Showing posts with label chaos. Show all posts
Showing posts with label chaos. Show all posts

Friday, January 22, 2016

40K Queen of the Damned, Resurrected

I recently rediscovered this rediscovered blog post sitting in my drafts box…

***

I was thinking of models that I'd like to use as a Herald of Slaanesh and remembered this cool vampire countess.  I also remembered one of the first blog enteries I made, which was making up a 40K character for this model.  So I thought I would revisit Decembra and revise her for 6th edition...   

Decembra, Queen of the Damned

A countess of the nobility of an Imperial world, her orgies and human sacrifices drove her further and further into the clawed hands of the Chaos Powers. She eventually became as close to the mythical vampires as any of their fallen servants.




WS
BS
S
T
W
I
A
Ld
Sv
Pts
5
4
4
4
3
8
3
 8
--/5++
160?

HQ model, Independent Character (infantry), Daemon
Love’s Cold Touch – This is the name she’s given to her sword, a dreaded weapon that drains the blood and soul from its victims.  Her close combat attacks are AP3, unless she rolls a 6 to-wound: these wounds are AP2 and inflicts Instant Death no matter the victim's toughness.
The Deepest Eyes: Decembra’s gaze goes beyond enchanting. Her beautiful dark eyes become endless wells that swallow the mind of anyone who gets lost in them. Units wishing to fire Overwatch against her charge must pass a Leadership test to do so.  Decembra also causes Fear, thus robbing the competence of those who face her, and suffers no initiative penalties for charging through cover (as with offensive grenades). 
Shadow Walk: Appearing from the darkness itself, Decembra may Infiltrate and she and her unit have the Shrouded special rule.  When alone she moves as a shadow, ignoring Difficult Terrain and Impassable Terrain. She may also start the game in reserve and Deepstrike, bringing any unit she’s joined with her whether they normally Deepstrike or not.
Bloodlust: She has the Fleet and Rampage special rules.
Immortal: Having absorbed hundreds of souls over the millennia, she has become an eternal evil.  Decembra counts as a Daemon (fearless and invlun save) and if killed, she may make a Leadership test.  If she passes place Decembra back into reserve with 1 wound remaining.  She may then reenter by outflanking (per Infiltrate), deepstriking (per Shadow Walk), or entering from her own board edge.
Queen of the Damned: So alluring are her wicked charms that souls not strong enough to resist are forced to follow her beyond the grave.   Whenever Decembra kills a non-vehicle, non-monstrous creature in close combat, place those models aside--there is a chance they'll rise as one of her Suitors.  At the end of the Combat Phase, roll a die for each.  Those models whose Leadership is equal to or greater than her own (so Ld 8, 9, or 10) return on a 6.  Those with a lower Leadership return on a 5 or 6.  At the end of the turn place the appropriate number of Suitor models (undead something-or-others) either in coherancy with her (as they join her unit) or with each other within 6" of her (as they form their own unit--minimum of 3 to make their own--or join another existing Suitor unit).   

Suitors: Those who have given their lives for her embrace go on in undeath as her Suitors.  Any army that includes her may also include Suitors as a Troops choice.  Decembra may also have one unit as a retinue of Suitors--these count as an HQ choice that does not take up a Force Org slot.  This retinue may Infiltrate or Deepstrike with her and count as Shrouded while joined by her. 

WS
BS
S
T
W
I
A
Ld
Sv
Pts
3
3
3
3
1
3
1
5
--
 5

Unit: Infantry, 5-20 per unit.
War Gear: Cold clammy hands with gnarly fingernails (CC wpn)
Undead: The Suitors are soulless slaves who are Fearless and Feel No Pain.

***

So what do you think?  I tried to make a fun vampiress who is somewhat well-balanced.  Yes, she has a lot of special rules, might never be truly killed, and can convert enemy units into friendly ones. BUT her stats aren't that great, neither are her Suitors, and she's pretty vulnerable to shooting attacks.  She'd be fun to play!

Saturday, May 9, 2015

40K Chaos Cult Formations

Before you get too excited, this is not a rumor blog, whether supposedly confirmed via secret toilet paper messaging system from GW's outhouse, or unconfirmed via drunken nerd convention.  I was actually just talking on the phone with a friend who was telling me about the wildly amazing new Eldar formation bonuses.  Which are very very nice, but, let's face it, terribly outclass ever other codex out there.  Then again--golly gosh!--I guess GW will just have to put out all new $50+ codices for every single army all over again, and every year until our wallets are all emptied out and we can't keep up anymore. 

Oops, I'm getting off topic...  

Anyway, in an indirect way, the conversation made me miss my Chaos, and then I started thinking about different formations and rules that they could do for CSM.  Each chapter/cult/warband could have special formation blocks that grant special rules appropiate to their fluff. 

I did a similar post in November of 2013 when the last Space Marine codex came out with the new chapter tactics.  So most of what's here is copied from that post and slightly added to below.  I'm not putting much into this, just killing some time in the wee hours on a night shift and avoiding the work I should be doing...

These are just a few underdeveloped ideas that I thought up just for fun. 

When I say "Block" it refers to the minimum core units needed to make the formation (I don't know what GW calls them in the books), such as 1 HQ, 2 CSM units, a dedicated transport, etc.
 


ALPHA LEGION: They are described as being "disciplined almost to a fault" and as insurrectionists who sow deceit and chaos by infiltrating societies.
Block:  A block unit might include a minimum of 2 cultist squads to show they've been recruiting by "sowing deceit."  This would grant them bonuses, such as:
Disciplined to a Fault: The core units are Stubborn.
Insurrectionists: Up to three of these units can deploy as Infiltrators/Outflank.


BLACK LEGION: These are the once proud warriors of the Warmaster Horus himself. Of course,the character Abbadon mostly has this covered if you field him.
Block: Units that resemble Space Marines, such as a lot of CSM units, maybe 1 or 2 Dreadnoughts from the olden days, and at least 1 Chosen squad.
Black Crusader: All these units get Hatred vs. Space Marines. 
The Warmaster's Chosen: Veteran Chosen units and Dreadnoughts may pick a bonus trait from these: Infiltrators, Scouts, Tank Hunters, or Prefered Enemy.


IRON WARRIORS: Masters of the siege and builders of war machines.
Block: The block must contain 2-3 Warpsmiths.  These don't count against any HQ requirements or limits.  It also included Forge Fiends and/or Mauler Fiends, and it'd be nice to see some corrupted servitors.
Let the Seige Begin: All units get the Tank Hunter special rule and may reroll Penetration against buildings.
Masters of the Machine:  All Warpsmith's get +1 bonus to their repair rolls. 


NIGHT LORDS: Masters of terror and terrorist actions, they stalk the darkness as predators in search of prey.
Block:  A Lord or Sorcerer with a jump pack, as well as having as many Raptors as CSMs.
Lord of Terror: Your HQ/Warlord has the Lord of Terror Trait, thus causes Fear.  Raptors already cause Fear too.
The Hunt:  Raptor units (along with the HQ if he's attached) may deploy as either Infiltrators or Scouts.  They also start the game with Shrouded until they move, and have Stealth thereafter.


WORD BEARERS: The most fanatical of all Legions in their dedication to the worship of the Chaos Powers.
Block:  The core block must include 2-3 Dark Apostles (that don't count against you for HQs) and an equal number of cultists. 
Shepherds of the Faithful: The number of cultists that these Shepherds lead is never-ending.  Every time a cultist unit is completely destroyed or routed off the board, place it in reserves.  An identical replacement unit comes in on a normal reserve roll.
Dark Crusaders: All Word Bearers in the block unit have the Crusader special rule.

* * *

In my original post I didn't include the god-specific legions, such as the Thousand Sons, Death Guard, World Eaters, and Emperor's Children.  I figured they had marks so they didn't need other chapter rules.  But, brainstorming right now, a few possible Formations might be...

Thousand Sons:  Obviously a Block would include Thousand Sons and be led by a Sorcerer HQ. Having this Formation might unlock some new bonus spells for any of them to use, like a big sand storm or something.  And to go along with the Egyptian theme, I'd like to field some fantasy mummies as cultist/zombie-type units (but that's just me). 

Death Guard:  Would of course include Plague Marines, and I'd like to have access to zombies without having Typhus there all the time.  I could see giving some units (say some ragged Spawn) a disease that they can infect the enemy with, like a Soul Fire effect that lasts after the fight until it burns itself out. 

Emperor's Children:  An HQ with the mark, along with Noise Marines minimum.  Their persuit of perfection might give their dedicated CSM +1 to WS or BS (like the aspect warriors get in the new Eldar blocks).

World Eaters:  Berzerkers required.  Taking the whole formation might give them Fleet on their charges or Crusader, as well as Adamantium Will.

Red Corsairs:  I'm a fan of the Red Corsairs and especially of Huron Blackheart.  He would lead a Block, which would include some Fast Attack units, like Bikers.  His Warlord Trait is to make Infiltrators.  I'd also like to see some kind of sabotage rule or something, something "piratey", like causing a vehicle to fail on a roll of 1 the first time it moves or something.  There's got to be a way to work in a pirate theme there somehow...

* * *

Okay, I guess I should get back to more constructive crap around here.  If you have any other ideas, please comment!

Sunday, August 10, 2014

Slaaneshi Vampires or Possessed Chaos Marines?


A lightning bolt of inspiration hit me yesterday and decided to dive right in.  The idea was primarily for making my own possessed chaos marines unit, but I've also been somewhat on a vampire kick lately, so I got some ideas for that too.

Idea #1: Use these as possessed.  Check, will do.

Idea #2: Field a Chaotic Blood Angels army, a force where for Angels have all actually become vampires.  Could be fun, if I were going to build an entirely new army and convert just about every model.  I'm sure others have already done that and I'd love to see the models.

Idea #3: Invent my own unit and rules, just for fun.  Did that too (below).


These models were made from leftover fantasy ghoul parts.  (I use the ghouls as plague bearers and Typhus zombies.)  The character model is made with Blood Angel Sanguinary Guard parts.  I will likely make 3 or 4 more.  Unlikely I'll field more than 6 or 7 possessed marines.  (They cost too many points.  How does GW justify 26 points a model for them?  Which just lends to my theory that points values are arbitrarily pulled out of someone's butt.  Which is exactly what I did below and may have even over priced my Children of Darkness unit.)


Children of Darkness (elite)

Basically, a Chaos chapter of vampires known as the Children of Darkness.  The more powerful of them, known as Coven Fathers, are masters in their own right and usually have their own wandering bands of freakish monsters.  Fathers are also greedy and selfish by nature, thus you rarely see more than one unit in any one Chaos war band. 

There are two theories as to the origins of the Children of Darkness.  Some hypothesize that they are a chaos chapter derived from the Emperor’s Children, thus the similar name and apparent link to Slaanesh via their endless thirst.  Others believe they are fallen Blood Angels whose have been consumed by their own innate thirsts and become monsters of chaos.  

A unit consists of 4 Children of Darkness marines and 1 Coven Father (character) for 170 pts.  May add up to 5 more Children of Darkness for 22 pts each. 
 
Children of Darkness Chaos Marine
WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
   4
   4
   4
   4
   1
    5
   2
   8
   3+
Gear: power armor, close combat weapon/claws 
Special rules:  Fleet, Fearless, Infiltrate, Acute Senses, Rending, Rage  
Shadow Walk:  They have Move Through Cover and do not suffer the normal Initiative penalty for assaulting through cover (act as if with assault grenades).
Blood Is Life:  For each unsaved wound the unit causes in combat, place a blood marker (such as a penny) next to the unit.  (Do not count kills from a sweeping advance.)  At the end of the combat phase, after all casualties have been removed, roll a D6 for each blood marker.  On a 5+ the unit regains a Wound, allocated by the owning player.  These can be to heal the Coven Father (max of 2 Wnds) and/or return Children from the dead.  Replaced models consolidate with the unit.  If all models were killed in the combat, a new unit forms as close to the combat site as possible but 2” away from enemy models. 


Coven Father
WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
   5
   4
   5
   4
   2
    5
   3
   9
  3+
All rules and gear for Children of Darkness apply to the Coven Father.
He is a Character and has the Champion of Chaos rule.
May buy a Chaos Boon for 10 points.
Unnatural Killer: In addition to Rending, his attacks have the Shred special rule.  
Bring on the Night:  Once per game, at the beginning of the turn, he can cause Night Fighting.
Hypnotic Gaze:  All enemy models in base contact with him reduce their Initiative by one-half.  If in a Challenge, this effects only the challenged model.
Drink of My Cup:  Models killed specifically by the Coven Father’s attacks are set to the side, if they are infantry, jump infantry, bikers, cavalry, or artillery crew.  After combat and after Blood Is Life rolls are made, roll a D6 for each of the Father's victims. On a 5+ they rise from the dead and join the unit.  These become Children of Darkness (infantry) in all respects but retain their original Armor Save. Use an appropriate model. 


Kind of powerful but... Fun!  Wish I could start my own coven right now!

Tuesday, July 22, 2014

The Green Tide: Orks vs. Chaos Battle Report


Without having actually read the new Ork Codex myself, I can at least attest to the fact that the Green Tide is still quite effective...  The only change I noticed on the receiving end of this fight was the new Mob Rule, which I still don't quite understand, but I kind of like the mechanic of it.  Basically, if the orks fail a morale check they roll on a table.  I do know that it prevented my faster units from performing a sweeping advance a couple times.

J and I played a 1750 point game of 40K on Sunday, and that's a lot of orks!  I wanted to try out a Typhus/zombies combo, plus my usual Slaaneshi theme, so I played a list I dubbed "Love in the Time of Typhus: Zombie Eidtion."  It looked something like this:


-- Typhus (warlord) with plague marine cadre
-- Selene (my Lucius stand-in, pictured above) and her sirens (noise marines)
-- zombie horde (20), cultists with autoguns
-- mutilators, helbrute
-- havoc squad (MLx2 with flakk, HBolter), Predator (autocannon and HBolters)
-- Daemon allies: Keeper of Secrets, daemonettes, seekers of Slaanesh

The Ork horde was two complete detachments and in total looked something like this:


-- Two warbosses, each running with a pain boy and 18 boyz and riding in battlewagons
-- big lootas unit shooting from the back
-- two foot-sloggin boyz units
-- stormboyz, deffkoptas
-- dakkajet
-- deffdread


As is the goal of the greenskins, once they got close enough to swarm the forces of chaos, it became a war of attrition, which was in their favor.  Though it was a good match and a close game!  It also took FOREVER.  In SIX hours we only got through four complete turns before calling the game ended.  This was in large part due to a lot of activity and distractions at the game shop (busy day there with lots of friendly folks coming by to chat) and having so many models to move and so many complex combats going on. 

The orks seized the initiative in turn one and came on strong, barreling forward in their battlewagons and firing at range with their lootas.  I lost a couple zombies straight away and my greater daemon took 3 wounds from loota fire and deffkopta rokkets, which spooked me right off.  But by the end of my turn one I felt pretty good!  I cashed in all three of my objective cards and got First Blood: I took objectives 1 and 4 and my Keeper wiped out the deffkoptas in close combat.  I also scored a few kills with ranged attacks from my noise marines and havoc squads.  So at the end of turn one, I had a significant lead.  But the first turn, I'm afraid, was end of that.  That's when the Green Tide swept in...


J played the greenskins to great effect.  His armor 14 battlewagons drove up and spilled forth their warbosses with feel no pain and a swarm of angry boys.  Much of the game was one combat to the next with me picking off a few nodels here and their with ranged attacks, though most I couldn't shoot at because they were all locked up in combat.  Turn two started with the WAAGGHH!, giving all the orks the ability to both run and charge, which got many of them "stuck in."  It also gave the newly arrived dakkajet a bit of extra firing, which it used to glance my helbrute to death, peppering it with heavy supashoota machinegun rounds.  Orks spilled into my mutilators, who were tough to kill but had too few attacks to do significant damage to such a horde.  Another band of orks and the deffdread attacked my zombies, while the the second warboss (the warlord) and his crew charged Typhus and his plague marines.  The board was instantly drawn down into thick combats that took multiple turns to finish out.

On one side, the mutilitors and greater daemon did battle, later joined by Selene (my female Lucius).  My measley five models held up a long time against 20 orks though.  The last mutilator finally died just as Selene joined the fight and the Keeper was killed by the weight of puny boy numbers.  Selene actually routed the last handful of orks, who were then shot up by the noise marines, who were firing from nearby ruins.  Then Selene caught up and finished them off with her sword and lash.  (This was about the high-point for me, finally seeing her and her Sirens prove effective in battle.)


On the other side, the ork warlord charged Typhus and his six plague marines.  I deployed the Destroyer Hive that first round, which might not have been the best move, but I figured the large blast would be good.  It hit nine orks and three of my own, killing one plague marine and only three orks.  Fortunately the ork warboss rolled poorly and so next round we were all still there.  This time Typhus tried to use the daemonic Man Reaper... and rolled a 1.  The possessed weapon rebelled against him and so he got virtually no attacks and had WS1 that turn.  We were both sucking on the rolls, but eventually the orks won out.  The warboss powerklawed Typhus with a S10 instant death crush (doubled out his toughness), then went on to charge my outflanking seekers, followed immediately by moving upstairs to attack my havoc squad.

In the middle of the board, my cultists and zombies died slowly but were eventually done in by boyz and the deffdread.  The ork dreadnought then lumbered off to find new prey and was shot in the back with two krak missiles and a heavy bolter from the Havocs.  The remaining boys moved to attack my deep-struck daemonettes, and I think that combat was still going on when the game ended.  In turn three my predator made an all-out charge to claim an extra objective point before being wrecked by loota heavy weapons.


We decided turn four would be the end.  The score ended very close--6 to 5--and the orks declared victory.  I only had three units left on the board, one of them likely dead the next turn.  Had we gone on it might have tied up the game due to the objectives I needed to snag being close to Selene and her sirens, but the orks definitely dominated this game.  The Green Tide drowns all!  Good game, J.

Saturday, July 19, 2014

Gone Viral: Typhus Conversion


In the Warhammer 40,000 universe, there is one servant of Nurgle, Chaos god of pestilence, that stands above all others as a vessel of disease and bringer of destruction.  I'm speaking of course of that man of contagious laughter, Typhus of the Death Guard.  The classic Typhus model is one of my favorites, but I figured I'd have more fun making my own.  (Besides, unlike a lot of Chaos players, I don't field him or any plague marines very often, so didn't really care to spend $22+ on a single model.)


I've had the old metal Chaos terminator lying around for a long time waiting to be used.  I actually have another one with an exposed face wearing a gas mask-like respirator that has a good plague-look to it, but the big tusks are way more intimidating.  The other main components are a grey knights halberd, a powerfist with the scrolls filed off, and the spikes on top leftovers from a seekers of Slaanesh kit.  And of course, some green stuff wound around in pock-marked tendrils.


Now let me check my painting schedule...  Hmm, yes.  Looks like I'll get him painted sometime late in 2032...

Thursday, May 1, 2014

Mark of the Wulfen: "Hunted" (part 7 of 7)


The final fight and conclusion...

#

HUNTED
(Part 7)

A savage eagerness within him told Volstag that he’d reached his destination.  The laboratory doors slid open.  It was a large chamber with two metal medical slabs at center.  Still strapped to one was the cold corpse of the wolf scout Holm Blackfoot, left to decay in disgrace.  Each of the three walls were dedicated to profane equipment: one a bank of instrument cabinets; one displaying tanks of chemicals and vials of drugs; and the third alive with mechanical medic arms and warp-infested growths pulsing with white eyeballs and gibbering mouths.  Standing at that wall, feeding a monstrous mouth with a lump of flesh cut from Volstag’s lost pack mate, was the depraved apothecary Abaenon.  He was cloaked in black.  His face and exposed hand were more dark metal bionics and black tubing than pale flesh.  Two augmented slaves were also present in the room.  All three stared to see what had opened the door.
  The smoldering, wounded wolf stood in the threshold, highlighted from the right by the flickering wall of fire outside.  His body smoked, his chest heaved, his eyes shined, and he showed his teeth.
“Quickly,” Abaenon snapped, directing the nearest slave to grab the Claw of Agony from a pedestal in the corner. 
Volstag paid no attention.  His glare was locked on the bank of glass tanks and bubbling vials, a wall of multi-colored potions lit from behind.  Somewhere in one of those alchemical elixirs could be a captured Space Wolf gene-seed. 
The second attendant stood before of that chaotic aquarium, frozen in the wolf scout’s sights.
Volstag raised his boltgun and held down the trigger, spraying explosive bolt rounds in wide arcs until every bolt was spent and every tank was shattered.  The mutant slave that had stood between him and the tanks was now a warm heap lying atop broken glass.  There was the sound of heavy rain as a mix of alchemical soups and blood rushed through the steel grid floor to the decking below. 
The gun’s barrel smoked and its chamber clicked several times, empty.  Volstag dropped it.
The first slave retrieved Abaenon’s weapon and held it up in front of his master.  The Night Lord shoved his spindly metal hand into the bionic glove.  Its thin scalpel blades hummed to life and took on an azure glow. 
BOOM.  A single bolt pistol round exploded inside the slave’s forehead.  His remains slumped to the floor. 
Volstag dropped the pistol. 
Abaenon showed his own teeth now, some dark iron, others rotten bone.  His bladed fingers twitched playfully.
The Space Wolf paused to lock the laboratory door behind him.  He revved his chainsword a couple times, making slow sweeps with it through the air, then dropped it too. 
It’s time, he told himself.  The wolf within stirred and stretched, as if it’d been lying in its den after a nap, patiently waiting for its turn at the hunt.  Volstag flexed his fingers and felt a pleasant ache as they grew a full centimeter longer, the nails thickening and curling into claws.  His senses sharpen even further: he heard alarmed voices in the hallway outside; smelled the stinging chemical fumes dripping through the floor; saw more clearly the scars and bionics of Abaenon’s altered face, the single yellow eye flinching anxiously, a bead of nervous sweat rolling down his cheek. 
“You’ve met this side of me before, haven’t you?” Volstag growled.  “You remember better than I do, and you fear it.  Good, traitor.  Fear redemption.  By the time your servants cut through that blast door, I will have torn out your throat and spit it out.”
Abaenon side-stepped over his dead servant, never taking his eyes from the transforming Space Wolf.  His glowing, bladed fingers scratched at the air between them.  “You think you’ve destroyed my reserves, my samples,” the Night Lord said, “but I still have you.  And what a wonderful specimen you are.  The gene-seed I take from you will be far more valuable than everything I took from your brothers—”  
This was too much for Volstag to bear.  The beast within snapped its mental leash and the Space Wolf lunged forward.  He moved fast but had to dart around a steel table.  That obstacle allowed Abaenon the chance to react.  The Claw of Agony met Volstag as he pounced around the table, four humming blue blades slicing easily through the knotted muscles of his left shoulder.  Volstag threw himself to the right, smashing against a cabinet of medical instruments and torture toys but successfully avoiding the Claw’s follow-through, which certainly would have severed his entire arm.  Four deep cuts sizzled and smoldered, the smell of burnt flesh overwhelming all else.  Abaenon’s mechanical smile shined from beneath his hood.
  The apothecary then danced backward to a small arms locker in the corner.  He tore off the cabinet door with his Claw and seized a bolt pistol from within. 
But when the Night Lord turned to fire the Space Wolf was already there, centimeters from impact.  Both bodies slammed against the sundered locker and the bulkhead behind.  Savage instinct took hold and Volstag tore at the throat before him with elongated fangs.  Instead of flesh he found a mouthful of fragile tubes which now leaked their black fluids down his bearded chin.  The wulfen claws of his right hand dug deep into the flexible ribs of the Night Lord’s power armor and found a spring of red blood there.  But Volstag’s full-on charge had made him vulnerable as well; the four scalpel-like fingers of the Claw of Agony were now buried deep into his bare flank.  The searing heat of the blades pierced his vital organs. 
The Space Wolf pushed himself away, dragging some of Abaenon’s innards out as they parted.  Four streams of blood broke from the wounds left by the Claw of Agony, wounds that would not clot, despite his superior Astartes anatomy.  Just like the torture scars on his chest, the Claw’s power defied all healing.  And Volstag’s left arm now hung limp and nearly useless, vital muscles and tendons having been cut in the first attack.  But at least he was standing.
Abaenon’s dark form slumped to the floor.  The mechanical side of his face seems frozen now, as did the entire left side of his body; the hoses Volstag had bitten through must have provided his artificial parts with whatever they needed to function.  The black fluid mingled with red blood across his exposed intestines.  The pale, human side of his face seemed even whiter now.  With great effort, Abaenon raised his bolt pistol in an unsteady hand.  Volstag stepped forward again, paused.  The Night Lord’s hand shook, the pistol’s muzzle flashing wildly at and away from its target.  Volstag slapped the weapon away with his good arm and returned with claws to finish the job, ripping under the collar and hood and all but severing the dark apothecary’s head. 
Now three more bodies leaked blood and organs, the room stunk of death and chemical fumes, and broken glass littered the floor.  And despite the gory scene, Volstag felt a calmness come over him.  It was done.
There was pounding at the door and angry voices outside.  A few seconds later came a hissing sound, followed swiftly by green sparks spitting through the edge of the door.  A plasma cutter, Volstag realized. 
He looked around at the wrecked lab and ruined bodies, and drew a deep breath. 
“It doesn’t matter,” he told himself.  He had done all he could. That which he had denied himself hours before he could now succumb to: it was time to give himself fully over to the Wulfen.  Perhaps I’ll wake again in another tree, he thought.  The beast managed to escape before.  Though Volstag really didn’t care if he ever awoke from the rage again.  It wouldn’t matter now.  The traitors of Tundra Station would be found and dealt with by his coming Wolf brothers.  He’d destroyed any stolen gene-seed of Leman Russ and he’d had his vengeance.  All that remained was an honorable death.
He rolled his head about, feeling the muscles of his neck tighten and swell as his jaws bit down in anticipation.  The green sparks continued and the stink of burning metal added to the chemical bouquet of the room.  Pain flowed from each digit along the bones and into his wrists as the beast readied its claws.  His head started swimming.  Was it the fumes or was he simply losing domain over his own body?
The Space Wolf that was Volstag Dragonclaw faded back into the darkness of his mind, trusting the beast within to finish his legacy for him.

 END

Come back tomorrow for the big ebook promo deal:
Four eBooks for Three bucks!

Wednesday, April 30, 2014

Space Wolf Vengeance! "Hunted" (part 6 of 7)


Aboard the Night Lord's ship...

#


HUNTED
(part 6)

Alarm klaxons were sounding aboard the enemy vessel.  Volstag pulled himself up the open access ramp, having to jump up to reach its edge as the grounded ship was cocked backward on its damaged landing gear.  He paused there in the doorway in a low crouch, chainsword across his back, guns on his belt.  He could hear very little below the howling of the fire alarm, but he did smell someone nearby; the tang of mutation was in the air. 
A thin figure appeared from around the corridor, robed in dark blue with shining orange eyes.  The wolf pounced and dispatched him in an instant, easily snapping the mortal’s neck.  Limp in his arms, he could see this was a serf worker, like those that crewed loyal Space Marine ships, though here they were more likely slaves.  This one appeared to also be a plaything of the depraved apothecary, having several scars and surgical augmentations. 
A memory flashed in Volstag’s mind: breaking free of his bindings and slaying two such slaves with a few brutal swipes of his clawed hands.  He felt the sweaty humidity again, smelled the oil and burning flesh, heard the painful cries of those dying.
Volstag looked at his hands now.  Had those really been his taloned paws?  No time to consider that now.  He tossed the slave’s body out the hatch, pulled his sword and bolt pistol, and proceeded into the shadowy labyrinth of the ship. 
The hot, narrow corridors were strangely familiar to him.  With his general knowledge of Imperial ship designs and flashes of his unconscious memory, it wouldn’t take him long to locate the radio tower.  Along the way he saw only a couple more serf-slaves, who had gone about their regular maintenance duties without noticing the wolf scout creeping among the shadows.  Most of the Night Lord warriors were no doubt scattered across several kilometers of tundra by now, searching for their lost prey.  The rest of the ship’s company and crew would be fighting the fire in the rear engine compartments, though by now that situation was likely under control.  But still the alarms were sounding, providing him some cover and reassurance. 
Volstag finally located the radio tower on the third deck of the ship.  Just as he was prepared to enter, the doors opened.  A robed figure slouched through the threshold dragging a twisted appendage that may have once been a leg.  The slave’s pale face flashed surprise as the chainsword swung in and tore out his throat.  Volstag leaped inside. 
This was a cylindrical chamber no more than a dozen meters in diameter with the ceiling lost in the antenna arrays several meters above, all lit an eerie green by blinking lights and waveform screens.  Two mortal servants and a Chaos Marine stood inside.  One slave yelped with surprise.  The Night Lord turned from receiving the latest report on the hunt and smiled.  One thick finger clicked a switch on the panel.  “Nevermind, Squad Five.  I have him here.”  He clicked off the channel. 
“Say again, control,” the speaker demanded.  “Did you say he’s there?”
“You’ve led us on quiet a chase, little pup,” the Night Lord said.  His face was an irregular grid of scars and the chest piece of his power armor almost matched it.  He pulled a jagged combat blade from his belt.  “But the game is over now.”
One mutant slave raised an arm and his robe sleeve fell back.  The bionic arm beneath unfolded with a mechanical whir, extending into three thin metal limbs, two with claws of various size, one with a long drill that whined as it spun up.  The other slave stood still, waiting to see what would happen next. 
“Shall we?” the Chaos Marine said.
Volstag hesitated, listening to the alarm klaxon continuing overhead.  He realized it could stop any second but would cover any noise until then.  “I’d love to,” the wolf snarled, “but I don’t have much time, and you’re wasting it.”  He dropped the chainsword to the deck with a loud clang.  The renegade’s mouth twitched into an even broader smile, but only briefly.  Volstag’s now free hand seized the boltgun that hung at his side, tugged it free from his shoulder, and opened fire.  The weapon’s report echoed around the walls of the small chamber as its vicious bolts spattered tainted blood on the walls and instruments.  After two seconds of bolter fire his ears were ringing, the room was choked with smoke, and three enemy bodies lay on the floor. 
That was stupid, he told himself, moving forward to inspect the radio controls.  One misplaced shot could have destroyed the very equipment he’d come to use.  It was the wolf inside that made him so anxious to spill blood, so careless with his weaponry.  The wolf.  His teeth clenched tight, eager to bite, to feed.  There was little doubt now; Volstag knew he was tainted by the wulfen.  A sharp-toothed grin touched his lips as he fished the voice-corder from its belt compartment.  He realized that he had no regrets about the darker side of Russ and would give himself willingly to the creature’s full fury, once his business was done.  But not yet. 
He quickly assessed the radio panel, tuned up the standard Imperial distress frequency, and plugged in the device.  The fire alarms ceased at that moment, leaving only his own voice in the room: “...I shall do what damage I can, then see you in the mead halls of the afterlife.”  Volstag set the device in a repeating loop and gathered up his weapons. 
One more task, he told the beast within, leashing it with his will.  The signal’s out, we’ve little else to live for now.  But I have to be sure.  Something the traitor PDFs had said under his tree resonated in his head, something about being rewarded with the gene-seed of Kurze, thus being remade as a Night Lords Space Marine.  What if Abaenon had stolen the gene-seed of Russ from his tortured captives, that which made them all sons of their beloved Primarch?  He had to find and destroy the apothecary’s lab.  Then he’d unleash the beast.  Then he could die in blind, furious combat with honor in his heart. 
#
The wolf’s unconscious memory guided him easily to the place of its birth.  He therefore knew where the laboratory could be found.  But now that the fire had been squelched, the ship’s passageways were busier with robed slaves and servitors returning to their usual duties.  
And that suited Volstag fine.
He heard mumbled conversation around a corner and sped his pace to meet it, his bare feet pounding hard on the steel grid of flooring.  The Night Lord Space Marines and their servitor were not expecting a half-naked beastman to come bounding around the bend, chainsword growling in both hands.  With two swings and a howl of bloodlust, Volstag beheaded one Marine and cut down the other two.  Their bulky bodies would choke the passageway, slowing down any pursuers. 
He climbed a ladder to the fourth deck and shot two slaves waiting there with his bolt pistol.  Subtlety was falling away.  Something in him was no longer being cautious. 
Two more robed figures saw him coming down a long corridor; there was no way to hide himself now.  One was a half-machine servitor.  It leveled its inhuman limb at him and fire poured forth, filling the hallway with bright yellow flames.  Volstag leapt through the wall of fire, bare skin singed, the hair on his face and chest burned off or smoking.  His chain blade hacked off the offending limb and his massive body smashed the other man against the bulkhead.  The servitor stared in shock as his severed arm’s promethium fuel squirted on the walls and deck plates.
“Another fire,” the Space Wolf said, himself alight with several tiny flames.  “Just what we need.” 
He lowered his pistol and shot the mutant he’d knocked to the floor.  The exploding bolt scattered the slave’s brains and sparked the lost fuel.  A new barrier of flame roared to life.  Volstag’s chainsword gave the servitor its death. 

#
” �> oNormal style='text-indent:.3in'>The Space Wolf hauled himself back up to the open compartment on the dreadnought’s rear.  After twelve seconds of trial and error, he had complete control of the twin autocannons.  The creature entombed within complained with bestial noises but could do nothing to stop him.  This should give me just the diversion I need to get aboard, Volstag thought, and triggered the firing mechanism.  The heavy shells detonated against the hull just to the left of the primary engine cones. 

“But a space ship’s hull is built to take more punishment than that,” Volstag said aloud.  “Let’s try this instead.”  He adjusted his aim and fired again.  This time twin trails of fire shot right into the engine cones, followed by explosions deep inside.  He fired another volley.  Green-blue plasma belched out from deep within his target, indicating an engine breach. 
“And while we’re at it...”  The dreadnought’s weapon ground and clicked in an arc, then roared off several more rounds.  The earth around one landing leg exploded, then the leg itself.  Volstag directed the fire to a second leg and destroyed it, too.  The whole ship listed backward, tilting it into further confusion. 
“I know you’re wracked with guilt over this,” Volstag told the dreadnought, “but don’t worry, you won’t have long to live with it.”  He set another krak grenade inside the beast’s hull, set it with a long fuse, then dropped back to the ground. 
“In Femyr Longspear’s name.”
The wolf rushed back into the darkness.  Thirty seconds later there was an explosion within the dreadnought’s body, followed by several more as his remaining munitions went up and finished him from the inside out.


* * *

Conclusion tomorrow!

Tuesday, April 29, 2014

Helbrute: "Hunted" (part 5 of 7)


A lone space wolf against an entire Night Lords warband.  Hunted continues...

#


HUNTED
(Part 5)

Decision time, Dragonclaw, Volstag told himself. 
In the confusion of the hunt, he’d been able to escape the valley undetected.  He now stood at the precipice of a wooded peak overlooking two scenes under the dim purple sky.  To the north was the heart of Tundra Station.  From here it looked like a quiet town with simple buildings and snowy streets.  There were no structures higher than three stories and several columns of furnace smoke dissipated into the sky.  The remote outpost was not important enough to have its own astropath for telepathic communication, but he knew there was a long-ranged vox transmitter somewhere down there, probably at the very headquarters building he’d visited when the wolf scouts first approached the PDF with their plan.  After to the scout ship, Tundra Station’s radio was the next obvious choice. 
Therefore, the enemy was likely to be expecting him there, too, and ready to receive him. 
To the west, separated from the town by a couple kilometers of snow-covered grox fields and skeletal corral fencing, was the Night Lord’s ship.  It was a dark vessel of smoking vents and twisted metal spires, several times the size of the stealthy Void Stalker scout ship.  This was a mobile platform of war, home to a renegade war band, and at least as big as all the structures of Tundra Station put together.  It was also a tomb where four of his pack mates had been deprived of an honorable death and where the sinister apothecary had tortured Volstag with the intention that he die as painfully as his brothers.  The ship was the den of the enemy, a nest of poisonous vipers, and the last place they’d expect him to go.  And being a space vessel, it would have the communications equipment he needed...  
His decision was made. 
*
Among the herds of huge grox sleeping on their feet, there stalked something even bigger.  The Chaos dreadnought was a hulk of steel and ceramite nearly five meters tall.  It was armed with a three-taloned powerclaw on one side and a twin-linked reaper autocannon on the other.  A daemonic iron mask with thick, curling horns hung over the front of the sarcophagus that housed the ancient Chaos Marine inside.  The earth shook as the metal beast stepped forward, shouldering around the giant sleeping grox, who stumbled to one side or the other against their herd brothers, trying to avoid the monster while still half-asleep on their hooves.  It moved forward again and spun forty-five degrees on its axel, shoving the flanks of another wooly beast.  The grox gave a low moan and shuffled sideways, bumping the animal next to it, who then stumbled into two more.  The whole herd groaned and side-stepped, much to the dreadnought’s amusement.  A deep, mechanical chuckle vibrated just above the animal noises. 
The creature’s mad, Volstag thought.  Centuries, maybe millennia entombed in that metal monstrosity had obviously reduced the mind of the Chaos Marine inside to that of a cruel child.  But a very dangerous, cruel child. 
Crouching out of sight, Volstag remembered the ambush that had killed his brothers...
*
  Two of the wolf scouts were leading a platoon of Tundra Station PDF troops through a rocky crevasse toward the enemy ship, executing the wolves’ surprise assault on the Night Lords.  The party had rounded a bend within the crevasse and squatted down to take pause.  Behind the pair of Space Wolves were twenty mortal soldiers of the Planetary Defense Force, some toting heavy weapons.  The plan was to have platoons attack the Chaos ship from two directions with heavy fire while a third team of wolf scouts planted melta charges in the confusion.  The enemy was not supposed to know they were coming.  Femyr, the pack leader, took a knee and checked his com-bead.  The second party was in position but the third, the scouts with the bombs, were not responding. 
“Could be the weather,” the PDF platoon sergeant said, a strange sneer on his lips.  The wind was blowing above their heads but nothing severe.  “That happens here from time to time,” he said.  “Interferes with our instruments.”
Femyr and Volstag shared a look but decided to go ahead, that their scout brethren would know what to do when the time came without a verbal order.  Femyr got to his feet and moved around the rocky turn.  As soon as his head came around the boulder they had been crouching behind, reaper autocannon fire erupted into their midst.  The crevasse became a deathtrap, heavy shells and rock fragments exploding in the confined space.  Blood spatter painted the stone walls as the leading PDF troops were hit.  Femyr fell back away from the fire lane but even his superhuman reflexes had been too slow; his left hand was gone, blasted to splinters in the first autocannon burst, and his left leg had been torn up by shrapnel.  He fell back into Volstag’s arms, gripping his bolt pistol tightly in his right hand.  Above the din was the metallic laughter of the Chaos dreadnought as it filled the stone corridor with heavy weapons fire.  Volstag turned to the platoon sergeant and ordered one PDF squad to fall back the way they’d come, but the trooper just grinned in his face.  In the next moment the treacherous soldiers were on top of the two wolves.  The traitors came on confidently, mistakenly thinking that they had the advantage.  They soon found out that a wounded wolf is ever more dangerous than a healthy one.  Femyr kicked two into the dreadnought’s firing line and killed several more.  Volstag’s combat blade worked in and out quickly and fiery bolts from his plasma pistol burned clean through its conspirator targets.  The two wolves were bloodied but victorious, having killed or routed nearly all of the fragile PDF troopers. 
Then the Night Lords entered into the fight.  Six of them leapt into the trench on jump packs, just meters from the now winded wolf scouts.  Two raptors died before the fight’s end, as did pack leader Femyr.  Bleeding and wounded, Volstag could not out-muscle the remaining Chaos Marines, who grabbed and bound him.  He became their prisoner and was soon introduced to their apothecary and torture-master, the bionic renegade Abaenon.
*
Twin barrel blasts echoed over the twilight corrals, bringing Volstag back to the present.  The midsection of a sleeping grox exploded in a gory star of blood and bone.  The dreadnought’s sick laughter rang out over the night.  Panicky grox moaned and scattered, but those still half-asleep moved too slowly.  The dreadnought’s spotlight switched on, finding a sluggish animal on the outskirts of the herd.  The grox broke into a run and gave a fearful cry, as if it knew what terrible fate the spotlight beam foretold.  The metal monster giggled to itself, tracking its prey with smoking barrels but holding fire for the perfect moment.
As it turned on its axel, the dreadnought exposed its back to Volstag’s hiding spot.  This was his chance.
The wolf broke into a sprint from the brush, bare feet pounding the snowy ground, chainsword in hand, boltgun jostling from its shoulder strap.  He met the high fence and bounded over it, then leapt again onto the dreadnought’s back.  His long fingers found purchase between metal plates and his chainsword buzzed to life.  With two tight swings of the whirring blade he severed several tubes and wires and tore open a rear repair hatch.  The metal monster roared furiously and fired its twin cannons, hitting nothing but earth.  Grox scattered and moaned even faster now, adding to the cacophony.  Volstag dropped off the hulk, slapped a krak grenade under the crotch of legs and axel, then dashed away again.  Two seconds later the explosives detonated, hurling hydraulic rods and pinions in every direction.  Shards of debris bit into Volstag’s exposed back but he ignored the pain.  When he turned around again the dreadnought was still facing the opposite direction, unable to walk or turn.  His chainsword had rendered its clawed arm useless and opened up access to the firing mechanism of the reaper autocannon.  The monster cried out like a wounded bear, unable to move or avenge itself. 
Volstag strode confidently back to his victim.  “Not so damned funny now, is it?” he said.  He lifted off a rail from the corral fence and used it to lever the upper body of the dreadnought eighty degrees to the left.  The broad side of the Night Lord’s ship sat only a couple hundred meters away. 
The dreadnought moaned like the grox he’d been torturing. 
“And thanks to your cruel games, anyone who hears you moaning will just think you’re still having fun.  Until the ship’s damage alarms go off.”
The Space Wolf hauled himself back up to the open compartment on the dreadnought’s rear.  After twelve seconds of trial and error, he had complete control of the twin autocannons.  The creature entombed within complained with bestial noises but could do nothing to stop him.  This should give me just the diversion I need to get aboard, Volstag thought, and triggered the firing mechanism.  The heavy shells detonated against the hull just to the left of the primary engine cones. 
“But a space ship’s hull is built to take more punishment than that,” Volstag said aloud.  “Let’s try this instead.”  He adjusted his aim and fired again.  This time twin trails of fire shot right into the engine cones, followed by explosions deep inside.  He fired another volley.  Green-blue plasma belched out from deep within his target, indicating an engine breach. 
“And while we’re at it...”  The dreadnought’s weapon ground and clicked in an arc, then roared off several more rounds.  The earth around one landing leg exploded, then the leg itself.  Volstag directed the fire to a second leg and destroyed it, too.  The whole ship listed backward, tilting it into further confusion. 
“I know you’re wracked with guilt over this,” Volstag told the dreadnought, “but don’t worry, you won’t have long to live with it.”  He set another krak grenade inside the beast’s hull, set it with a long fuse, then dropped back to the ground. 
“In Femyr Longspear’s name.”
The wolf rushed back into the darkness.  Thirty seconds later there was an explosion within the dreadnought’s body, followed by several more as his remaining munitions went up and finished him from the inside out.

* * *

Next: Volstag boards the enemy vessel in search of prey...