The Hacked Knee Guild War Part 12: Triple Cross


Folks round Hacked Knee could see the effects of the guild war in the very fabric of the sector itself. Routine maintenance rites were neglected, resulting in power lines cutting out, promethium pipes rupturing, and ancient support structures collapsing. Most attributed this to the guilder feud, but some whispered that it might have more to do with the ascendance of the Hellhounds and the Harbingers of the Undivided, and the dark influence of the Wrong Gods they were rumoured to worship. It was as if the badzones themselves were stirring and coming alive, encroaching on the fragile habs and workshops of H8 with every passing shift.

Gang fights in those darkening days took place wherever and whenever paths crossed, and so the Hi-Viz Jackers, Krass Dynasty and Righteous Brotherhood of the Crimson Carrion found themselves facing off in a dangerously unstable tunnel level, at the centre of which lay a massive explosive which had sat dormant for untold centuries. Now, though, the shifting structure had disturbed its dreamless sleep and it was ticking ominously...

With Akilles and Edz recovering from the Jackers last battle, Macks Zmit was the de facto leader of the Jackers this shift. All too aware of the threat posed by the unexploded bomb – not to mention the rival gangs – Macks had the Orlocks hang back, dodging the sludge jellies that flopped hungrily from grills and hatchways all around.

It was the zealous Cawdors who made the first move, sending one of their gangers into the central crossways occupied by by the bomb. He remote-operated a blast door to trigger a violent decompression which dragged half the Krass Dynasty into the open. The mutant cult wasted no time and poured gunfire into the hapless Carrionite. He was blasted into the Jackers' line of fire, and Macks hammered him down with a frag grenade. The temptation of such an easy scrag proved too much for Jacker juve Ferg Lazerus, who darted forward and brained the Cawdor out of action. But the Underhive punishes the rash – Ferg found himself on the receiving end of Krass's chainglaive, and was likewise taken out.

The depressurisation had disturbed the ventworks feeding into the tunnels, and a powerful gale lashed the corridors for several clicks, making it hard for all to shoot straight.

The Crimson Carrion brought a bounty hunter with them – the cryptically-named MCV2. Though he was ostensibly on board to capture the notorious Krass, he sprinted into the Jacker-held quarter and unleashed a web-pistol torrent into the heart of the assembled Orlocks. Though Macks was only superficially spattered, Kaleb Dyablo and Kurtiz Kohl were thoroughly webbed, pinned and vulnerable as they strained against their chem-woven bonds. Still, dim juve Noot Necrofago was on hand to help them break free. Murgen Hezsz attempted a brace of point-blank stubberhots at the bounty hunter, but in the confusion missed.

MCV2 was disturbingly quick – in a heartbeat, he'd darted back down the corridor and webbed Krass and his nearest cronies, pinning them dangerously near the ticking bomb. Murgen had reason to forgive his poor shooting a moment earlier – here was a chance to scrag the cursed Krass himself. He ran against the howling winds to the floored mutie leader and pistol-whipped him into submission. But Murgen's moment of underhanded triumph was short-lived – Dynasty cultist Hildegard took aim with her shotgun and blasted Hezsz out of the fight.

Beyond the bomb-threatened crossways, on the far side of the fightzone to the Jackers, some of the Krass Dynasty attempted an outflanking move on the Crimson Carrion, but were cowed by plasmafire. Meanwhile, the Cawdors were attepmpting an outflanking of their own on the Jackers – but this was stymied by the quick reaction of Ralve Skinzer and Gavv Naxon – the former wounded one of the approaching Carrionites with his autogun; the latter finished the job with a brutal scragging that sent the nearby heavy bolter-carrying Cawdor fleeing in fright.

And then the bomb went off. The corridors shook; plasteel supports wailed as they warped and twisted; rockcrete dust wafted through the zone. Every fighter was floored by the seismic shock, and most of those in close proximity to the bomb were wounded by flying shrapnel.

The explosion triggered a static storm – the walls danced with tendrils of unchecked electricity, and a charge by one of the Dynasty cultists on MCV2 was interrupted by a mild shock flash as the fighters made contact. Nevertheless, the bounty hunter, already wounded by the massive detonation, was taken out of the fight.

The static storm passed, but there was worse to come: a partial dome collapse, which pinned fighters who'd only just recovered from the bomb detonation. Sections of floor and wall gave way, and from adjoining levels, thick tendrils of downhive vegetation nudged through, disgorging obscuring clouds of fluorescent spores. The upheaval tripped the power supply, and the tunnels were plunged into darkness as the lumens cut out and the blast doors slammed shut. Kaleb Dyablo, only just free of the web snare, barely avoided losing his head as a slab portal closed right by him.

In the darkness, the Jackers did what they could. Ralve and Gavv blundered about in the gloom, trying to find the one remaining Carrionite outflanker. Several stray shots later, they pinned him down and tag-teamed an assault, with Ralve landing the scragging blow. Young Noot, cut off from his gangmates, amazed himself as he appeared to be heaving a blast door open single-handed, only to discover that Macks and Kaleb had been pitching in on the other side.

The lumens flickered back on, and the Jackers prepared to go on the offensive, but Kurtiz Kohl blundered forward like a green juve and got blasted by Dagmar Krass's mining laser – a humiliating mistake that would surely haunt the Orlock. But under cover of frag blasts courtesy of Macks, Noot scrambled forward and took a close-range stubbershot at Dagmar, badly injuring the mutie.

Visibility in the dome was dropping fast, with an indeterminate brow gas wafting in from the vents that were still working. Between this and the airborne spores, it was nigh-impossible to get a clean shot. 

The battle of attrition had taken its toll on the Crimson Carrion and Krass Dynasty and, unwilling to risk the necks of any more of their key gangmembers, they fled the tunnels, leaving the Jackers in control of the wrecked zone.

Macks Zmit was able to lead the boys back to Nu-Bedlam with their heads held high. They hadn't claimed any turf worth defending, but seeing off the Dynasty and Carrionites would go some small way to boosting their reputation. And besides, they'd bagged a captive – the Cawdor known as Tetrix had been left behind in the confusion.

The Hacked Knee Guild War was all but over – but maybe there were a few more drops of blood yet to be spilled...