Wednesday, December 31, 2025

2025 Hobby Recap

Time for another year-end review of my hobby output. 

Score: (infantry) + (vehicles/artillery * 5) + (terrain * 5) + (games * 5) + (battle reports * 5) + posts

(Blog posts from Pete or Bill also count toward the blog score as it is just total posts for the calendar year.)

2020 output:

  • 54 infantry
  • 3 vehicles/artillery
  • 2 terrain pieces
  • 6 games played
  • 7 battle reports
  • 18 total blog posts
  • Score: 162

2021 output:

  • 81 infantry
  • 1 vehicle
  • 3 terrain pieces
  • 7 games played
  • 6 battle reports
  • 52 total blog posts
  • Score: 218

2022 output:

  • 27 infantry
  • 4 vehicles
  • 1 terrain piece
  • 4 games
  • 3 battle reports
  • 22 total blog posts
  • Score: 109

2023 output:

  • 72 infantry
  • 3 vehicles
  • 0 terrain pieces
  • 4 games
  • 4 battle reports
  • 20 total blog posts
  • Score: 147
2024 output:
  • 77 infantry
  • 2 vehicles/artillery
  • 3 terrain pieces (the octagon table)
  • 10 games played
  • 2 battle reports
  • 32 blog posts
  • Score: 194
2025 output:
  • Evil Sunz nob (finished after about 9 years!)
  • 5 Drop Troopers
  • Fuel tanks terrain
  • HH Phase 5 Operation Downfall Climax: The Battle for the Bridge Over the River Lodi battle report (game in 2024)
  • Zone Mortalis battle report (game in 2024)
  • The Cleansing of Outpost Zeta-47 battle report (game in 2024)
  • 10 White Scars Destroyer Assault Squad
  • 2 pieces of stacked logs scatter terrain (count as models not terrain)
  • Recursive Lambent Generator Station Vardu-[5A] terrain piece
  • Subterranean Seek and Destroy battle report (game in 2024)
  • Blood Angels Raid on Ork Fuel Depot battle report (game in 2024)
  • Whtie Scars Praetor with thunder hammer and jump pack
  • 21 Shoota Boyz with Nob
  • White Scars Falchion (superheavy counts as two vehicles)
  • 30 Gretchin and 2 Runtherds
  • Ork Warboss
  • Take and Hold - Xhorik D-87 vs Hive Fleet Tarasque battle report (game in 2024)
  • 5 Horus Heresy battles played (no battle reports yet)
  • 2 forest terrain pieces
Totals:
  • 73 infantry / scatter terrain
  • 2 vehicles/artillery (super heavy tank counts as two)
  • 4 terrain pieces (fuel tanks, generator station, two forests)
  • 5 games played (all HH)
  • 6 battle reports (two HH and four 40k)
  • 29 blog posts (including this one)
  • Score: 187

187 is above average over the last 5 years that I have been keeping track. I am surprised since long stretches of the year were quite slow from a hobby perspective. But once again, December was the busiest month with seven blog posts, including an awesome one from Pete debuting his Crimson Fists, and a long overdue battle report from last Christmas. Also, that big batch of grotz accounted for almost half of my infantry output for the year - a little faster than painting Horus Heresy marines!

I was able to complete more battle reports then games played, but I was not able to completely dig out of the hole from 2024, where we played ten games and only published two battle reports! Now so much time is passing between games and the reports that I cannot always find the notes or remember what happened. I need to quickly summarize the final phase of the Horus Heresy campaign so I can start completing battle reports quickly after the games again. 

As we transition from Horus Heresy to 4th Edition WH40K, it means I can paint models more quickly and the games will be smaller for a while so they should be quicker to play and document. I am excited to get back to playing Orks. Horus Heresy is amazing from a modeling and painting perspective, but the games were getting a bit stale as the Traitors were just dominating the campaign year after year. 

The main goal for 2026 is to play an escalation campaign centered around the Badlanding portion of the Rynn's World Incident. This will involve painting more Deathskulls and occasionally mixing in my black and red orks (counting as the Goff warband on the planet). I also want to start building some terrain to represent the agri-world of Rynn's World to prepare for that part of the campaign. To mix things up, I may paint a few Imperial Guard or other things. I will also finish up the Horus Heresy battle reports so I can start writing battle reports after each game again. 

And since this every post should have a photo and this praetor never got his own blog post, here he is. (I think I was planning to apply weathering first, but I never did.) Sadly, I built him to lead the destroyer assault squad but then realized they cannot be joined by characters. Until I someday build a regular assault squad, he will be relegated to leading a small unit of tactical marines. I magnetized the backpack, so I have the option of using jump pack. I love the dynamic pose that looks like he is leaping off the rubble, ready to smash something!









Tuesday, December 30, 2025

Last models of 2025 - The barren woods of Badlanding

 Just sneaking in one day before the end of the year, I finished some simple barren woods area terrain. 


Monday, December 29, 2025

Bloodied Fist: The Rynn's World Incident - Campaign Outline

The Rynn's World Incident is one of the oldest stories of Warhammer 40,000 lore. Some of the very first scenario written for Rogue Tader (Battle at the Farm and The Battle of Jadeberry Hill) took place during the ork invasion of Rynn's World. With Pete starting a Crimson Fists space marine army and me being an ork player, it seemed like the perfect setting for our next campaign. 

Our main source material comes from the article Bloodied Fist: The Rynn's World Incident (WD235, August 1999) by Andy Chambers, which is based on the old Rogue Trader material. It is one of the classic great White Dwarf articles including four pages of history on the incident, one page of fluff/story, and ideas on how to adapt the story into games for 3rd Edition. The second source is the article Disaster on Rynn's World (WD338, March 2008) which repeats much of the history text verbatim from Andy Chamber's article nine years earlier and offers up a campaign for 4th Edition. Another great reference is the Planetstrike book, which dedicates four pages to the Rynn's World Invasion. (Most of the important bits of the story can be found on lore websites such as Lexicanum, etc.

White Dwarf 338 - March 2008

I would like to combine these two articles and flesh them out with a few more scenarios into a multi-part campaign we can play over the next couple of years. 

Phase One: Badlanding

Phase Two: Ork invasion of Rynn's World and Kantor's journey to New Rynn City

Phase Three: Liberation of Rynn's World (18 months later)

Since Pete is just starting his Crimson Fists and I am just starting my Deathskulls, the plan for the Badlanding phase is to do an Escalation Campaign, where we start with 500 points per side and increase the size with each game. This will necessarily require us to change the campaigns from the White Dwarf articles by adding more small games. But that would be quite fitting for Badlanding as only 84 space marines were involved. 

In the 4th Edition campaign in WD338, the outcome of each battle has an impact on a future battle so we may want to incorporate that as well.


Phase 1: Bloodied Fist: Badlanding

3650989.M41 (lasting a couple of days)

Crimson Fists vs Orks except where noted otherwise.

Game 0: Planetstrike at Badlanding - Blitz scenario, Orks vs Imperial Guard, 1500 points (WD338)

Game 1: The Approach to Krugerport - Seek and Destroy scenario, 500 points

Game 2: Blades in the Night - Kill Team Reconnoiter mission (WD338)

Game 3: Fighting through Krugerport - Patrol scenario (WD235) - 1000 points

Game 4: Attack on the Filtration Plant - Sabotage scenario (WD338) - 1250 points

Game 5: Attack on the Comm Tower - Strongpoint Attack scenario (WD235) - 1500 points

Bonus Game: Thunderhawk Down - Combat Patrol, 400 points


White Dwarf 235 - August 1999


Phase 2: Disaster on Rynn's World

3903989.M41 (a few months after Badlanding and lasting two weeks)

Crimson Fists vs Orks except where noted otherwise.

Game 1: Into the Maelstrom - Planetstrike scenario with special rules (WD338 modified), Orks vs Crimson Fists and Imperial Guard allies - 1750 points

Game 2: Battle at the Farm - Special scenario (WD338)

Game 3: The Long Road to New Rynn City, Part 1 - Modified Combat Patrol (WD338)

Game 4: The Long Road to New Rynn City, Part 2 - Breakout scenario (WD235) - 1500 points

Game 5: Battle of Jadeberry Hill - Meatgrinder scenario (WD235) - 1750 points

Game 6: Battle for New Rynn City - TBD (Planetstrike book) - As many points as we have!


Planetstrike expansion - 2008


Phase 3: Liberation of Rynn's World

3403991.M41 (18 months later and lasting multiple years)

Battle of Phoenix Island map campaign from 4th Edition Rulebook.


Key Personae:

Crimson Fists:

  • Chapter Master Pedro Kantor
  • Captain Ashor Drakken of the 4th Company - led the mission to Badlanding; 84 marines 
  • Sergeant Werner of the 4th Company - led the successful raid on the filtration plant in Game 1-4
  • Sergeant Huron Grimm - holding the entrance to New Rynn City when Kantor arrived prior to the Battle of Jadeberry Hill
  • Scout Sergeant Mishina - part of the incursion to Badlanding
  • Scout Vermian - Killed on Badlanding
  • Scout Rogar - Injured on Badlanding


Orks:

  • Snagrod, Arch Arsonist of Charadon and leader of the Waaagh!
  • Uzrog Mag-Kull, Deathskull Warlord of Badlanding, under Snagrod
  • Thrugg Bullneck - Deathskull Warboss under Uzrog Mag-Kull
  • Smashgob - Uzrog's second-in-command
  • Warboss Ulruk (or Ulruc) - led the first wave of attacks at Jadeberry Hill (noted as albino in Rouge Trader)
  • Madzog - Deathskull nob under Uzrog
  • Hruk - Deathskull nob under Thrugg


Imperial Guard:

  • Governor Maia Cagliestra
  • General Saedus Mir of the Rynnsguard
  • Lord Admiral Galtaire, Commander of the Liberation forces


Combatants:


Phase 1:
  • 18th Mordia, 24th Lammas, and 49th Boros regiments
  • Crimson Fists 4th Company (56 out of 84 marines lost) 
  • Strike cruiser Crusader and three Thunderhawk gunships
  • Warboss Uzrog Mag-Kull's Deathskull Clan Warband
  • Goff Clan Warband
Phase 2:
  • Crimson Fists Chapter
  • Planetary Defense Force - Rynnsguard
  • Waaagh! Snagrod consisting of millions of orks in hundreds of warbands, including:
    • The Arch-Arsonists Inferno Horde
    • Black Flame Tribe
    • Da Flaming Skulls
    • Killchoppa's Blitz Brigade
    • Da Skorched Earth Krew
    • Mig Mek Big'ead's Fieromaniacs

Phase 3:

  • Space Marines
    • Crimson Fists 
    • Dark Angels
    • White Scars
    • Storm Lords
    • White Panthers
    • Angels Encarmine
    • Blood Drinkers
    • Minotaurs
    • Imperial Fists
    • Flesh Tearers
  • Imperial Guard
  • Imperial Navy
  • Waaagh! Snagrod

Tuesday, December 23, 2025

M32 Battle Report 5: Take and Hold - Xhorik D-87 vs Hive Fleet Tarasque

  "You wanna live forever?!"

-Unofficial traditional pre-jump battle cry of the Xhoirk 87th Firebirds 


Background:

The Ork invasion of Xhorik Prime has unwittingly awoken a dormant Tyranid exploratory tendril that had remained in the stasis of interplanetary travel while buried in the polar icecap of Xhorik Prime. The heat and movement of the arriving and mobilizing Orks caused the Lictors to reanimate. As they found prey and released pheromones, more and more of the frozen Tyranids emerged from their long hibernation and joined in the hunt. 

Campaign Summary M32: The War of the Beast - The Third Xhorik War


Scenario:

We played a simple Take and Hold mission from the Fourth Edition rulebook. There was a single central objective and whichever side had more scoring units within 12" at the end of the game wins. We rolled for Night Fighting and determined it would kick in for turn 6.  

Both sides would be fighting for control of a signal beacon in an abandoned Imperial outpost. The beacon could be used by the Imperial forces to bring in air support in the form of targeted bombing runs on Tyranid positions. The Xhorik D-87th Company was given this task due to the expertise they had developed in fighting this new xenos threat. Compiling countless individual pieces of information observed by a multitude of Tyranid life forms spread across the area, the Hive Mind concluded the humans were converging on this point and determined that whatever your enemy is trying to do should be stopped. A collection of quick-moving broods was assembled along with a few synapse nodes in the form of towering Warriors and psychic zoanthropes, all under the overall command of a cunning Broodlord. 

With night coming early at these northern latitudes, each army had only limited time to take control of the critical objective. 


Pre-Game:

"Into Hell We Go"

Phil: I started this army with the first test model way back in 2015 and have worked on it in small bursts of energy over the last decade. (It's been a labor of love!) And for all of that time, I have been wanting to play some games against Tyranids. Imperial Guard vs Tyranids is one of the most classic matchups of the 40k universe and has a special place in my heart. It draws on themes from countless classic sci-fi books and movies. And The Anphelion Project was the first Imperial Armor book that my brothers and I ever owned or read. In all these years, the closest we have come is a game of Kill Team where The Lucky Bastards of the Xhorik 87th took on a brood of genestealers of Hive Fleet Tarasque. (Drop Troops against Space Marines? Less fun. Drop Troops are like Space Marines Lite, with an emphasis on the LITE: anything they are supposed to do, marines just do twice as well.)

First, a word on which rule set to use. IA3: The Taros Campaign would have been best for 4th Edition WH40K, but I only had the 2nd edition of that book, which was updated during WH40K 6th Edition. IA4: The Amphelion Project has the rules for the D-99 "special forces" drop troops, but it has unique bespoke rules for flyers that would add complexity to the game. IA:8 Raid on Kastorel-Novem came out during 5th Edition so is mostly very compatible with 4th Edition and it just treats flyers as fast skimmers. I decided to use the IA4 army rules but the simplified flyer rules from IA8 since flyers did not exist in the core WH40k game until 6th edition. The IA4 D-99 list is very thematic and flavorful and makes it easier to field a smallish army like mine because you take individual veteran squads instead of platoons. Every trooper is more skilled than normal, but you have a distinct lack of bodies for an Imperial Guard force - quite a concern when going up against a horde of gribblies! 

For the rule of cool, I decided to limit myself to my converted Elysians and not take any of my storm troopers, grenadiers, "Ogryn" battle suits, bikers, etc. This gave me a reasonably balanced force with 53 infantry, split into eight squads, two batteries of sentry guns, two walkers, a Tauros, and two fliers (the Avenger counting as a Vulture, the closest equivalent gunship in the list). The weapon composition is not ideal for Tyranids (7 meltaguns and no flamers??) since my historical foe was always space marines. But the missile launchers and fliers gave me some versatility, and I figured all the lascannons, meltaguns, and multi-meltas, combined with my fast skimmers and deep striking infantry, should allow me to slag the big bugs, thus depriving his hordes of synapse control.

The mission was simple: hold the center objective at the end of the game. After watching the Tyranids wreck a static gun line Imperial Guard army in the first battle of our 4th Edition campaign, I knew I could not afford to sit back in my deployment zone and let the Tyranids control the entire table or I would never reach the objective. I used a standard deployment of infantry and artillery aimed at the center objective and placing my mobile fliers / skimmers positioned on the flanks to fend off the speedy genestealers and hormagaunts before swinging into the center. I elected to keep a few units in reserve to deep strike via grav chute combat drop: the special weapons squads (melta stick A and B) to take out choice targets with their short-range weapons and some infantry squads to drop in close to the objective and fight their way to it. I mounted one unit in the Valkyrie as another way to keep them safe until I was ready to grab the objective late. (I knew trying to sit on the objective and hold out against a Tyranid assault for multiple turns was a losing proposition!) I wanted all of my missile launchers on the table from the start in order to maximize my early shooting. 

The plan was to use the gun line to soften up the center, the skimmers to blunt the fast flanking attacks, the deep strikers to hit targets of opportunity, and then converge on the objective with some late-arriving deep striking units and the squad in the Valkyrie. All that stood in my way was an absolute mass of scuttling claws and gnashing teeth...


Unleash the Swarm

Bill: My army list has remained utterly unchanged since its inception about 20 years ago, consisting of tons of weak, cheap units that can swarm forward and dominate the table in the style of classic sci-fi monsters, drowning the better equipped but hopelessly outnumbered human defenders. Powerful enemy units like tanks and dreadnoughts would have to ignored or tied up in suicidal 'tar pit' melee attacks since I just didn't have the high strength weapons to destroy them. My only options were two Warp Blast zoanthropes (who still couldn't be relied upon since they had to manifest their good attack,) a carnifex (who was too slow to reliably attack anything,) and genestealers (who only rend on a roll of 6 in melee.) Luckily, the mission chosen was well-suited to a 'horde' style army, rewarding taking many small squads and ignoring VPs gained from kills so I could spread out my termagants into 4 ten-strong squads that would be fearless, giving me an excellent core to hold the center objective. 

Adding melee power to the center was the intimidating bulk of the carnifex, while shooting was enhanced by a walking gun line of warriors all equipped with medium-strength blast marker guns, perfect for splattering low armor humans but virtually useless against marines since even my heavy weapon was only AP 5. However, against drop troopers, they'd be given their chance to shine. 

I had to spread my army out across the entire width of the table to keep my 7 broods from tripping over each other or blocking movement. The stealers and extremely swift hormagaunts would sweep the flanks, keeping the pressure up on Phil's army and drawing fire from my center, while everything else plunged into the meat grinder. The trick would be to resist overextending myself. It might be tempting to wreck a few tarantulas or dug-in infantry but that would not win the mission! 

And so, with no boasts or battle cries, the silent but cunning aliens began calmly slinking forward, eager to seize control of a technological treasure they had no way of understanding. All they knew was that it was important, somehow... The will of the Hive Mind had decreed it.



Belligerents:

Hive Fleet Tarasque  - 1453 points

  • Broodlord: extended carapace
  • Warriors (5): enhanced senses, extended carapace, toxin sacs, 3 x deathspitters, devourer, barbed strangler
  • Carnifex: reinforced chitin, extended carapace, regenerate, 2 x adrenal glands, toxin sacs, tusked, toxic miasma, 2 x scything talons
  • Zoanthropes (2): 2 x warp blast, 2 x synapse
  • Lictor
  • Genestealers (10): 4 x scything talons
  • Genestealers (9): 4 x scything talons
  • Termagants (10): fleshborers
  • Termagants (10): fleshborers
  • Termagants (10): fleshborers
  • Termagants (10): fleshborers
  • Hormagaunts (15): extended carapace


Xhorik D-87 Drop Troops (The Anphelion Project D-99 rules) - 1449 or 1364 points? 

  • Veteran Command HQ (5): Senior Officer, medic, vox, missile launcher
  • Veteran Command HQ (5): Officer, medic, grenade launcher (deep strike)
  • Special Weapons Squad A: 3 x meltaguns (deep strike)
  • Special Weapons Squad B: 3 x meltaguns (deep strike)
  • Veteran Squad A (10): demo charge, meltagun, vox (deep strike)
  • Veteran Squad B (9): demo charge, vox (in Valkyrie)
  • Veteran Squad C (6): missile launcher, grenade launcher, vox
  • Veteran Squad D (6): missile launcher, grenade launcher, vox
  • Drop Sentinel Squadron (2): 2 x multi-melta
  • Sentry Gun Battery (3): 3 x twin-linked heavy bolters
  • Sentry Gun Battery (3): 3 x twin-linked lascannons
  • Vulture: heavy bolter, twin-linked lascannons, 2 x hellstrike missiles, searchlight, extra armor, infrared targetting (skimmer)
  • Valkyrie: rocket pods, multilaser, searchlight, extra armor (skimmer)
  • Tauros: grenade launcher
Note: We had agreed on 1450 points and that is what my army list said at the time, but when I go back and add it up a year later, I only get 1364 points. I probably got confused on which rule set to use for the fliers as their costs and rules are quite different between IA4 (special flyer rules) and IA8 (treated as fast skimmers).

Xhorik D-87th Special Forces - Tyrannic Veterans



Monday, December 22, 2025

Crimson Fists Rogue Trader Art

Pete's post yesterday started with his inspiration from one of the most seminal pieces of art in Warhammer 40,000 history.

The full view of the iconic John Sibbick artwork from Rogue Trader:


As a kid, this was the first time I had seen anything like it. The space marines were obviously very tough and well-armed, and yet they were huddled together, back-to-back, fighting off a mostly unseen, but obviously overwhelming foe coming from all directions. And still they fought on defiantly.

This theme was replicated numerous times in other 40k art, but this is the piece that first defined it for us: the dark and desperate future, where even humanity's finest are fighting desperately for their very survival, and failing that, the honor of a glorious last stand. It helped set the mood for the game, described by Rick Priestly as "...a dark and terrible era where you will find little comfort or hope."

It also established space marines vs orks as one of the essential matchups of the game, something we have mostly stuck to over the decades.

It was only 30 years later that I happened to come across this piece on the Battle of Sedan while reading a book on battles that changed history:


This painting was contemporary to the battle, which took place in 1870 and was the decisive battle of the Franco-Prussian War. The parallels are quite interesting to me, and I wonder if it played a role in influencing John Sibbick. The heroes, wearing bold blue and red, are surrounded by enemies and engulfed in the smoke and explosions of combat. The dead and dying litter the foreground. Yet they defiantly hold up their flag and continue to fight to the last. The enemies are closing in - and even wearing spiked helmets. (The concept of orks as representative of "Huns", and Germans also being referred to as Huns, is a whole separate topic.) 

Whether the influence is direct or indirect, I find it very cool. It also makes me want to paint an Imperial Guard regiment based on the 19th century French army...




Sunday, December 21, 2025

Starting a Crimson Fists 40k Army

 

If there's one image that stands out in my brain from the earliest days of collecting Warhammer 40k, it's the doomed pile of Crimson Fists fighting off an overwhelming force of orks. Their glorious defeat seems inevitable, yet there is no fear in their faces, just a calm sense purpose fulfilling the Emperor's will and fighting to the last man.  

It's such an iconic picture - the beakie helmets, the bolters, those fantastic crimson fists, the burnt flag, and the ork head being swung overhead - god it's beautiful! For 30 years I've dreamt of modeling and painting a Crimson Fists force of beakie marines. In the early years of 2nd-4th edition, there just wasn't the availability of MKVI amour. Then about three years ago Horus Heresy came out with their 2nd edition and front and center were entire squads of the legendary beakie marines! Finally I had a chance to fulfil my dream.


My brothers and I had been talking about taking a break from Horus Heresy and getting back into 40k again, so I finally had a reason to start collecting Crimson Fists. 

To start my Crimson Fists army, I have a captain, 2 tactical squads, and the iconic transport of any space marine army - a rhino. 

For further 90's nostalgia, I painted their flamer bright yellow, matching the look of the era. The bolters are all metallic, just like the Crimson Fists in the picture of yore. And the heavy bolter and storm bolter are a nice crimson with bright red highlights, similar to the brighter look of 2nd edition. And of course you have to roll with green grass bases!



Thursday, December 18, 2025

Da Skulltakaz Deathskull Warband

 "Da Skulltakaz" Deathskull Warband





 Army List:

Da Skulltakaz 

  • Warboss: slugga, power klaw, cybork body, eavy armor (100 pts)
  • 21 x Ork Boyz: slugga, choppa, Nob w/ power klaw, boss pole (166 pts)
  • 21 x Ork Boyz: shoota, 2 x big shootas, Nob w/ power klaw, boss pole (176 pts)
  • Da Bonepickaz - 29 x Gretchin: blasta, 2 x Runtherds (107 pts)
Total: 549 points


Unlike my previous Ork army (and indeed pretty much every army I have ever collected), I decided to start by building and painting an entire legal force before getting sidetracked on other units. (What a concept!) I really owe it to the Contrast paint range as it lets me knock out big blocks of infantry much faster than before so I can get big units done without losing my excitement (and sanity!). 

This gives me a solid core for my army, wherever I decide to go next. Two big mobs of boyz should be the heart of any respectable warband. With 44 Wounds at Toughness 4, they should be able to withstand some punishment. One mob is armed with shootas and two big shootas to keep the army from being completely one-dimensional, but I definitely don't want to get into an extended firefight with marines. A big blob of gretchin gives me lots of bodies to absorb damage and tie up enemy units, or they can be split into two legal 15-grot mobs if I need to spread out to grab multiple objectives or table quarters where the mission calls for it. And the Warboss with S10 power klaw gives me my hammer to smash up any 'ard stuff.

While I have a lot of bodies, the army is lacking mobility, firepower, and armor (is that all?). Next, I need to add some vehicles, walkers, and big guns!

Skulltakaz Warboss - Uzrog Mag-Kull, Boss of Badlanding

Uzrog was an aspiring nob of the Skulltakaz warband making a name for himself as a dead 'ard fighter when he was badly mauled while hunting a massive Horned Squigmaw. Despite having his right arm ripped away by the sharp horns, Uzrog was able to cleave the Squigmaw's head in two with his trusty choppa. Even with the traumatic injury, he somehow slogged back to camp, where he was forced to cash in all the teef from his kill to get a painboy to stitch him up before he bled out. However, he chose to keep the massive horns for himself rather than trade them for a crude bionic arm made of rusted scrap. He mounted the impressive horns on his helmet as a symbol of his toughness and for the good luck they would surely bring, coming from such a worthy adversary. With these massive horns mounted on his already outsized head, he earned the moniker Mag-Kull, which roughly translates as "great skull" or "big head."

The lack of a replacement arm meant he was forced to learn to fight one-handed. Over the months he proved adept enough to survive in a kulture of combat, but was never successful enough to scrape together the teef required for expensive bionics. However, with the mustering of the Skulltakaz as part of the mighty WAAAGH! led by Snagrod, the Arch-Arsonist of Charadon, his luck would change. 

In his first action during the invasion of Badlanding, he was part of his warboss' retinue when they got into a good scrap with a unit of Imperial walkers. During the fighting, Uzrog was charging one of the walkers when he slipped in a pool of blood from a dead guardsman. At just that instant, a plasma cannon blast that had been aimed squarely at his head missed him and instead vaporized his unsuspecting warboss! Picking himself up, he tapped his lucky horns and then leapt at the offending walker. He grabbed its chainsaw arm and directed it into the walker's own leg, severing it easily and toppling the walker. He was then able to pry open the hatch and get at the squishy pilot with his choppa. 

The loot from this conquest of so many walkers was impressive and Uzrog immediately laid claim to the magnificent chainsaw that proved so deadly. Using his share of his now dead boss' teef (like a true Deathskull, he was not above looting any corpse, no matter how esteemed), he was able to get the chainsaw and its engine mounted as a massive oversized bionic limb. Thus armed, he was able to win the inevitable challenge for leadership of the Skulltakaz warband, and by extension, became the Boss of Badlanding. He would report directly to the Arch-Arsonist, Snagrod, and be on the front line of the clash with the Imperial forces of Rynn's World.

And as for the guardsman corpse that inadvertently saved his life with its pool of slippery blood, he claimed the skull, had it cleaned by a grot, and now wears it around his neck as another lucky talisman. With the boldness of one who believes he has Mork's own luck combined with the improvisation learned by a one-armed fighter (and of course his massive chainsaw arm!),  Uzrog Mag-Kull had the makings of a truly deadly warboss who would cause havoc for the Imperial forces during the Badlanding and Rynn's World campaigns.