of the Omnissiah and bearing many strange pieces of technology either incorporated into his body or buzzing around him.

 …since the players were currently on Hiveworld Decusis I decided not to worry so much about the spaceships at this moment, the idea was to first try the rules in a test-lite session and see if the Diaspora rules looked promising and then, if so, continue to use them in future sessions.

Quickly listing equipment I halved the damage modifers and penetration values from the Rogue Trader equipment list and used them as weapon stats for the Diaspora rules, assigning them to three categories…

  • Melee weapons
  • Slug weapons
  • Energy weapons
…the energy weapons were further divided into melee and ranged varieties.

Rogue Trader Campaign Log – Session 9 : Lines of Communication

The immediate threat dealt with Lord Captain Black turned his mind back to the young blind woman; Confessor Cornelius begged leave to go and search the settlement so that he might minister to the injured and lead the faithful in a prayer of thanks to the God-Emperor for their deliverance, deep in thought about Dana, Captain Black nodded and watched the priest leave. Calling for Thomas Vitanteur, he asked the criminal what he knew about the young blind woman, shrugging the criminal said that he knew very little apart from the fact that she lived in an isolated homestead in the nearby ash wastes and occasionally came to town in order to trade for supplies.

Enginseer Prime Pak had recovered consciousness, his self-repair subroutines working overtime to get him ready for action, still curious about that blanking of communications when the shambling horde had attacked Pak asked Vitanteur if there was any way that he could boost a vox signal; nodding Vitanteur assigned the techpriest one of his men, a local boy called Kreg who knew of an old defunct Locutus-MkII comms tower that had been abandoned in the ash wastes when the technology had fallen into disrepair. With a mind to repair and utilise the equipment in the vox tower, Pak jury-rigged a derelict jeep from the settlement and, with a small contingent of soldiers and his guide sped off into the ash wastes.
Lord Captain Black and York Benetec had been discussing the strange feeling that had stole over both of them when they had fallen under attack from the carrion walkers, Benetec theorised that the creatures may have been somehow temporarily strengthening the barrier between the material world and the warp whilst they had been present and that perhaps the Captain had some vestigial sensitivity to the tides of the immaterium. Talking to the young blind girl Dana they discovered that she leaved with her aunt who had unfortunately become ill and that Dana was selling trained animals from the underhive in order to purchase her aunt some medicine, the old woman had come down with ash sickness, a breathing difficulty caused by toxic ash that falls like tainted snow from the ceiling of the hive miles above. Captain Black and Benetec visited the young girls homestead and witnessed that she seemed to have an almost supernatural ability to calm even the wildest underhive predator, a talent that appeared to be from her mother who died in a mutant raid just after Dana had been born; Benetec theorised that she had some minor mutant ability rather than any measurably psychic ability.
Having reached the comms tower, Pak’s easily overrode the door controls and gained access the vox building, drawing on his knowledge of such buildings they quickly located the main control room of the tower but were dismayed to discover a number of silver beetle creatures apparently fused into the wiring of the system; mindful of the damage that these metal scarabs had inflicted last time the group had encountered them Pak came at the problem sideways, unfastening one of the consoles that one of the creatures was attached to and attempting to remove the entire unit. As power to it ceased the creature launched itself at one of the soldiers, sinking twin metallic pincers into the man’s neck; with consummate skill the techpriest sliced the creature in two with his power sword, rendering the victim unconscious. Examining the system, Pak was able to determine the metal insects were plugging into the backup power system running through the vox tower and that they were causing it to broadcast static on all channels, effectively blanking out communications in a wide area nearby (including the settlement of Redtooth); with the comms now freed up Pak received a signal from Arbite station 1 who were under by a force of renegades at the wall between the underhive and the hive city.
Re-joining with Captain Black, the group cobbled together a ramshackle trio of wheeled vehicles and raced towards the the wall where they saw the horde of mutants that had rampaged through the settlement ahead of the carrion walkers launching frenzied attacks on the arbite defenders of the walls. Calling on reinforcements from the Lunatic Pandora in orbit, Lord Captain Black was gratified when a shuttle of his soldiers joined the arbites on the wall (with the grateful permission of their leader, Proctor Erebus) and helped to repel the attack.
With the thanks of the Arbites Proctor, once the mutants had been dealt with the group retired to the mansion-like facilities that had been placed on permanent loan to them for the duration of their stay by the ruling Decusis family; Pak produced the boxed remnants of the destroyed scarab, it seemed that the xenos behind the attack had been attempting to implant their technology in people and acquire more subjects, the techpriest wondered whether or not the xenos could access the memories of those that they had implanted their tech in.

Rogue Trader Campaign Log – Session 8 : Down and Dead in the Underhive

As the shuffling shapes grew closer the swirling dirt of the hive bottom briefly settled, revealing a shambling horde of festering carrion shapes looming out of the darkness; the most horrifying thing though, was the glowing pinprick of green light that shone from the foreheads of each rotting corpse, like a baleful third eye searching constantly for prey. Enginseer Prime Pak had been adjusting his vox broadcaster and suddenly cried out in his eeriely monotone, mechanical voice, “Lord Captain Black, the comms have gone down!”

Only half paying attention, Lord Captain Fortunus Black nodded, as the creatures approached a strange feeling had stolen over him, it was not fear, Emperor knows he had faced his share of xenos and other horrors in battle, but it was as though an odd lethargy had shrouded his senses; the young member of House Black had always had a strong intuition that some said bordered on the precognitive, but he had grown up and being accustomed to it, now however he felt cut off, as though one of his limbs had been removed or had fallen asleep. Turning to his Navigator York Benetec, the Captain could see that the mutant warp pilot also appeared to be experiencing some difficulties, his complexion had paled and he swayed a little unsurely; with no time to waste the Captain directed Enginseer Pak to reprogram the Navigator’s grapplehawk servitor to deliver a message requesting aid, with the job done he dispatched the creature on it’s errand.
A short time later, greedy eyes watched as the grapplehawk struggled, broadcasting a holographic bust of the Captain repeating the message “We are under attack from servitor-like beings, they are using a green flame reminiscent of the wytchfire weapons used by some Eldar Corsairs, repeat, this is Lord Captain Fortunus Black of the Lunatic Pandora…”
Back at the settlement of Redtooth the shambled horder continued its unstoppable march forward, Thomas Vitanteurs men busied themselves fashioning makeshift fortifications from nearby detritus whilst Lord Captain Black addressed his men and Chief Confessor Cornelius rallied their spirits with heroic tales of Imperial Saints in situations grim who had, by the grace of the Emperor, triumphed. As the first of the carrion walkers reached the settlement, eager to test his mettle and prove an example to the men, the Chief Confessor, activated his forcefield and strode forward, lightning crackling around his hammer as he swung intot he shambled force; cheering as a zombie collapsed the men began to fire into the horde as it slowly closed on the building that they occupied, Lord Captain Black’s power sword flickered out and another fell.
There was a gasp of horror from the soldiers as some of the felled creatures began climbing to their feet, slimy metal filaments emerging from their wounds and binding together their wounds, returning them to fray; still firing, their courage holding thanks to the example of their leaders the soliders began to withdraw into the building whilst Vitanteurs men shored up the window and began firing outwards, their crude stubguns spitting death. There was a sudden flash of blinding light as one of the creatures charged Cornelius and smashed into his forcefield, several people collapsed backwards blinding by the light, but the Confessor remained unharmed. Enginseer Prime Pak stumbled forwards blinded, just as Cornelius’ thunder hammer smashed into the chest of one of the creatures, striking the infernal green heart of the beast, it exploded with a blast of heat and light, the force of the explosion hurling the techpriest through the window of the building, his body struck the wall and lay still.
Having seen that the creatures could be killed, the soldiers pured fired into the advancing horde, cheering with each greenfire explosion, but the endless wave continued; from inside the building Vitanteur called out for help, one of his men had begun thrashing about and a green light began to pulse behind the man’s forehead. Realising that the ganger had someone been infected, Benetec drew his inferno pistol and fired it into the ganger at close range, ending the danger that the infection might spread further. From outside silence suddenly fell, with a blinding green flash the creatures and the body of the infected ganger disappeared, leaving the dying echoes of gunfire as the only sound drifting across the settlement.