Wrapping things up
Sunday 5th January 2014
Over the Christmas break I've had a long think about Servants of the Imperium and what I want to do with it.
When I realized 5ish years ago that people genuinely wanted to read SotI I sat down and wrote out the plot for the comic in the form of a few pages of bullet-pointed plot points. That way I had an overarching idea of where the plot was going and how I was going to get to the end.
This plot document has served me well over the years but, while re-reading it over Christmas, I came to the realization that the remaining plot will take me at least another 100 to 150 strips worth of comics. At my current rate of production, that's another two to three years at the minimum.
Sadly, I've not got the drive to continue this strip for another three years.
BUT, I don't want to end the strip without telling the story I had planned out. That's why, over the next few weeks, I will be posting a series of comics that summarize the remaining plot points and hopefully show you guys what I had planned. Each panel in the summary comics represents 2-3 strips.
I'm sorry I can't finish the strip how I assume most of you would want, but hopefully this will be enough.
No longer regular
Sunday 15th December 2013
I've been thinking about Servants of the Imperium long and hard the last few days.
I'm painfully aware that my update schedule has slipped completely of late and I've debated more than once pulling the plug and calling an end to SotI altogether.
The thing is, I do still enjoy writing the comic; I just find motivating myself to do so hard.
So what I'm going to do is post strips as and when I feel like it. No more regular schedule I'm afraid. Strips will appear from time to time, probably monthly.
I'm sorry to do this to you guys, but hopefully it's better than no strips at all.
Tales of the Kolean 411th, part 2
Sunday 24th November 2013
So yesterday saw the second session of the Only War campaign I'm running for some friends.
We jumped right into the action, with the party facing off against a strikeforce of orks attacking the fuel depot they'd been dispatched to guard.
The main threat they faced was a large double-turreted battlewagon which they managed to destroy in a spectacular explosion thanks to some well-placed lascannon and autocannon shots and a number of improvised explosives the party had had the forethought to bury around the exterior of the depot.
They then had to deal with two squads of ork boyz on foot; an encounter I had expected to act as a brief interlude to show how easy they could mop up foot troops in a Leman Russ.
Boy was I wrong.
Compared to the combat with the battlewagon, which lasted only a few rounds, the battle with 20 orks lasted ages! The Kid, sat in the turret, attempted to hit the orks as they charged the tank with the battlecannon, but missed. This allowed a number of the orks to get on top of the tank.
The tank driver, The Kid's comrade Neffin, and the Kid both attempted to knock the orks off with a number of Drive checks but failed. Repeatedly.
So the tank began whirling like a dervish with orks clinging onto it.
In the meantime, the rest of the party were equally useless in shooting at the orks.
Finally the Kid managed to brush the orks off his tank and then set about trying to run them down with his mighty warmachine. Again, more failure.
In a scene right out of a Benny Hill comedy, the tank chased the orks about for 4 rounds while the orks managed to pass every dodge roll and the Kid failed every drive check.
Luckily for the Kid, the rest of the party managed to get their act together and finally gun down the surprisingly agile greenskins.
With the enemy dealt with for a while, the party got some time to rest and relax. They decided to name their newly-blooded tank "Dancing Girl" in honour of the whirling and pirouetting it had done. Finally their reinforcements arrived, another three tanks and their Squadron Lieutenant.
The next morning the Lieutenant summoned the party and told them that during the night a weird jamming signal had begun to block their comms. He gave them a mission to travel to a nearby abandoned Auspex station and use the equipment there to try and locate the source of the jamming or otherwise get a better lay of the land.
The party set off and, after evading an ork patrol, reached the auspex station. They discovered it wasn't quite as abandoned as they had thought when Vikkers, the squad heavy, blundered into a boody trap set in the rear door. Deciding to try the front door, the Kid then failed his Awareness checks to look for any traps and blundered into another booby trap.
Luckily for them both, the traps weren't overly dangerous. They had, however, alerted the completely insane recon specialist who'd been living in the station.
The party encountered the recon specialist when he almost stabbed up the Kid. After interviewing the guardsman the party learned that he'd been sent with his squad to recon a nearby ruined city. He'd discovered that the city was far from abandoned and that the orks were using it to 'build a god', the sight of which had clearly driven him mad. The guardsman also admitted that he'd murdered the rest of his squad to "spare them the horror".
Taking the guardsman's confession as evidence of desertion and murder, the party then decided the best course of action was to let Jace, the party psycho, to stab the poor guy to death.
As Jace said afterwards "Brilliant".
After that the party powered up the auspex equipment and took a scan of the area. Sure enough, the detected massive power signatures coming from the ruined city to the north and, worse still, a huge strike force of hundreds of ork vehicles heading their way.
Dun! Dun! DUUNN!
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