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Iron Dream Tournament 4


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Iron Dream Tournament 4

Yesterday, heroes from all-over-the-planet (but mainly, France) once again gathered for the much-anticipated Iron Dream Tournament 4, Ghosts of Negromundheim – the greatest WarEngine tournament in the world.


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Revision Log
21 August 2006page first published

4,221 hits since 21 Aug 2006
©1994-2021 Bill Armintrout
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Sylvain writes:

Day Three - "Just when they thought it was over…" – well, it wasn't.

Yesterday, as you remember, the Zookoos managed to make it to the train, seized it, and rode to freedom with a fortune on board.

That couldn't be so easy.

The Veh Deh Merd Express stopped suddenly a few minutes after it started, and after some investigation, it appeared its main power source was out. Unfortunately for the Zookoo survivors, their pursuers hadn't given up. After a chase worthy of the Benny Hill show, they all managed to catch them up as they were heading to the secondary power generator that would start the train again. The frame was set for an Ultimate Rumble – the final 6-player scenario that would decide the fate of an entire planet and the winner of the Iron Dream Tournament.

Ready for an ultimate rumble

The Redneck militia soon wiped the Wurstlanders out, while the Squats hit hard on Captain Negromundheim's Hippies. They were in turn slaughtered by the ferocious Zookoo totemic banana-warriors, who made it into the command centre.

As if circumstances weren't dire enough, a big stinking semi-godlike demon emerged from the command centre and began shooting his Vomit-spitter death-gun - a very nasty weapon, as you can imagine - at anyone he felt deserved it!

Oh the humanity!

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