
Rogue Trader: The Epilogue
After exploring the distant future, where life is grim, there is only war, and the occasional psychotic break brought on by staring too long into the warp, we have finally deserted the world of Warhammer 40K.
We are leaving behind the days of Rogue Traders, plasma rifles that explode at the worst possible moments, and Craig charging in straight lines to certain doom. Gone are the tech priests, the zealotry, and the suspiciously cheerful servitors.
Instead, we set our course for an alternate sci-fi reality—a place where you are not dependent on rogue traders who never stock the thing you actually want and where you can, at last, make your own stuff.
Welcome to Dune: Awakening.
A world where the landscape is the same pleasant sandy colour all year round. The weather? A balmy 50°C in the shade, dropping to a brisk 40°C at night—perfect for a light stroll in your stillsuit. A world where the spice of life is, quite literally, spice. Where survival depends on finding water, building shelter, turning plants into clothing, and turning scrap metal into weapons, trikes, and possibly questionable life choices.
Here begins a new gritty adventure.
And, of course, every new game deserves a new team motto:
“We don’t have to outrun the giant sandworms. We just have to run faster than Craig and let the worm have him. We need a sandworm tooth to make a crysknife anyway.”
So buckle up, adjust your stillsuits, and prepare to make fun of Craig all over again—this time on Arrakis.
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