War Without End

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by Various


  John French has written several Horus Heresy stories including the novellas Tallarn: Executioner and The Crimson Fist, the novel Tallarn: Ironclad, and the audio dramas Templar and Warmaster. He is the author of the Ahriman series, which includes the novels Ahriman: Exile, Ahriman: Sorcerer and Ahriman: Unchanged, plus a number of related short stories collected in Ahriman: Exodus, including ‘The Dead Oracle’ and ‘Hand of Dust’. Additionally for the Warhammer 40,000 universe he has written the Space Marine Battles novella Fateweaver, plus many short stories. He lives and works in Nottingham, UK.

  Guy Haley is the author of the Space Marine Battles novel Death of Integrity, the Warhammer 40,000 novels Valedor and Baneblade, and the novellas The Eternal Crusader, The Last Days of Ector and Broken Sword, for Damocles. His enthusiasm for all things greenskin has also led him to pen the eponymous Warhammer novel Skarsnik, as well as the End Times novel The Rise of the Horned Rat. He has also written stories set in the Age of Sigmar, included in Warstorm, Ghal Maraz and Call of Archaon. He lives in Yorkshire with his wife and son.

  Nick Kyme is the author of the Horus Heresy novels Deathfire and Vulkan Lives, the novellas Promethean Sun and Scorched Earth, and the audio drama Censure. His novella Feat of Iron was a New York Times bestseller in the Horus Heresy collection, The Primarchs. Nick is well known for his popular Salamanders novels, including Rebirth, the Space Marine Battles novel Damnos, and numerous short stories. He has also written fiction set in the world of Warhammer, most notably the Time of Legends novel The Great Betrayal. He lives and works in Nottingham, and has a rabbit.

  Graham McNeill has written more Horus Heresy novels than any other Black Library author! His canon of work includes Vengeful Spirit and his New York Times bestsellers A Thousand Sons and the novella The Reflection Crack’d, which featured in The Primarchs anthology. Graham’s Ultramarines series, featuring Captain Uriel Ventris, is now six novels long, and has close links to his Iron Warriors stories, the novel Storm of Iron being a perennial favourite with Black Library fans. He has also written a Mars trilogy, featuring the Adeptus Mechanicus. For Warhammer, he has written the Time of Legends trilogy The Legend of Sigmar, the second volume of which won the 2010 David Gemmell Legend Award.

  Rob Sanders is the author of ‘The Serpent Beneath’, a novella that appeared in the New York Times bestselling Horus Heresy anthology The Primarchs. His other Black Library credits include the Warhammer 40,000 titles Adeptus Mechanicus: Skitarius and Tech-Priest, Legion of the Damned, Atlas Infernal and Redemption Corps and the audio drama The Path Forsaken. He has also written the Warhammer Archaon duology, Everchosen and Lord of Chaos along with many Quick Reads for the Horus Heresy and Warhammer 40,000. He lives in the city of Lincoln, UK.

  Andy Smillie is best known for his visceral Flesh Tearers novellas, Sons of Wrath and Flesh of Cretacia, and the novel Trial by Blood. He has also written a host of short stories starring this brutal Chapter of Space Marines and a number of audio dramas including The Kauyon, Blood in the Machine, Deathwolf and From the Blood.

  James Swallow is best known for being the author of the Horus Heresy novels Fear to Tread and Nemesis, which both reached the New York Times bestseller lists, The Flight of the Eisenstein and a series of audio dramas featuring the character Nathaniel Garro. For Warhammer 40,000, he is best known for his four Blood Angels novels, the audio drama Heart of Rage, and his two Sisters of Battle novels. His short fiction has appeared in Legends of the Space Marines and Tales of Heresy.

  Gav Thorpe is the author of the Horus Heresy novel Deliverance Lost, as well as the novellas Corax: Soulforge, Ravenlord and The Lion, which formed part of the New York Times bestselling collection The Primarchs. He is particularly well-known for his Dark Angels stories, including the Legacy of Caliban series. His Warhammer 40,000 repertoire further includes the Path of the Eldar series, the Horus Heresy audio dramas Raven’s Flight, Honour to the Dead and Raptor, and a multiplicity of short stories. For Warhammer, Gav has penned the End Times novel The Curse of Khaine, the Time of Legends trilogy, The Sundering, and much more besides. He lives and works in Nottingham.

  Chris Wraight is the author of the Horus Heresy novel Scars, the novella Brotherhood of the Storm and the audio drama The Sigillite. For Warhammer 40,000 he has written the Space Wolves novels Blood of Asaheim and Stormcaller, and the short story collection Wolves of Fenris, as well as the Space Marine Battles novels Wrath of Iron and Battle of the Fang. Additionally, he has many Warhammer novels to his name, including the Time of Legends novel Master of Dragons, which forms part of the War of Vengeance series. Chris lives and works near Bristol, in south-west England.

  An extract from Wolf King.

  Three standard days previously, inside the Alaxxes Nebula – called the blood-well, the eye of acid – the Wolves had met in war council.

  The Legion had been driven into the cluster by extremity, and only its extraordinary stellar violence had kept them alive to fight on. The gas cloud was vast, a skein of rust-red on the face of the void, falling into deeper and more intensive virulence the further one went in. Sensors were blinded, engine systems crippled and the Geller fields fizzed like magnesium on water. No sane Navigator would have taken a ship into those depths, save but for the certain promise of annihilation on the outside.

  There were tunnels within, mere pockets of clear space between the great blooms of corrosive matter. The ships of the fleet could slip down them, guarded and menaced by the lethal shoals on every flank, hidden from enemy scan-sweeps and torpedo-rakes but open to devastating flares that punched through armour-plate and overloaded void shields. As they pushed into the bowels of the blood-well, the Wolves found that the capillaries grew narrower, more fouled, less open, tangled like nerve fronds. A ship dragged into the burning gas fields would be consumed in hours, its hull melting as its shield-carapace imploded and its warp core breached; so the Wolves ran warily, sending escorts out wide and running repeated augur-soundings.

  No starlight illuminated those depths, and space itself glowed with the red anger of a clotted wound. The ice-grey prows of the Vlka Fenryka ships were as bloody as wolf maws. Every warship carried scars from the brutal battle with the Alpha Legion out in the open void. They had been ambushed while still recovering from post-Prospero operations; outnumbered and outmanoeuvred, and only retreating into the heart of the cloud had kept them alive to fight again. Many of their ships were now incapable of making for the warp even if the gas tides had allowed. Tech-crews crawled over every surface of every battleship, working punishing rotations just to get shield generators functioning and macrocannon arrays back online, but they would never complete that task adequately, not without the attentions of Mechanicum-sanctioned shipyards, and the closest of those was unimaginably far away.

  So the Wolves were cornered, wounded and lean with hunger, forced into retreat by an enemy with greater resources and infinite patience. They were harried at every turn, driven onward like cattle before the whip, until the madness of confinement ran like a virus through the decks.

  That was the environment in which Gunnar Gunnhilt, the Jarl of Onn, called Lord Gunn by his brothers and second only to the primarch, made his case.

  ‘They will run us down,’ he said.

  The Legion command, a council of forty souls, listened intently. Russ himself had not spoken. The primarch was slouched in a granite throne, his true-wolves curled at his boots, his ruddy face locked in brooding. Frost-blue eyes glittered dully under a mane of dirty blond hair. The Lord of Winter and War had not fought since the abortive attempt to summon Alpharius to the Hrafnkel, and the enforced lethargy seemed to have atrophied him.

  Bjorn had witnessed that last fight, had seen his primarch take apart a Contemptor Dreadnought as if it were a child’s toy. That power must still have been there, coiled deep, locked in his brawler’s hearts even in the midst of endless defeat, but the surface fire had gone. Russ now surrounded himself with runes, listening t
o the cold whispers of white-haired priests and trying to divine the auguries like a gothi of old.

  It was whispered, and Bjorn had heard the whispers, that the Wolf King had lost his stomach for the fight; they said that being kept out of the greater war had turned his mind, that the death of ­Magnus haunted him and that he had not slept a clear night since the Khan had refused to come to his aid. Bjorn did not believe that and knew the whispers were foolish, but something, it had to be admitted, had changed. Lord Gunn knew it, Helmschrot knew it, as did the priests and the ship commanders and the jarls of the Legion.

  ‘They believe us beaten,’ Gunn said. ‘That makes them unwary. We strike back hard, the fleet together, launching boarding actions to take out the lead battleships.’ There were grunts of agreement around the ceremonial circle, lit only by the swaying light of half-cold fires. Above them all, looming in the dark, were totems from the origin-world – animal skulls, knot-handled axes, wide-eyed masks of gods and monsters – still bearing the marks of long-gone Fenrisian wind and rain. ‘If we keep running, we will deserve to die here, skinny as starving dogs.’

  Russ said nothing, but his fingers moved through the thick fur of the wolves at his feet. He stared into the heart of the circle at the annulus-stone, brought from Asaheim like all the other sar­sens in that massive ship. Circles had been carved on its surface, concentric and spiralling, worn smooth by aeons, predating the Great Crusade by a thousand years.

  ‘Gunn speaks true,’ said Ogvai, adding to the counsel he had given before. All the jarls were united in this – they were tired of running.

  Russ looked up then, but not at Lord Gunn or Ogvai Helmschrot or any of the others. He looked, as he so often did, straight at Bjorn. As he did so, Bjorn sensed the spark of resentment from the elder warriors, even Ogvai, the master of his own Great Company, and he felt the old mix of shame and pride that Russ’s attention gave him.

  No one knew why the primarch favoured him so much. For some, it was further evidence of the softening of his once-peerless battle-cunning. The rune-rattlers and bone-carvers kept their own counsel, and Bjorn himself had never wanted to know the reasons, not least for fear of what Russ might have seen.

  In the event, the primarch said nothing to him. His gaze wandered away again, and one of the two wolves at his feet whined uneasily.

  ‘This will be your fight, Gunn,’ Russ said at last. ‘Hit them hard, or not at all – they have the numbers on us.’

  Lord Gunn did not grin at that, not like he might have done in the past. ‘It will be done.’

  ‘You have two hours, once we start,’ said Russ, distractedly. ‘No more. We break out in that time, or I’m calling you back.’

  ‘Two hours–’ started Gunn.

  ‘No more,’ snarled Russ, his eyes briefly flashing. ‘They outnumber us, they outgun us. We break the cordon and push free of it, or we fall back. I will not have my fleet crippled on their anvil.’

  He slumped back into torpor. He had not said whether he would try to hunt down Alpharius again, or leave the bladework to his warriors. He said so little.

  Slowly, Lord Gunn bowed his head. He had been given his chance, but the margin for success was slender.

  ‘As you will it,’ was all he said, his fists balled on the stone before him as if he wanted to break it open.

  They tracked the Alpha Legion on long-range augurs for the next two standard days, gaining as complete a picture of the enemy formation as they could. Lord Gunn’s war council estimated that two-thirds of Alpharius’s fleet had followed them into the gas cloud’s heart, arranged in as loose a formation as the treacherous ingress-routes would allow. The rest had remained further back, hanging above the entire sprawling structure to ward against the Space Wolves escaping.

  Precise numbers were hard to gauge, even across the Wolves’ own ravaged fleet. Comms malfunctions led to many smaller ships being misclassified as lost when they were still within sensor range. What was clear was that the Alpha Legion resources were far in excess of what Gunn had at his disposal, and their capital ships were in better shape too. Hrafnkel, the fleet’s lone Gloriana-class behemoth, had taken a beating during the escape into the nebula and would only offer ranged support to the break-out attempt. That left the line battleships Ragnarok, Nidhoggur, Fenrysavar and Russvangum to carry the main assault, even though the Fenrysavar was in only marginally better battle condition than the flagship.

  The Alaxxes gulf presented tactical challenges: there was no space to spread out into the void, or to make elaborate manoeuvres. They would be fighting in the largest of the gas tunnels, hemmed in on all sides by the shifting curtains of foaming crimson. The aperture’s diameter at the narrowest point was less than two hundred kilometres – a claustrophobic space to be marshalling a battlegroup in, and one that gave almost no room for proper movement.

  Given those constraints, Lord Gunn had opted for the one thing his Legion could always be relied upon to excel at: full-frontal assault, conducted at speed and with full commitment. The core attack from the capital ships would be supported by two wings of strike cruisers, each one aiming to power ahead on either flank to hem in the lead Alpha Legion vessels and keep their lateral gun-hulls busy. As soon as battle was joined, Gunn would give the order for massed boarding torpedoes and gunship assaults. The earlier encounter in the deep void had driven home the lesson that the Wolves’ only real advantage lay in hand-to-hand combat, despite the self-evident risks of losing warriors to a more numerous enemy. Lord Gunn’s aim was, so he told his brothers, to ‘ram our blades into their throats, twisting them so deep their eyes will burst’.

  No one disagreed. The councils were concluded, swords were sharpened, armour was sanctified with runic wards and battle-rites were completed. Being hunted didn’t suit the Wolves, and the chance to turn the tables sat well with the Legion’s bruised soul.

  Late on the second day, as the chronometer had it, the fleet was put on high alert. The trajectories had already been calculated, responding to expected Alpha Legion movements. The pursuing fleet was allowed to close in through a gradual slowing of the main plasma thrusters, made to look consistent with steadily leaking containment shells.

  Throughout all of this, Russ remained only part-engaged. He spent increasing amounts of time in his own private chambers. Petitions went unanswered. Soon it became apparent that he’d meant what he’d said: this was Lord Gunn’s attack.

  As the fleet chronometer clicked into the nominal nocturnal phase, trigger-signals were distributed throughout the Wolves’ rearguard, alerting them to the imminent movement of the battleship-core. The trailing escort vessel Vrek reported augmented real-view sightings of Alpha Legion outriders at a range of nine hundred kilometres, and those readings were fed into the prepared attack-pattern cogitators.

  Six minutes later, the order for full-about was given and the bulk of the rearguard executed a lazy turn. The slowness of the manoeuvre served two purposes: to allow time for the lumbering battleships to bring their forward lances to bear, and to delay alerting the enemy that a major reconfiguration was underway until the last moment.

  Nine minutes after that, attack vectors were transmitted to all line vessels – battleships, cruisers, frigates, destroyers. Boarding parties were given their target-locations and sealed in launch tubes. As if in anticipation of what was to come, the gas clouds on all sides throbbed violently, sending arcs of glowing matter lashing across the face of the cloying depths.

  Two minutes later, the lead Alpha Legion vessels entered true visual range. They were already formed up into defensive positions, spaced evenly across the width of the gas tunnel to prevent a sortie slipping through. The closest signals were those of strafe-attack destroyers, all now bearing the scaled sapphire livery of the XX Legion. Behind those came the bigger vessels, the real targets: Dominus and Vengeance-class warships bearing the hydra mark upon their axe-blade prows.

  Lord Gunn,
standing fully armoured on Ragnarok’s throne dais, took in the final assessments of the enemy formations. His amber eyes glittered under grey-black brows, scrutinising the void as if he would twist it apart with his fingers. On the ranked levels below, warriors of the Rout looked up at him, waiting. They all knew that the last time they had attempted to engage the Alpha Legion head-on they had danced with destruction, and now every expression was tight with the need for vengeance, to prove themselves, to do better.

  We are the Wolves of Fenris, thought Gunn, drawing strength from their devotion. We are the executioners, the savage guardians.

  He gripped the iron rails, leaning out over Ragnarok’s cavernous bridge-chamber.

  ‘Begin,’ he ordered.

  And with a void-silent glare of superheated promethium, the massed ranks of the Rout’s battlefleet lit engines, activated weapon banks and powered up to attack speed.

  First, flanking wings of strike cruisers leapt down the edges of the tunnel, overburning their engines in an attempt to hit faster than the Alpha Legion could respond. Ragnarok took the central dominant position, covered on all sides by four wings of escorts. Nidhoggur and Fenrysavar formed up in a loose triangle position on the battle-plane, angling to widen the leading fire-aperture to its widest point.

  The gap between the fleets closed. The Alpha Legion formations remained static, each vessel locked tightly to the next by the range of their main macrocannon batteries. They made no attempt to match the Wolves’ attack speed, but kept up a steady velocity, holding together in the classic lattice formation.

  In void war, structure was everything. In the open void, a fleet’s defence hung entirely on its overlapping formation. Every warship of the Legiones Astartes was ferociously, almost comically, over-armed – built to subdue the galactic empires of xenos, each was the equal of an entire world’s sub-warp defences, capable of dishing out phen­omenal rounds of atmosphere-shredding punishment from long range. Putting such vessels into geometric patterns in which every single ship guarded the flanks of another produced an exponential multiplier effect, and thus Crusade war-fleets slid through the void like glittering predator packs, giving an enemy no unwatched facets and no open sectors. To break a settled Imperial fleet formation was a daunting task, and every shipmaster in every battlegroup knew the importance of maintaining the armour of numbers.

 

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