Savage Jamming #3

Crossroads of Frozen Eternity, the sequel to Island of Lost Forevers will be available for purchase next week!  In case you’re not sure how awesome it’s going to be you can read the first three chapters for free here:

http://striker.greaterumbrage.net/the-mystical-island-trilogy/crossroads-of-frozen-eternity/cofechapter-1/

http://striker.greaterumbrage.net/the-mystical-island-trilogy/crossroads-of-frozen-eternity/chapter-2/

http://striker.greaterumbrage.net/the-mystical-island-trilogy/crossroads-of-frozen-eternity/chapter-3/

Now, on to less important things…

Below are some ships I worked up using the Savage Worlds/Spelljammer mash up I whipped together.  The post with the basic ship frames and weapons is here

http://www.blackguardpress.com/blog/?p=258 and all the other cool modifications you can make to them to make them your own is here

http://www.blackguardpress.com/blog/?p=263

Most of the ships below will be familiar to fans of Spelljammer, though with slightly different names and there is one I put together for my own game.  I put them all in context of my homebrew campaign, actually.  I’ll probably make even more as time goes by so keep an eye out for more, later.

Oh, and I’d like to point out that I could NOT find a list of sailing warships by size, anywhere.  I guess it’s probably because, when sailing ships were being made, they were each basically unique.  It’s not like there were universal parts or someone could whip together several in a day or week or even months.  The classifications had to be broad to describe such diverse vessels.

Dragon Brigantine

Size     12        Acc/TS 2/10   Handling +0    Landing Water

Crew   18 + 30            Toughness 19(6)         Wounds 2

Mods   22        Cost     57,400             Cargo 22

Notes Armor x2, Crew Increase x2, Heavy Armor, Passenger Increase x4

Weapons Medium Ballistas x2

Range: 25/50/100        Dam: 3d8                    ROF: 1                        Crew: 2           Notes: Heavy Weapon

This ship design first came to the Ravnivori Empire as a gift to Sokune Shenzen. The ruler of one of the cultures she encountered during her explorations was so taken by her love of knowledge that he gifted one of the ships, as well as a copy of the blue prints to her. Shenzen was grateful but not arrogant about her prize and quickly filled its hold up with new specimens, tomes and scrolls before returning to her home planet.

Her return with a new ship caused a great deal of turmoil as His Most Esteemed Exaltedness the Enlightened Soul and Mind of the Empire, the Shan Emperor immediately demanded that the ship and blueprints be handed over to him. Only the fact that Ravnivorous stepped in and forbade the Shan Emperor from confiscating the ship kept it in Shenzen’s hands, though he did request that she share the blueprints. As Shenzen was always happy to share knowledge, she had no compunctions about obeying this request.

Ravnivorous had the blueprints publicized and the Shan Emperor was quick to begin building his own Dragon Brigantine. The Almatian Senate, fascinated by the design, did so as well with a few notable changes. First, they altered the design to appear more like a western dragon, specifically, Sunchaser. Second, they changed the pagoda on the ship to a parthenon. Finally, they added a cannon to the mouth of the dragon as an additional weapon.

Only Shenzen’s ship and the Emperor’s ship are completed while the Almatian ship, the Eternal Journey, is still in production.

Hammerhead Frigate

Size     16        Acc/TS 2/10    Handling -1     Landing Water

Crew   23 + 36            Toughness 22(6)         Wounds 3

Mods   24        Cost     94,600             Cargo  24

Notes Armor, Crew Increase x2, Heavy Armor, Passenger Increase x4, Ram, Reinforced Hull x2

 

Weapons Heavy Catapults x2

Range: 75/150/300      Dam: 4d8        RoF: 1             Crew: 3           Notes: AP20, Heavy Weapon

Heavy Ballista

Range: 50/100/200      Dam: 4d8        RoF: 1             Crew: 3           Notes: Heavy Weapon, Turret

 

The other ship delivered to the followers of Zyrith in prophesy and dreams, the Hammerhead Frigate is a larger, more durable and dangerous vessel than the Squid Corvette. They are the largest ships in the Ravnivori fleet and serve as the core of most military expeditions.

In addition to serving as dreadnoughts, patrol craft and the spearheads of invasions, Hammerhead Frigate, with their large cargo holds and crew capacities also serve as supply ships and troop transports.

Due to the expense and complexity of creating Hammerhead Frigates, there are only 3 currently in service in the Empire, though a fourth the Wrath of the Emperor was built and has recently been lost under mysterious circumstances.

Dwarven Starcutter

Medium (Frigate/Galley) –

Size     12        Acc/TS 2/10   Handling +0    Landing: Land

Crew   10 + 22            Toughness 27(8)         Wounds 2

Mods   9          Cost     69,800             Cargo  9

Notes Armor x3, Autoloader (Heavy Cannon) Enclosed Decks, Heavy Armor, Reinforced Hull x3, Targeting System (Heavy Cannon)

Weapons Heavy Ballista x2

Range: 50/100/200      Dam: 4d8        RoF: 1             Crew: 3           Notes: Heavy Weapon

Heavy Cannon

Range: 100/200/400    Dam: 3d8+1    RoF: 1             Crew: 3           Notes: AP8, Autoloader, Heavy Weapon, Targeting System +1

 

An old dwarven design brought by the Yoltsov clan when they were inducted into the Empire, the Dwarven Starcutter is a light warship. It has little cargo space, though room for a fair amount of crew, usually marines. As with most dwarf constructions, it is highly durable and can take an incredible amount of damage.

 

There is only one Dwarven Starcutter, a vessel Vonka provided to her husband to use as a patrol vessel while the Will of Ravnivorous is constructed and to serve as an escort vessel for supply ships to their asteroid home.

Squid Corvette

Size     12        Acc/TS 2/10   Handling +0

Crew   10 + 34            Toughness 20(6)         Wounds 2

Mods   5          Cost     75,850             Cargo  30

Notes Armor x2, Cargo Hold, Heavy Armor, Passenger Increase x3, Ram, Reinforced Hull, Turret (Heavy Catapult)

Weapons Heavy Catapult

Range: 75/150/300      Dam: 4d8        RoF: 1             Crew: 3           Notes: AP20, Heavy Weapon, Turret

Medium Ballista x2

Range: 25/50/100        Dam: 3d8                    ROF: 1                        Crew: 2           Notes: Heavy Weapon

The Squid Corvette along with the Hammerhead Frigate was originally designed by a seafaring race who worshiped Zethyr. Both ships were designed as an homage to their god. Of course, these people were master ship builders and the designs of both ships proved so efficient and capable that they were soon adopted by others. The inspiration for these ships were given to worshipers of Zethyr on Retra when the Empire developed Void Running capabilities and Imperial forces were quite surprised to discover similar vessels in the Void.

The design and size of the squid corvette make it an excellent trade ship, exploratory vessel, supply vessel and troop transport. It lacks the durability and offensive capabilities to serve as a ship of the line like its sibling Hammership but makes an excellent support vessel for a fleet.

Squid Corvettes are one of the most common ships in the Ravnivori fleet with a full 5 of them currently in service. An additional ship that was heavily damaged when it was captured from a group of pirates and that is little more than a hulk now, orbits Retra’s sun closely, serving as an incubator ship for advanced Saurian eggs.

Tradesman Caravel

Size     12        Acc/TS 2/10   Handling +0    Landing: Water

Crew   10 + 22            Toughness 17(4)         Wounds 2

Mods   24        Cost     32,150             Cargo  23

Notes Armor, Heavy Armor, Turret x2

Weapons Light Catapult

Range: 50/100/200      Dam: 2d12                  ROF: 1                        Crew: 1           Notes: AP 5, Heavy Weapon, MBT, Turret

Medium Ballista

Range: 25/50/100        Dam: 3d8                    ROF: 1                        Crew: 2           Notes: Heavy Weapon, Turret

The Tradesman Caravel is the most common ship in the Void. As such, it is little surprise that it was the first ship that the Ravnivori encountered when they first left their home planet. One was quickly confiscated and it was used as a template to build many more.

As the name implies, the most common use for the Tradesman Caravel is as a trading vessel. Most Ravnivori interested in mercantile ventures utilize one or two Tradesman Caravels, sometimes escorted by a larger, more dangerous ship, usually a Squid Corvette, but occasionally a Hammerhead Frigate. They also commonly serve as supply ships, ferrying supplies between Retra and any of the many worlds where Imperial colonies have been established or where the Imperial army is waging war.

Because of its useful design and simple construction needs, the Tradesman Caravel is the most common ship in the Ravnivori fleet. Almost one per year has been created since it was first discovered and the seventh one in the fleet has just left dry dock.

SW_Fan_Small

Savage Jamming 2

First things first, the first chapter to the sequel to the book I co-wrote, Island of Lost Forevers, is up – http://striker.greaterumbrage.net/the-mystical-island-trilogy/crossroads-of-frozen-eternity/cofechapter-1/ .  It is called Crossroads of Frozen Eternity and it will be available at the end of the month.

I got a lot more of this done.  Once I started with the modifications, there were a lot running around in my head, both ones that I’d seen and toyed with in various locations before.  The original post with the ship classifications and their base stat blocks as well as the weapons that can be used to kit them out is here: http://www.blackguardpress.com/blog/?p=258 .  I’m probably going to end up increasing the price on the weapons.  And maybe altering some stuff on the catapults.  They seem a bit overpowered and the cannons should kind of be the end all of weapons.  I’m working up the stats and descriptions of ships inspired by the source material and at least one original ship design.  I’ll throw those up soon.

Amphibious (1)

Most void runners are designed to land either on land or in water. When the ship is designed, either landing type can be selected for free. This mod enables the ship to perform both types of landing.

Mods: Half Size         Cost: 2500 x Size

 

Armor (Size)

The outer hull of the ship has been strengthened or replaced by sturdier materials. Each time this is taken, the ship’s armor value is increased by 2.

Mods: 1           Cost: 500 x Size

 

Autoloader (U)

Either through a series of clockwork mechanisms, magic or a combination of both, some of the work required to reload this weapon is automated. This reduces the number of crew needed to man the weapon by 1 but cannot reduce it below 1. A crewman must still be available to aim and fire the weapon.

Mods: 1           Cost: 100 x Weapon Mods

 

Cargo Hold (U)

While most Void Runners are capable of carrying some cargo, some vessels are designed specifically for that purpose. Each time this modification is taken, the ship gains 25 cargo spaces. However, it also subtracts 1 from the ship’s base toughness as having such an expansive hold compromises the vessel’s structural integrity.

Mods: 10         Cost: 10,000

 

Crew Decrease (U)

This ship is designed to be handled with fewer men. Each time this is taken, the number of Crew required to efficiently run the ship is decreased by 4 and the number of extra passengers is increased by 4. The required crew can never be reduced below 1.

Mods: 1           Cost: 5,000

 

Crew Increase (U)

The design of this ship is not as efficient as others and requires more manpower than normal. Each time this is taken, the number of Crew required to efficiently run the ship is increased by 4 and the number of extra passengers is decreased by 4. The number of extra passengers can never be reduced below 0.

Mods: -1          Cost: –

 

Enclosed Decks

While the upper decks of most Void Runners are left open to provide more operational space, this also leaves much of the crew exposed to danger in combat. Some vessels have all of their decks completely enclosed, providing protection to all crew members. Any crew member affected by a “Crew” hit critical can subtract the ships armor from the damage they take. Boarding attacks against a ship with Enclosed Decks are at a -2. Additionally, if someone tries to attack a crew member directly, he is considered to have heavy cover.

Mods: Quarter Size     Cost: 500 x Size

 

Grappling Ram (1)

Grappling rams are specialized weapons designed to hold an enemy ship in place for boarding actions. Ships can only affect vessels of equal or smaller. The attacker makes an opposed Piloting roll at -2 vs the defender’s Piloting. Once the target is grappled it may try to escape but this requires an opposed piloting roll at -4 to the grappled crew vs. the attacker’s piloting.

Mods: 3           Cost: 10,000

 

Handling Decrease (3)

This ship is particularly clumsy and unresponsive to the commands of the crew. Each time it is taken, the ship’s handling is worsened by 1.

Mods: -1          Cost: –

 

Handling Increase (3)

The ship’s hull and control plane designs are particularly efficient and effective. Each time this is taken, the ship’s handling improves by 1.

Mods: 1           Cost: 2,500 x Size

 

Landing Incapable (1)

While most ships are capable of either water or terrestrial landings, some are not designed for either. They are capable of both void and air travel but, because of their structures they are neither water tight nor capable of supporting their own weight on land. While the vessel can hover near any surface, it must be constantly manned with a full crew and any gusts of wind could potentially cause a crash.

Mods: – Half Size        Cost: –

 

Life Support (1)

While all Void Runners have an air envelope that keeps breathable air available for the crew for a certain amount of time, some vessels require longer term life support. This can be accomplished, usually through magical, but occasionally through mechanical means. A Void Runner equipped with a life support system can sustain a normal sized crew indefinitely, supplying fresh air, clean water and edible food. If a vessel is overloaded, the life support system continues to provide enough supplies for the normal crew but anything extra taxes the air envelope and provisions as normal.

Mods: Half Size          Cost: 1000 x Size

 

Living Artillery

Space, air, food and water are always at a premium on a Void Runner. As such, unliving creatures such as undead and automata are used as often as possible and as often as a captain can afford. Living Artillery is the ultimate example of this. These automata are essentially animated versions of ship weapons. They often have fanciful designs and resemble dragons, centaurs, giants or other creatures. No matter what they look like, they combine the effects of a turret and autoloader in their design as they are capable both of walking and reloading themselves. They require no additional crew to load, aim or fire. Though their quality varies widely they are even capable of aiding in repelling boarders.

Mods: Weapon Mods +1       Cost: Weapon Cost + 300 x Weapon Mods + 50 x Shooting die + 50 x Fighting die

 

Agility: d6, Smarts: d4 (A), Spirit: d6, Strength: Varies, Vigor: Varies

Skills: Fighting varies, Shooting varies

Pace: 5             Parry: varies    Toughness: varies

Special Abilities:

Inherent Weapon: Str + d6 All Living Artillery have melee weapons incorporated in their designs.

Artillery: Each piece of Living Artillery has a ranged attack based on its type as found on the ship weapons table.

Variable Abilities: Each piece of Living Artillery has a number of abilities with various levels as noted below –

Fighting skill = to 50 x die type

Shooting skill = to 50 x die type

Parry – Calculated as usual based on Fighting Skill.

Toughness – Calculated as usual based on Vigor, Size and Armor as shown on table below.

Strength, Vigor, Size and Armor are calculated based on number of mods for the base weapon as shown on the table below:

Mods               Strength          Vigor               Armor              Size

1                      d6                    d6                    1                      0

2                      d8                    d8                    2                      1

3                      d10                  d10                  3                      2

4                      d12                  d12                  4                      3

 

Passenger Decrease (U)

There is less space on this vessel for passengers, both in actual berths and cabins and in how many people the air envelope can support. Each time this is taken, the number of extra passengers the chip can comfortably carry is reduced by 4. This number can never be reduced below 0.

Mods: -1          Cost: –

 

Passenger Increase (U)

Extra cabins and berths have been added to the ship and the air envelope has been enhanced. Each time this is taken the number of extra passengers the ship can comfortably carry is increased by 4.

Mods: 1           Cost: 5,000

 

Ram (1)

The prow of the vessel has been reinforced and shaped to both protect it from damage caused by collisions and enhance the damage inflicted. A vessel equipped with a ram takes only half collision damage when making a ramming attack. Additionally, the ship does an extra d6 damage and the ramming attack has an AP of 4.

Mods: 2          Cost: Size x 500

 

Reinforced Hull (3)

The skeleton of this vessel has been reinforced and it is particularly durable. Each time this is taken the vessel’s toughness is increased by 2.

Mods: 1           Cost: 500 x Size

 

Targeting System (U)

Whether a series of lenses and cross hairs, stabilizing mechanisms or illusory marks, the weapon that has a targeting system attached is more accurate than others of its type. The weapon has a bonus from +1 to +3 depending on how fine the targeting system is. This modification has to be assigned to each weapon individually.

Mods: 1          Cost: 500 x Bonus.

 

Turret (U)

Normally, a ship may only fire half its weapons at a target and only when it has Advantage. Each weapon may be mounted on a 360 degree turret, however. As these weapons can be turned to face an attack from any direction, they may be fired on any round that they are loaded.

Mods: 1           Cost: 250 x Weapon Mods

SW_Fan_Small

Exiles #16 – Thunderstrike

I know, I know…it’s been a real long time since I posted.  My own ambition has conspired against me.  The Savage Jammer project blew up much further than I expected it to, though it’s finished now and I’ll post more of it next week.  This week’s post also took longer than I expected.  Plus, I have literally 5 other projects going, including some freelancing work for a Pathfinder publisher and everything takes a long time.

But one of those projects is about to bear fruit.  Be on the look out next week for the cover reveal to the sequel to the book that I co-wrote with Megan Cutler, Island of Lost Forevers.  The second book in the series is called “Crossroads of Frozen Eternity” and will be available as an e-book in a few weeks.

On to this week’s post.

I know it’s not cool to say, these days but I liked the replacement heroes that popped up in the 90’s.  I’m not a huge fan of cycling through heroes just for the sake of doing it, nor am I someone who thinks everything has to be redone and the genre has gotten stale because we’ve had the same characters for 50-60 years.  But, I always liked Jim Rhodes, for example and I just missed his tenure as Iron Man.  And, despite the excessive number of (mostly pointless) guns, I liked the design of the War Machine armor.  And, let’s face it…”War Machine” is a cool name.

I’m also a fan of the Thor Corps.  Sometimes the other hammer wielders more than Thor himself.  I don’t think I’m alone in thinking Beta Ray Bill may be more awesome than Thor and, while the Eric Masterson version of the Thunder God could be whiny and annoying from time to time, his series had a nice, interesting arc.  They did an excellent job of teasing the Blood Axe identity reveal for several years.  Granted, both Thunderstrike and Blood Axe’s costumes are EXCEPTIONALLY 90’s, but still…

I was reminded of all this when I checked out the Thunderstrike Saga TPB from the library recently.  I didn’t want to go the obvious route and just extend Eric’s run, so I thought about what might have happened to his son, Kevin, if Eric had died before ever being bonded with Thor.  Here’s what I came up with:

Thunderstrike

Kevin Masterson

Fighting:     MN

Agility:      EX

Strength:     MN

Endurance: MN

Reason:       EX

Intuition:     EX

Psyche:       EX

Health:        245

Karma:       60

Resources:   GD

Popularity: 20

Powers:

 Invulnerability: Thunderstrike has Excellent resistance to physical attacks, heat, cold, corrosives, fire, radiation, toxins, aging, and disease. Typical resistance to energy attacks.

 Equipment:

 Thunderstrike (Unique Weapon): Thunderstrike’s mallet is made of Uru, a mystical metal of Shift Z Material. Thunderstrike’s Fighting rank is Shift X while using the mallet. The mallet does Unearthly Blunt damage, and Thunderstrike can throw it up to 10 areas. No one can forcibly take the mallet away from Thunderstrike, unless he wishes it. Thunderstrike can do the following power stunts while using the mallet:

Alter Ego: Striking the mallet on the ground, or a hard surface, transforms Thunderstrike to his mortal form. If Thunderstrike is kept away from his mallet for over one minute, he automatically reverts back to his mortal form. While he is in his mortal form, the mallet looks like a simple wooden cane. Striking the cane against a hard surface reverts Thunderstrike back to his mortal form. The statistics of Thunderstrike’s mortal form are as follows:

Kevin Masterson

F          A         S          E          R         I           P

GD      TY       GD      EX       EX       EX       GD

Automatic Return: When thrown, whether it hits or not, the mallet flies back to the spot

from where it was thrown.

Flight: Amazing air speed. Thunderstrike does this by spinning the mallet around and then throwing it. As it takes off, he grabs hold of the hammer’s leather thong and rides behind the hammer.

Deflection: Remarkable protection against physical, energy, and magical attacks. Thunderstrike does this by spinning the hammer in front of himself.

Weather Control: Unearthly control, including producing Monstrous intensity lightning bolts. Thunderstrike can shoot lightning bolts from the mallet without having to summon a storm.

Air Control: Create winds of up to Monstrous intensity. This air control can be used to provide Monstrous protection from projectiles to everyone within 1 area. The air control ability can also be used o carry others with him in flight with Incredible speed.

Unfettered Might: This special attack does Shift Y damage and surrounds the mallet with a blazing yellow aura. Thunderstrike suffers Incredible damage when he uses this attack. This attack causes Thunderstrike to use one-half his Karma points.

Magic Detection: This detection power senses the use of Asgardian magic with Good intensity.

Blood Axe (Unique Weapon):  Thunderstrike wields a double-bladed weapon made of Shift X material which inflicts Monstrous Edge Damage. He can throw it up to 10 areas away, but it possesses no enchantment to return to his hand. It is enchanted with the following abilities:

Dimensional Aperture: The axe can cut through the barriers between dimensions, allowing travel between them. It can also cut through space.

The axe can disrupt magical illusions of up to Shift Z rank, revealing the true identity beneath.

 Talents: Thunderstrike is skilled in Asgardian lore. In combat, he receives a +1CS when using blunt or edged weapons. He is a weapon specialist with Thunderstrike and the Blood Axe, giving him a +2CS with both weapons.

 Contacts: Thunderstrike can call on Karnilla and the Norns for aid. He also worked with the Enchantress. His status with Asgardians is questionable and they might or might not provide aid to him if he called on it.

Background: Kevin Masterson and his father Eric were befriended by the Mighty Thor while the thunder god was experiencing periodic, unexplained bouts of weakness. He was attacked numerous times by the Mongoose, who was attempting to gain a cell sample from Thor. Finally, Mongoose resorted to kidnapping Eric Masterson and left a trail that led Thor to Wundagore, the High Evolutionary’s home. Thor saved Masterson and joined with the High Evolutionary’s New Men in saving Hercules and the High Evolutionary from the mysterious Black Galaxy.

Masterson accompanied Thor and helped him free Hercules and the High Evolutionary from Celestials holding them prisoner. They returned to Earth, while the High Evolutionary turned Wundagore into a spaceship and headed for the Black Galaxy.

Hercules, Thor, and Masterson were then viciously attacked by Mongoose using weapons he had stolen from Wundagore. Mongoose almost killed Thor using a powerful energy beam. Masterson took a killing blow for Thor, giving Thor and Hercules a chance to defeat Mongoose. Unfortunately, Masterson died from his wounds but not before asking Thor to watch over his son, Kevin.

Thor agreed. He knew that he could not care for Kevin and continue defending Midgard as he knew he must so used Mjolnir to transport Kevin to Asgard.

From that point, Kevin was raised as an Asgardian. He received warrior training from Sif and the Warriors Three and arcane wisdom from Odin and Frigga. And he learned Asgardian honor and duty from all those surrounding him.

But, Kevin was not an Asgardian, he was only a mortal. Hard as he worked, hard as he studied and trained, he always lagged behind the Asgardian youths that were his cohorts. He simply was not as big, strong, tough, skilled or agile as the divine beings around him.

This lead Kevin to constantly try to prove himself and he gained a reputation as something of a hothead and a daredevil. Finally deciding that he had to prove himself once and for all, he ran away from home with his sword and horse and sought an adventure that would demonstrate his value to the Asgardians.

Kevin ended up in Nornheim and battled a group of rock trolls who were raiding the realm. He vanquished his foes, but not before suffering a mortal wound. Kevin resigned himself to his imminent death, regretting only that no one would know how he had proved himself in the end.Fate (or the Norns) had something else in mind for Kevin, though. Little happens in Karnilla’s realm without her knowledge of it and she was aware not only of the trolls’ incursion but also Kevin’s successful efforts to fend them off.

The Queen of the Norns appeared before the dying mortal and, not only healed her, but also, utilizing the same spell she used on the Wrecker, empowered Kevin with Asgardian might. Surprising even Karnilla, her spell interacted with Kevin’s noble spirit and empowered him with even more power than the Wrecker received, making him almost the equal of Thor, himself. She bound the spell to an enchanted mallet she had made for the purpose and that held many of the powers of Mjolnir, Thor’s mighty hammer.

A grateful Kevin gladly became Nornheim’s champion, protecting it from incursions by trolls and giants. He also fought alongside Thor in defending the 9 realms from attacks by Surtur and Anihilus. Thunderstrike was soon considered a hero on the same caliber as Sif and the Warriors Three, second only to Thor.

This glory did not only attract the adulation of the noble and just, though. Darker Asgardian elements saw potential in Thunderstrike as well. Amora the Enchantress turned her sights on Kevin and seduced him with her feminine wiles and magic abilities.

She subtly manipulated Thunderstrike, first taking him on a quest to Hel to retrieve the Blood Axe from her former pawn, Skurge, the Executioner. The enchantments on that weapon interacted with those on his mallet, further influencing his mind and making him more violent and bloodthirsty.

Further subtle manipulations by the Enchantress and her ally Loki not only on Thunderstrike but also the dwarf Eitri and the warrior goddess Sif lead to a series of misunderstandings that escalated into a full scale war. This “War of the Nine Realms” spilled over to every dimension attached to Asgard and lead to the almost ruin of Midgard.

Thunderstrike and the Wrecking Crew, who Karnilla had recruited to her cause were the culprits of much of this devastation but that ended one day on Midgard. In a battle with the Warriors Three and Balder, a building was destroyed. Much to his horror, Kevin realized that his mother was caught in the rubble.

The shock was enough to snap him out of both Amora’s enchantments and those of the Blood Axe. He barely managed to save his mother before she was crushed by the rubble and vowed to set right what he had helped start wrong.

With the aid of Thor and other Asgardian warriors as well as the Exiles, who had come to the reality to help stop the War of the Nine Realms, Thunderstrike managed to quell the war. Asgard took dominion over all Nine Realms to aid in the rebuilding process, with Odin lord over them all.

Ashamed of his role in the conflict and seeking a way to find redemption, Thunderstrike joined the Exiles to aid them in their quest to bring peace and order to the multiverse.