Acts of War: Aftershock – Dramatis Personae Part III

We’re twenty-five weeks into the production of Acts of War: Aftershock, and here’s part three of the who’s who and what’s what in the novel. For this final entry, I’ll be introducing some (not all) of the secondary characters in the book. These are not POV characters, but they do play important roles in the novel. The real difference between these characters and our main protagonists and antagonists is they are (mostly) of my own creation.

So, let’s get to it.

Captain Lissa Archer

Captain Archer is a young but extremely capable Storm Lance captain who serves as Lord General Stryker’s adjutant. She’s often in the thick of things, leading the Storm Lances into battle and fighting alongside her lord general. Like many in the Storm Division, she admires Stryker, but her job is also to make sure her CO doesn’t take unnecessary risks, something for which he is, uh, kind of infamous for. She’s blunt, to-the-point, and isn’t afraid to tell Stryker when he’s being an idiot, as respectfully as possible, of course.

Captain Reece Keller

I love mercenaries, and I especially love Steelheads, so with Ashlynn d’Elyse taking a prominent role in this novel, I jumped at the chance to include some of the rough-and-tumble swords for hire. Captain Reece Keller is the head of a Steelhead chapter in Ord, though he’s of Cygnaran descent. He leads nearly a thousand halberdiers and heavy cavalry in the employ of Marshal d’Elyse, and in many ways serves her as an unofficial military advisor (something her actual military advisors aren’t too keen on). He’s a veteran merc with a personality that might be described as charming or grating, depending on who you talk to.

Swift Sergeant Isaac Dane

One of the senior-most field agents for the CRS (Cygnaran Reconnaissance Service), Swift Sergeant Dane is a ranger who has refused promotion to stay active in the field. There are few in the CRS with his degree of field craft, and he excels at reconnaissance missions or hit-and-run style guerilla combat. He is assigned to Major Asheth Magnus primarily to keep an eye on the veteran warcaster and to report to Lord General Stryker if Magnus strays too far from mission parameters. He is a stoic and professional soldier who takes his duty to king and country very seriously. As you might imagine, Magnus is not exactly thrilled to have Swift Sergeant Dane on his staff.

Lieutenant Shamus Brigland

A former pirate who served on the infamous Calamitas under the even more infamous warcaster and privateer Captain Bartolo Montador, Lieutenant Brigand took up with Asheth Magnus when the exiled warcaster worked as a mercenary. When Magnus was pardoned and rejoined the Cygnaran military, Brigland followed and received the rank of lieutenant in the Trencher Corps. He is devoted to Magnus but has eagerly taken to his new life as a soldier, seeing it as a fresh start and a way to remake himself as a legitimate warrior after a less-than-legitimate history. As one might expect of a former pirate, Brigland is crass, uncultured, and he’s not exactly a “rule follower,” all traits Magnus finds useful.

Specialist William Harcourt

A field mechanik in the Cygnaran Army, Specialist William Harcourt has only recently joined the Storm Division and has very little combat experience. He is a gifted mechanik, however, and displays an affinity with warjacks that borders on the supernatural. He comes to Lord General Stryker’s attention by demonstrating that affinity with Ol’ Rowdy, Stryker’s infamously cantankerous Ironclad. Harcourt becomes Rowdy’s dedicated mechanik and is thrust into battle alongside the warjack so that he can perform repairs in the field. Harcourt is unsure of himself, but Stryker sees his worth and attempts to bolster the young man’s courage and confidence by testing his mettle in the crucible of battle. If you’ve been following these updates, you know Specialist Harcourt is, uh, even more special than his rank suggests. 😉

Crash & Soldier

Crash and Soldier are a pair of ancient warjacks that have fought alongside Marshal Ashlynn d’Elyse for many years. The two Mules have logged nearly a century of combat time, and as old warjacks are prone to do, have picked up a number of personality quirks. Crash is so named for its habit of charging into combat, eschewing its battle mace in favor of using its own multi-ton body as a battering ram. Soldier has adopted many of the traits of the professional fighting men and women it has served alongside for decades. It generally requests permission from Ashlynn before engaging in any military task, often performing a crisp salute with its mace before charging off to destroy the enemy. Like Stryker and many other warcasters, Ashlynn has developed a close bond with Crash and Soldier and treats them more like the human men and women under her command than expendable machines.

Corporal Horgrum Stonebrow & Sergeant Victor Sharp

One of the first Trencher Express Teams, the duo of trollkin sniper Horgrum Oakheart and his spotter and CO Sergeant Victor Sharp provided ample proof that the new units could be incredibly effective in the field. Horgrum and Sharp were assigned to the Storm Division shortly before Cygnar’s invasion of Llael to bolster Stryker’s reconnaissance efforts. In the past, the pair have worked at counter-sniper operations, though they are excellent scouts as well. Horgrum has been a part of the Cygnaran military for nearly two years and is still unused to the culture and customs of his human brothers in arms. Much to Sergeant Sharp’s chagrin, Horgrum often speaks when he shouldn’t and rarely acknowledges proper military protocol. Despite all this, the trollkin’s fearsome skill with his weapon more than makes up for his lack of decorum.


If you have a question or comment about the book or my writing process, ask away in the comments section below. And if you’ve missed the updates for the previous weeks, you can find them right here:

Week 1 Update Week 9 Update Week 17 Update
Week 2 Update Week 10 Update Week 18 Update
Week 3 Update Week 11 Update Week 19 Update
Week 4 Update Week 12 Update Week 20 Update
Week 5 Update Week 13 Update Week 21 Update
Week 6 Update Week 14 Update Week 22 Update 
Week 7 Update Week 15 Update Week 23 Update 
Week 8 Update Week 16 Update Week 24 Update 

Acts of War: Aftershock is available for preorder in print and digital from Amazon, and you can buy and read the first book in the series, Acts of War: Flashpoint, right now.

          

Buy Print – $14.99                                Preorder Print – $15.99

Buy eBook – $7.99                               Preorder eBook – $7.99

Submission Statement: March – May 2017

Well, as you can tell by the title of this one, we’re playing a little catch-up. I haven’t been nearly as active with my short story submissions in the past three months, largely because my focus has been on Acts of War: Aftershock, my impending novel from Privateer Press. I haven’t been completely inactive, but these three months are well below my usual submission rate. Anyway, here’s what we’re dealing with.

March, April & May 2017 Report Card

  • Submissions Sent: 8
  • Rejections: 6
  • Acceptances: 0
  • Publications: 0
  • Other: 1

Yep, my submission slump continues and is not helped by the fact that I haven’t sent out many stories over the past three months.

Rejections

Six rejections for the period, only one of which can be categorized as a “good” rejection.

Rejection 1: Submitted 2/25/17; Rejected 3/19/2017

Thank you for submitting “XXX” to XXX. We appreciate the chance to read it. Unfortunately, we don’t feel it is a good fit for us and we’re going to have to pass on it at this time.

Garden-variety form rejection from one of the pro markets in my standard submission rotation. Not much to see here.

Rejection 2: Submitted 3/13/17; Rejected 3/28/2017

Thank you for submitting “XXX” to XXX, but we’ve decided not to accept it for publication.

We appreciate your interest in our magazine.

Another standard form rejection from a pro market. This is the first time I’ve submitted to this magazine, largely because they primarily publish fantasy and sci-fi, and I primarily write horror. I recently finished an urban fantasy story that fit the bill, though, so I took the plunge on a new market.

Rejection 3: Submitted 3/29/17; Rejected 4/9/2017

Thank you for submitting “XXX” to XXX, but we’re going to take a pass on this one.

Yet another standard form rejection, this time from a pro audio market. This is the same story from rejection two, by the way.

Rejection 4: Submitted 3/19/17; Rejected 4/16/2017

Thank you for your interest in XXX. Although we enjoyed reading your story it is not the right fit for our magazine. We hope that you can place it elsewhere. Please feel free to submit to us again when we reopen our submissions.

This is a form rejection from a fledgling market, so I don’t have enough experience with them to tell if this is standard or higher-tier. It has some of the trappings of a higher-tier rejection–enjoyed reading, feel free to submit–but you never know if those statements are sincere or simple niceties until you have more rejections to compare. At this point, I’m going with standard form rejection.

Rejection 5: Submitted 3/20/17; Rejected 4/26/2017

Thank you for submitting “XXX” to XXX. Unfortunately, it doesn’t quite meet the needs of our podcast.

This is a form rejection from another pro audio market. The story is a reprint submission of one of my more well received horror stories, and I was champing at the bit waiting for the rights to return to me so I could submit it to this particular market. I really thought it would be right up their alley, but, as you can see, that wasn’t the case. Please don’t take this is a complaint or a criticism of this market’s selection process or their editors’ tastes; it isn’t that. There’s nothing even approaching a guarantee in publishing, and sometimes your instincts on where to submit a story can be a little off or just flat wrong.

Rejection 6: Submitted 5/19/16; Rejected 5/22/2017

We have read your submission and unfortunately your story isn’t quite what we’re looking for right now. While we regretfully cannot provide detailed feedback due to the volume of submissions, we thank you for your interest in our magazine and hope you continue to consider us in the future.

Finally, a tiny ray of sunlight into the black void of submission purgatory. This is a higher-tier rejection from a pro horror market for a brand new story, one that I think has real legs. Getting this higher-tier rejection from one of the toughest markets in the biz is a good sign, and I’ve since fired it off to another pro market. Those of you who have followed my blog for a bit or who submit horror stories on a regular basis will no doubt recognize this rejection and the market from whence it came.

Other

One “other” for this period, a further consideration letter.

Further Consideration 1: Submitted 2/25/17; Rejected 3/19/2017

Thank you again for your submission. We really like this story and would like to add it to our short list, if that is okay with you. We will have the final decisions by July 1 at the latest. Let us know!

This is a new semi-pro magazine that publishes “extreme” horror. I sent them the only story I have that really fits that bill, a story that’s been on the cusp of publication before. This is good news, and unlike rejection five, where my submission instincts were a little off, it looks like I might have paired the right story with the right market/editor here. We’ll see. I certainly have a barrel full of rejections that arrived after a nice letter like this. 🙂


Okay, we’re all caught up. I’ll start doing these monthly again in July. Now, tell me about your recent submission triumphs and woes in the comments.

Acts of War: Aftershock – Dramatis Personae Part II

Week twenty-four and part two of the who’s who in Acts of War: Aftershock. This time we’re talking about the secondary POV characters, which are the antagonists for the novel. We get inside these characters’ heads but to a more limited degree than the primary POV characters. That’s not to say they aren’t important. Quite the opposite. In many ways these characters drive the story, forcing our heroes to make incredibly tough decisions that will echo into the next book and beyond.

Khador fans will certainly recognize these names, and once you read the novel, I think you’ll agree they’ve done the Motherland proud.

Supreme Kommandant Gurvaldt Irusk

Supreme Kommandant Gurvaldt Irusk was born to make war. Irusk’s meteoric rise to power is the product of sheer determination, devotion, and strategic brilliance. His instinctive grasp of tactics allows him to see weaknesses where others do not, his commanding presence inspires his soldiers to greatness, and his innate magical capabilities enable him to exploit every situation to the utmost. His accomplishments have inspired a generation of Khadoran officers and made his name known throughout western Immoren.

Perhaps the greatest military genius in the Khadoran army, and arguably in all of western Immoren, the High Kommand has named Supreme Kommandant Gurvaldt Irusk “the empire’s perfect officer.” He exercises absolute control over men and machines in the chaos of battle, and his accomplishments inspire awe and respect in both allies and enemies.

The invasion of Llael cemented Irusk’s reputation as one of the greatest military leaders in history. He began the campaign against Llael with a series of lighting attacks on the nation’s western cities and fortifications in the heart of winter. Not expecting an attack until spring when the traditional campaign season in the Iron Kingdoms began, these early assaults caught Llael completely by surprise. Irusk flawlessly coordinated his subordinate warcasters together with artillery, heavy infantry, and cavalry to win decisive victories against Llael time and time again. His attacks were performed with such speed and brutality that some parts of Llael surrendered without firing a shot.

Irusk is a perfectionist with an icy demeanor that promotes an air of absolute authority. He is devoted to the Motherland and despises the political machinations of men he considers beneath him, and he tends to negotiate in court with the same brutality he displays on the battlefield.

Irusk’s inability to capture Northguard in his initial assault stands as one of the few blemishes on his military record, and the empress’ scathing indictment of his failure shamed him deeply. After a short leave of absence, he returned determined to redeem himself in the eyes of his sovereign. When Irusk marched on Northguard a second time, he did so with the finest army ever assembled by the Khadoran Empire. The Cygnaran fortress fell after a single day, and Irusk personally raised the Khadoran flag over its ramparts. This was one of the highest points of his career.

Since that time, Irusk has endured a number of setbacks including Khador’s failure to secure the Thornwood in the last major clash with Cygnar. He believes this effort would ultimately have succeeded had he been given sufficient time and resources. Instead, the empress deemed the effort too costly and ordered him to withdraw to consolidate the empire’s other gains. While he understands the value of rebuilding Khador’s treasury, he considers the recent invasion of Llael by Cygnar to be a direct result of letting the enemy recoup its losses rather than forcing them to the breaking point. He intends to take whatever means are necessary to crush Cygnar’s recent invasion attempt.

Irusk enters combat with a saber that once belonged to his father, which he had transformed into the fearsome mechanikal weapon he now calls Endgame, a hand cannon, and a stunning array of arcane abilities. Though he is one of the greatest military minds in the Iron Kingdoms and excels at leading vast armies to victory, Irusk does not shirk from entering the fray personally. He is a formidable swordsman and his precise control of his warjacks and his human troops often make him more than a match for his counterparts in Cygnar and Llael.

Assault Kommander Oleg Strakhov

Assault Kommander Oleg Strakhov has spent decades carving a bloody trail through the kingdoms of western Immoren, eliminating high-profile targets and destabilizing opposing forces with well-orchestrated strikes. Strakhov stands as a Khadoran legend. Those who tell of his deeds speak of him as more specter than man, an unseen force capable of accomplishing impossible tasks under cover of night and leaving no evidence of his passage.

One of the most hated and feared warcasters in the Khadoran army, Oleg Strakhov has earned a well-deserved reputation for tactical genius and utter ruthlessness in battle. He is the consummate special-operations soldier and has served Khador for nearly two decades, though the particulars of his missions were only known to a select few until the invasion of Llael. Here Strakhov rose to prominence by eliminating many of Llael’s most competent commanders, including Archduke Alreg Vladirov and his command. The archduke’s removal early in the war was a crippling blow to the Llaelese.

Strakhov’s wartime accomplishments earned him the notice and respect of Kommandant Irusk, who called upon the kommander’s talents to help him create the new Assault Kommandos. Strakhov trained the kommando officers, forging them in his own image and instilling in them many of the tactics and brutal battlefield doctrines that made him so successful in Llael.

Strakhov has also been active in the hostilities with Khador’s greatest enemy: the nation of Cygnar. He led the Assault Kommandos in many battles against Cygnaran forces occupying the trenches surrounding the fortress of Northguard. There his Assault Kommandos were sorely tested but inflicted terrible casualties on the Trenchers opposing them. Eventually, they were instrumental in overrunning Cygnar’s forward positions in Irusk’s final attack on Northguard.

Many of Strakhov’s greatest successes involved covert missions where his improvisational skills were pushed to the limit. Fluent in multiple languages, Strakhov is an expert in operating behind enemy lines. He has performed feats such as disguising himself as a Cygnaran warcaster to gain access to city defenses during the Khadoran attack on Point Bourne. He subsequently infiltrated a Cryxian base to rescue Kommander Alexander Karchev before that revered warcaster could be turned into a weapon against the Motherland. Yet his skill and luck cannot always protect him from the risks he takes. Strakhov lost his eye in a brutal battle of wits and reflexes with Cygnar’s most esteemed gun mage strike team. Strakhov might as easily lost his life, so considers an eye a fair price. This setback only fueled his animosity toward Cygnar and its defenders.

Recently raised to the position of Assault Kommander, Strakhov continues to strike terror in the hearts of Khador’s enemies. Joined by his elite kommando escort and armed with a pair of mechanikal trench knives and a deadly death whisper carbine, Strakhov eliminates adversaries as readily either in the brutal press of melee or with a well-placed bullet from range and cover. He is skilled at using his warjacks and Assault Kommandos in ambushes or strikes against enemy positions, inflicting devastating casualties before the enemy can respond.

Note, the information in these two entries is drawn primarily from the Khador Command book (and some earlier resources).

If you have a question or comment about the book or my writing process, ask away in the comments section below. And if you’ve missed the updates for the previous weeks, you can find them right here:

Week 1 Update Week 9 Update Week 17 Update
Week 2 Update Week 10 Update Week 18 Update
Week 3 Update Week 11 Update Week 19 Update
Week 4 Update Week 12 Update Week 20 Update
Week 5 Update Week 13 Update Week 21 Update
Week 6 Update Week 14 Update Week 22 Update
Week 7 Update Week 15 Update Week 23 Update
Week 8 Update Week 16 Update

Acts of War: Aftershock is available for preorder in print and digital from Amazon, and you can buy and read the first book in the series, Acts of War: Flashpoint, right now.

          

Buy Print – $14.99                                Preorder Print – $15.99

Buy eBook – $7.99                               Preorder eBook – $7.99

“Confirmed Kill” Excerpt & NQ 72

I recently penned a short story titled “Confirmed Kill” for No Quarter magazine #72. For those of you who don’t know about NQ, it’s the in-house magazine for Privateer Press and covers all things WARMACHINE and HORDES, including the occasional bit of fiction. The story centers around two characters, a Trencher Express Team comprised of trollkin sniper Corporal Horgrum and his partner and spotter Sergeant Sharp. Both characters appear in the Acts if War series. I introduced them in Acts of War: Flashpoint, and they have a slightly larger roll in Acts of War: Aftershock.

Anyway, Lyle Lowery, the editor-in-chief of No Quarter magazine has granted me permission to post a short excerpt from “Confirmed Kill,” so, without further ado, here it is.

Northern Thornwood, 606 AR

“Take them and go!” Horgrum’s father shouted, pointing his axe at the tree line. Vargal Oakheart was an aging trollkin, but still mighty, and his voice boomed over the din of gunshots and battle cries.

Horgrum shook his head. “No, I will fight.” He had his own axe in hand, but its blade was clean and dry, unlike his father’s, which was stained red with the blood of the invaders.

Vargal glanced behind him, where their village burned, where humans in crimson armor slaughtered their people. He turned back to Horgrum and put a heavy hand on his son’s shoulder. “We are lost, Horgrum,” he said, his voice thick with sorrow. “Take your brother and sister and flee.” Solissa was thirteen and Kolor was only ten, too small and too young to fight. They hunkered behind their older brother, wincing at each booming report of an enemy rifle.

“And go where?” Horgrum demanded. He was twenty years old and a seasoned fighter, and the thought of leaving his village and kriel sickened him.

“South, to Cygnar,” Vargal said. “You will be safe there.”

Horgrum opened his mouth to challenge his father, but the sound of hooves cut short his protest. A human in red armor astride a great black horse emerged from the smoke and flame.

“Go!” Vargal shouted and shoved Horgrum backward. He took his axe in both hands and turned to face the enemy.

Horgrum pushed Solissa toward the trees, and she took Kolor’s hand. They ran.

Before he entered the woods, Horgrum turned back to see the human warrior barreling down on his father, lowering his lance. Vargal twisted away from the weapon, lashing out with his axe at the passing horse. The great blade hewed through one of the animal’s legs, and it crashed to the ground, throwing its rider. Horgrum smiled as his father closed on the enemy and split the human’s skull with a short overhand strike, cutting through steel and bone.

Horgrum’s grip tightened around his own axe. These humans, these Khadorans, were not so strong. The kin could defeat them. He took a step toward the clearing.

“No, Horgrum.” Solissa’s hand on his arm stropped him.

Vargal had pulled his weapon free from the corpse and turned back toward the battle. Through the smoke Horgrum could see more trollkin and humans fighting. He could help his people. He could defend them.

He took another step, and a single sharp report rang out. His father stopped midstride, and blood poured down his back from a fist-sized hole that had blossomed between his broad shoulders. He collapsed to his knees, and then pitched over into the dirt.

Horgrum shook off Solissa’s hand and raced toward his father, screaming in rage. He made it five paces before another shot rang out. The bullet struck his axe, smashing it from his grip. He dove to the ground. Bodies lay everywhere, human and trollkin. His hand fell across the butt of a rifle as something huge loomed out of the smoke, a human warrior encased in steam-powered armor that made him nearly as large and powerful as a full-blooded troll.

Horgrum picked up the rifle. It was big by human standards, long-barreled and finely machined. He had never used such a weapon, but he’d seen them fired. He rested the butt against his shoulder and curled his smallest finger around the trigger; the others would not fit inside the guard. The armored man charged, and Horgrum stared down the rifle’s barrel. A sense of calm flowed over him, his rage and fear drained away, and only the enemy and the rifle remained. He drew in a breath and aimed as best he could, peering through the attached scope and adjusting until he felt centered over the enemy’s heart. He pulled the trigger, and the gun bucked against his shoulder and spat smoke.

The armored human stumbled, and Horgrum was unsure if his shot was the cause, or if he’d even hit his target. Then the man faltered again, blood sluiced down his helmet from the visor slit, and he fell over backward. Horgrum had not hit the spot he’d intended, but Dhunia had graced him with a bit of luck.

Horgrum had no time to celebrate. Another shot rang out and dizzying pain lanced through his right shoulder. Another soldier appeared. This one wore no armor, but he carried a rifle like the one Horgrum had taken from the enemy corpse. He was an older man, with greying hair falling from beneath a red cap. His face was hard and angular, and a livid scar ran from his right brow to the middle of his nose. This was the human who had killed his father.

Despite his wound, he wanted only to find a way to kill this man, but Solissa’s voice from the tree line called him back to reality. “Horgrum, more soldiers are coming!”

He broke into a stumbling run toward his sister, expecting the human to shoot him in the back. No shot came, and he made it to the trees, the enemy rifle gripped tightly in his right hand.


If you liked this little excerpt from “Confirmed Kill,” head on over to the Privateer Press online store and pick up No Quarter #72 for the rest of the story. There will be more Horgrum and Sharp in my upcoming novel Acts of War: Aftershock releasing July 12th.

 

Acts of War: Aftershock – Dramatis Personae Part I

Here we are in week twenty-three, and Acts of War: Aftershock is in editing and will soon be heading off to the printer. At this point, beyond a bit of promotion, my work on the book is done. So, like I said last week, these updates will change quite a bit and will essentially be sneak peeks, including excerpts, art, and other goodies. This week, I’m going to kick off a three-part series and talk about the characters in Aftershock, broken down into main POV characters, secondary POV characters, and supporting characters.

So let’s get to it.

Main POV Characters

We’ll kick off this series with the characters through which the story is (mostly) told. These are the heroes and protagonists of Aftershock, and they get the lion’s share of POV time. For those of you familiar with the Iron Kingdoms, these names will be well known to you, for those unfamiliar, well, let me introduce you.

Lord General Coleman Stryker

Stryker is essentially the main character of Aftershock, though he shares the stage a bit more in this book than he did in Flashpoint. The commanding officer of the Storm Division and the highest ranking warcaster in Cygnar, Coleman Stryker embodies the strength and fighting spirit of his nation. At thirty-six years old he is relatively young for such a high-ranking position, but he has been at the forefront of the near ceaseless conflict that has consumed the Iron Kingdoms over the last seven years and has battled Cygnar’s enemies across western Immoren since he began service at eighteen.

Stryker currently leads the invasion force sent to drive Khador from the nation of Llael, and this is familiar ground for the veteran warcaster. He was at the forefront of Cygnar’s efforts to defend its longtime ally when Khador first invaded Llael in 605 AR. Cygnar was eventually forced to abandon Llael to defend their own borders, leaving that kingdom mired in occupation. Stryker understood the need to protect Cygnar first and foremost but saw it as a grave mistake to leave Llael unsupported for so long, a decision which only strengthened Khador. Stryker was himself soon swept up with the grueling Caspia-Sul War against Cygnar’s formidable eastern enemy, The Protectorate of Menoth, a conflict which tested Stryker’s convictions.

Stryker was a trusted advisor and friend to the former king of Cygnar, Leto Raelthorne, having helped this man secure his throne. Fifteen years later, when the king abdicated the throne to his nephew Julius to end a devastating civil war, Stryker found himself an outsider in the new king’s council. Julius sees Stryker as a remnant of his uncle’s rule, a worthy general and weapon in the army’s arsenal but not the king’s champion. Julius put his trust in Asheth Magnus instead, a formerly exiled warcaster who had once supported Leto’s brother, the tyrant Vinter Raelthorne IV, before helping Julius secure his throne. Stryker and Magnus have a long and troubled history and the restoration of a man Stryker still views as a criminal further strains his relationship with the new king.

In battle, Stryker is a fearsomely gifted warcaster and one of Cygnar’s most respected warriors. His soldiers follow him unquestioningly into battle, secure in the knowledge their lord general will be fighting alongside them. With his massive battle blade Quicksilver, he can hew through enemy troops or the armored hulls of warjacks with ease. Stryker commands a host of lightning-based spells and abilities, unique and iconic to the Storm Division he leads. His personal warjack, an aging Ironclad named Ol’ Rowdy, is one of the most formidable warjacks in the Cygnaran Army, and the pair can often be seen leading from the front, bringing destruction to Cygnar’s enemies with blasts of lightning and the shuddering impacts of mechanikal blade and quake hammer.

Major Asheth Magnus

Exiled with King Vinter Raelthorne years ago, Asheth Magnus was one of the most prominent warcasters and battle leaders under Vinter’s despotic rule. He escaped justice during Vinter’s defeat, an event known as the Lion’s Coup, though not without consequences. Prior to that conflict Magnus had taken under his wing a young emerging warcaster named Coleman Stryker, then a member of the Royal Guard. Despite his efforts to guide him, Stryker betrayed Magnus during the Lion’s Coup, joining the cause of the king’s younger brother, Leto. In this fight Stryker severely injured Magnus, crushing his right arm and leg beneath a toppled warjack. At the end of the coup Magnus was offered a pardon but refused, going into exile to lead an armed resistance against Leto, for which he was branded a criminal and traitor.

Meanwhile, Vinter escaped imprisonment and fled into the eastern wastes, promising one day to return. Magnus spent more than a decade plotting against King Leto and working against him whenever possible. Exploiting his military knowledge Magnus became a mercenary warlord. He used his considerable warcaster talents and genius for mechanikal improvisation to muster an army of warjacks and sell-swords, earning coin and gaining allies against Cygnar. His loyalty to Vinter was shaken and then shattered when his former liege returned to the west alongside foreign allies and had the warcaster tortured after Magnus questioned the wisdom of his plans.

The love Magnus once held for Vinter became bitter hatred, ultimately leading to Vinter’s downfall. Magnus had a secret he had concealed: he had found and soon secured Vinter’s bastard son, Julius, and began training the boy to take the throne of Cygnar. When Vinter made his move against Leto, rallying his former supporters, Magnus and Julius led a third army, comprised of the warlord’s mercenaries, which tipped the balance and played a key role in the final battle in this civil war. Fighting alongside Stryker for the first time in many years, Magnus struck the killing blow against Vinter Raelthorne. To avoid further bloodshed, King Leto abdicated the throne and installed his nephew Julius as the new king of Cygnar.

Magnus had no official role in Julius’ court until an heir to the Llaelese throne was found, brought to Cygnar, and betrothed to Julius Raelthorne. Eager to make his mark and seeing a chance to restore Llael and see it eventually joined to Cygnar for his own heirs, the young king order an invasion of Llael to drive out the Khadoran invaders and put his new queen on the throne. He chose Lord General Coleman Stryker to lead this “liberating” army but also brought Asheth Magnus back to the capital and made him a Cygnaran officer once again. Magnus would accompany Stryker into Llael and serve as the king’s eyes and ears.

Magnus is coldly pragmatic warrior, and was infamous for sacrificing troops in battle if he saw a tactical advantage in doing so, and also being utterly ruthless to his enemies. He is cunning, ferocious, and gifted with a military mind second to none. His relationship with Stryker is complicated. While the lord general has nothing but disdain for a man he considers a traitor and worse, Magnus still holds some hope his former pupil might realize the hard truths Magnus tried to teach him when he first recognized Stryker’s gift decades ago.

Marshal Ashlynn d’Elyse

The only daughter of Llaelese noble and renowned master duelist Benoir d’Elyse, Ashlynn d’Elyse was destined to be a great warrior and swordsman like her father. When her arcane abilities manifested, she earned a place at the Royal Arcane Academy, and became one of Llael’s few warcasters.

Her full potential as a warcaster was realized on the front lines when Khador invaded Llael, and she quickly became known among her enemies and allies as a fearsome warrior and battle leader. The execution of her father and many other nobles after the fall of the capitol city of Merywyn only made her more determined and ruthless.

When Cygnar withdrew its aid and Llael fell, Ashlynn fought on, offering her services as a mercenary to fund a growing rebellion. The Resistance has long been a thorn in the side of the Khadoran occupiers, and Ashlynn d’Elyse and her warcaster abilities are behind much of the damage caused by the Llaelese freedom fighters.

When Cygnar invaded Llael to drive out Khador under their new king Julius Raelthorne, the Resistance was not a large part of their plans. Much of this was because of the Resistance’s relationship with the Protectorate of Menoth, a nation of zealots whose interests often put them at odds with Cygnar. Ashlynn resents Cygnar’s invasion of her lands and sees them as little better than the Khadoran occupiers they are attempting to remove, and she largely rejects Lord General Stryker’s aim to be a liberator rather than the leader of an invasion force. She has been here before and has seen the Cygnaran Army abandon her nation to defend its own interests when Khador first invaded Llael in 605 AR. She believes Llael cannot rely on Cygnar if they are to cast off the yoke of Khadoran oppression, so she and the Resistance fight on, against Khador and any who would stand in the way of a free Llael.

Ashlynn is one of the most feared swordsmen in western Immoren, a skill further enhanced by her warcaster abilities and her deadly mechanikal blade Nemesis. She has mastered traditional Llaelese dueling styles and there are few other warcasters who could hope to defeat her in a one-on-one confrontation. Ashlynn is also a gifted military leader with vast knowledge of tactics and stratagems that has allowed her to defeat larger and better-equipped enemies time and again. Ashlynn’s skill, bravery, and devotion to her nation have endeared her to the Llaelese people and especially the desperate freedom fighters of the Llaelese Resistance.


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Acts of War: Aftershock is available for preorder in print and digital from Amazon, and you can buy and read the first book in the series, Acts of War: Flashpoint, right now.

          

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“On a Black Tide” Excerpt & Free eBook!

A few years ago, I wrote a novelette called “On a Black Tide” for Privateer Press, which was included in an anthology of novelettes called Rites of Passage. Privateer Press has given me permission to post an excerpt from “On a Black Tide” and to tell you that you can download the entire novelette from Amazon for free for the next five days. In addition, Rites of Passage is now available from Amazon in print. The anthology is a fantastic introduction to the steam-powered fantasy world of the Iron Kingdoms and features stories by some great authors, including Douglas Seacat, Darla Kennerud, Matthew D. Wilson, Oren Ashkenazi, William Shick, and some dude who runs a blog about rejection. 🙂

Here’s the cover and back cover text for “On a Black Tide.”

 

They say the waters of Cryx run black with ancient evil . . .

In the port city of Blackwater, deep in the heart of the Nightmare Empire, life is short and brutal. Murderous gangs rule the streets and surviving to adulthood means being more vicious and uncompromising than those around you. The only hope of escaping the gang-infested streets is to join one of the many pirate vessels that launch raids from Cryx against the mainland.

For Aiakos, a strong yet undisciplined street thug, the opportunity to join the pirate ship Scythe in a trial by combat is the chance of a lifetime. But as he soon discovers, fighting his way onto a Cryxian pirate vessel is only the beginning of the bloodshed.

When the Scythe is drawn into the schemes of the powerful Satyxis Admiral Axiara Wraithbane, Aiakos once again has a chance to improve his station . . . or die trying.

The novelette “On a Black Tide” is a preview of Rites of Passage, a novel-length collection featuring five additional tales about the grueling trials of novice warcasters in the Iron Kingdoms.


Blackwater, Late Summer, 605 AR

Aiakos watched the Scythe limp into port like a great, wounded beast. The thick ironwood planks of its hull were shot through in many places, and the ship sat low—too low—in the water. Its main mast was gone; only a cracked six-foot stub remained where the massive beam had once stood proud and straight. Rigging and torn sails lay in a tangled snarl on the decks. The ropes had soaked up blood leaking from dozens of broken bodies, turning them pink so they looked like great heaps of intestines. The paddle wheel and the steam engines that powered it were intact; otherwise, Aiakos surmised, the Scythe would be at the bottom of the Meredius.

“That’s Bloodbrine’s ship,” Dasko said, pointing his dirk at the lumbering pirate galleon. “Shot to hell and gone, looks like.”

Aiakos nodded. “Just like Baros said. He’s headed for our pier.” He took a few steps down the pier as the Scythe came to a stop and the few men on her deck cast hawsers to waiting sailors on the pier. Once the ship was moored, its surviving crew shuffked down the gangplank. Every one of them bore some injury, mostly deep cuts and bullet wounds, the mark of pistol and cutlass.

“That he is,” Dasko said. “Baros had good information. That’ll earn him a few more coins.”

Aiakos glanced back at the gang leader, who was now worrying a bit of meat from his teeth with the point of his knife. Behind Dasko twenty of their best lads waited, clubs and knives in hand. He and Dasko had run the Quay Slayers for the last five years. They’d both joined the gang as a means of survival. Aiakos had been forced onto the brutal streets of Blackwater at eleven, Dasko at twelve. This was the way of things in Cryx. Once a child was deemed old enough, he was forced to fend for himself. The only real way to avoid death was to join one of the countless street gangs and learn to be as vicious and cruel as everything else in Blackwater.

What remained of the Scythe’s crew had now disembarked, and the captain himself, Grivus Bloodbrine, was making his way down the gangplank. Captain Bloodbrine was tall, gaunt, and hollow-cheeked. His clothes, although of fine make, were spattered with blood and scorched, and he cradled one arm against his chest, bloody bandages shrouding the limb completely.

Aiakos made his way down the pier, pushing through the line of injured sailors leaving the Scythe. Bloodbrine saw him coming and put his good hand on the heavy pistol shoved into his belt. This was how most people greeted Aiakos—with suspicion and an expectation of violence. Aiakos was large and strong, and he’d earned a reputation as a formidable fighter: relentless, uncompromising, and brutally skilled. He approached the captain slowly, his own weapons—a whaler’s harpoon balanced over one shoulder and a long flensing knife at his hip—at the ready but not overtly so.

“And who might you be?” Captain Bloodbrine called out.

“I am Aiakos, second in the Quay Slayers. You’re moored on our pier, Captain.”

Bloodbrine smiled. “Is that so?”

“It is,” Aiakos said. “But your ship is in bad shape, so we’re willing to let you remain here and offer our protection.”

“What would I need protecting from?” Bloodbrine asked, tapping the butt of his pistol with one finger. Behind the captain another member of his crew had come down the gangplank. She wore closefitting leathers and carried a brace of pistols across her chest. She held a gaff pole in both hands, its blade hooked and gleaming. Unlike the other members of the Scythe’s crew, this woman bore only superficial signs of combat—torn clothing and a few scrapes. The fact that she was uninjured meant either she’d avoided the fighting or she was very good at it. By the way she carried herself, Aiakos assumed the latter.

“Aiakos here says we’re on his pier, Nyra,” Bloodbrine said as the woman came up beside him. “What do you think of that?”

Nyra stared at Aiakos with cold, appraising eyes, her face unreadable. “Pay him what he wants. Someone has to watch the ship while repairs are made,” she said, then pushed past Aiakos.

“My first mate says pay you,” Bloodbrine said. His smile soured. “But what if I’ve got twenty fighters waiting in the hold to protect what’s mine?”

Aiakos glanced up at the decks of the Scythe and quickly counted thirty bodies; there were likely more in the hold. Bloodbrine was in a bad position and vulnerable. The pirate captains were certainly a notch up on the food chain over the street gangs, but any wounded beast was likely to attract scavengers. Aiakos took the risk, weighing his words carefully to imply the threat. “You don’t, or some of them would be with you now. We’ll make sure the shipwrights do their work without interruption while you fill out your crew.”

Bloodbrine grimaced and then spat. He knew his vulnerability was obvious, and in Blackwater that meant he was prey. “How much?”

“Twenty gold crowns a day,” Aiakos replied. “I’ll take today’s payment now.” He held out his hand.

Bloodbrine shook his head and dug into one of the pouches hanging from his belt. He pulled out a handful of gold coins and shoved them at Aiakos, who dropped them into his own pouch.

“Good,” Aiakos said. “Have someone here with the next payment tomorrow at the same time.”

“Do you think you could keep them off the ship?” Bloodbrine nodded at something over Aiakos’ right shoulder. He turned and saw a trio of awful figures moving down the pier. The necrotechs were bulbous, fleshy things upon a tangle of metal spider-like legs. They moved toward the Scythe, a small mob of shambling thralls in their wake. The undead masters of necromechanika were always on the lookout for fresh supplies. Word had obviously reached them that the Scythe was, for the moment, a floating abattoir.

Aiakos suppressed a shudder as the necrotechs approached. The undead were part of everyday life in Blackwater, but most of the living stayed out of their way lest they, too, be considered raw materials for the flesh foundries. Some in Blackwater saw undeath as a way to accumulate power and rise in station; certainly the armies and navies of Cryx contained powerful undead, not to mention the almost god-like power of the lich lords who controlled everything. To Aiakos, though, the thought of surrendering breath and blood for the cold eternity of undeath was abhorrent. Worse yet was that many were thrust upon that path unwillingly, robbed of their free will to serve as mindless and disposable cannon fodder.

“No,” Aiakos said and stepped out the way of the necrotechs and their thrall servitors. The rotten stink of their passing made his eyes water and his gorge rise. “They always take what they want.”

Bloodbrine watched the necrotechs clamber aboard his ship, their spidery legs making a dull metallic clacking noise as they scuttled across the main deck. “The shipwrights will be here tomorrow, after they’ve”—he jerked his head toward his ship—“taken what they want.”

Thralls had already begun to drag the dead from the Scythe, leaving bloody smears across the pier. Many of the corpses were in various states of dismemberment, as the necrotechs cut away the burnt and mangled pieces, leaving the choicest bits intact.

Aiakos nodded, then turned and walked back to Dasko. Bloodbrine remained, watching the necrotechs with a scowl. Aiakos felt a twinge of sympathy for the captain, a well-known and powerful pirate now forced to stand by and watch the real power in Blackwater take what it wanted from him.

“What did he say?” Dasko said as Aiakos approached.

“He agreed. Twenty per day,” Aiakos replied.

Dasko smiled and rubbed his hands together. “The lads were hoping for a bit of sport, but I’d just as soon have the money without a fuss. Hand it over.”

Aiakos dug the coins from his pouch, counted out his cut, and passed the rest to Dasko without a word.

“We talked to a few of Bloodbrine’s men as they passed,” Dasko said. “He’ll be looking for replacements. They’re gathering at the Black Hold. Should be quite a spectacle.”

Pirate captains looking to replace men lost in battle often announced their intentions and gathered potential recruits into one of the many fighting pits around Blackwater. There, the poor and desperate would fight one another, sometimes to the death, for a chance at a life at sea. Crewing a pirate vessel was not exactly easy work, but the chance to get off Blackwater and at least have the opportunity to amass wealth and prestige was often considered enough to die for.

Aiakos was no stranger to the fighting pits. He fought regularly, both to earn extra coin and to keep his battle skills honed. His many victories only enhanced his reputation among the Quay Slayers and the rival gangs they often battled. “I’ll meet you there,” Aiakos said and walked past Dasko. He turned and looked at the Scythe. The ship was swarming with activity as more thralls arrived to cart away the dead. Beyond the ship was the Meredius, its waters stretching to the horizon in a flat, grey expanse. To Aiakos the sea looked like a blank slate, pure and filled with untold possibilities. He turned back to Blackwater, grimaced, and pressed on.


If you’d like to read the rest of the story, you can download “On a Black Tide” from Amazon absolutely free for the next five days. And if you dig my little tale of piracy, undead, and general mayhem, you should absolutely check out the other five stories in Rites of Passage, also available in eBook and print formats from Amazon.

      

Alien: Covenant – A Review

Let me start this review by stating that Alien is perhaps my favorite film of all time, and Ridley Scott is my favorite director, so there was a decent chance I would come out my viewing of Alien: Covenant happy with what I’d seen. As a horror writer, I’ve drawn a lot of inspiration from Alien, and I hoped Alien: Covenant would be similarly inspiring.

With that out of the way, here’s the spoiler free part of this review. In my opinion, Alien: Covenant is a good film, not a great film, but a solidly entertaining one that doesn’t shame (much) the truly great movies in the franchise. It has some issues, which I’ll get into in more detail below, but as sci-fi horror goes you’d be hard-pressed to find a better film in the last ten years (one of you will almost certainly remind me of a better one I’ve forgotten). If I had to give it a letter grade, I’d give it a solid B. On a star scale, 3.5 stars out of 5.

Okay, now on to the review proper. I’m going to assume that everyone knows the plot of the film by this point. I mean, there were only like, what? Thirty separate previews of this movie? If you do need a summation of the film’s plot, just head on over to Wikipedia, where you’ll find a good one.

Oh, lots and lots of spoilers ahead. Obviously.

Things I Liked:

  1. Visually stunning. Ridley Scott has a knack for making films that are beautiful to look at, and Alien: Covenant does not disappoint in this department. From the sweeping natural vistas of the Engineers’ planet to the gloom-shrouded necropolis where David exterminated them, there is a haunting majesty to the whole thing.
  2. Music. I’m pretty sure a lot of the music is lifted straight from Alien, and at first I thought that might bother me, but, in the end, it’s just a good score, and I didn’t mind hearing it again. Certainly, there are new pieces, but the old music invoked a pleasant sense of nostalgia and was as effective at conveying urgency and terror as it was in Alien.
  3. David: The android David is an effective villain, and he’s played to perfection by Michael Fassbender. He’s a cross between HAL 9000 and Hannibal Lecter, and his ghoulish laboratory in the dead Engineer city is one of the most horrifying part of the film. One of the best things about Covenant, is that it looks like David is going to be a prominent villain going into the next movie(s). I’m all for that.
  4. The Neomorph. Good god, these things were gnarly. These proto-aliens, which are sort of precursor to the Xenomorph we all know and love, are created when spores from fungus-like pods in the corrupted biosphere of the Engineers’ planet enter a human host. They gestate quickly and burst out of their host pretty much anywhere that’s convenient. In the film we see one tear it’s way out out of a man’s back and another come out of a victim’s mouth. The birthing sequence is far worse than the traditional chest-burster, as the neomorph is born in a pink amniotic sack that looks a lot like a massive length of intestine. It’s gross in the best possible way. The adult Neomorph is even better, with its sickly white skin, weird clicking and chirping noises, and a bulbous head that seems to lack a mouth until the thing decides to literally chew someone’s head off. The Neomorphs are scary in the way the original Xenomorph was. They’re weird, completely alien, and just kind of awful to look at (in a good way).
  5. Some of the crew: Certain members of the crew were great. For starters, Danny McBride’s Tennessee was a very pleasant surprise. McBride showed a range with his acting that, frankly, I didn’t think he possessed. I would very much like to see him do more dramatic roles. Katherine Waterson’s Daniels is also very good. At first blush, you might think she’s simply a Ripley clone, but she isn’t. There’s a depth to her character that Ripley lacked in Alien (though she gained it in Aliens). Her motivation is different from Ripley’s as well, and it goes beyond simple survival. Finally, Michael Fassbender in his dual role as the android Walter and David, the older version of the same android, is probably the best performance in the film. Fassbender’s ability to play them in a way that makes them feel like completely different individuals, down to their unique accents and physical affectations, is superb.
  6. Disturbing. I wouldn’t say Alien: Covenant captures the horror of the original Alien, but it is definitely disturbing in a way that’ll make you squirm in your seat. A lot of this hinges on David’s ghoulish experimentation on the fauna of the engineer’s planet and, horrifically, Dr. Elizabeth Shaw. His laboratory in the dead engineer city, festooned with his ghoulish anatomical drawings of his many experiments with the black goo, is downright nightmarish. As far as monsters, the Neomorphs were the stars of the film, and they definitely upped the creepy factor in a major way.
  7. Brutal: The gore in this one is pretty intense, but it’s not cheesy or over-the-top in my opinion. It’s used primarily to demonstrate just how fucking crazy dangerous the Neomorphs and Xenomorphs are. In past films, a lot of the Xenomorph kills happen off-screen, but here you get to see what one motivated parasitic monstrosity can do to a human body, and it ain’t pretty . . . but it is kind of cool.

Things I Didn’t Like:

  1. The Xenomorph. Yep, I’m sad to say that the classic Xenomorph is old news, and when it finally shows up in this film, I was pretty underwhelmed. The CGI is superb, as I’ve said, but I had a real problem seeing the old Xeno walking around in broad daylight. It worked so well in Alien because you didn’t see it. It was the shadowy monster in the dark that you glimpsed but never saw completely. Despite the excellent CGI that allowed the Xeno to move in ways that were strange and unnatural (like going from bipedal to quadrupedal smoothly), not to mention doing justice to its bizarre anatomy, it, honestly, wasn’t scary. The Neomorphs, which are frighteningly original, simply outclassed the Xeno in this one. That’s not a good thing for a movie with “Alien” in the title.
  2. Sped-up Xenomorph lifecycle. Yep, they went ahead and monkeyed with the classic Xeno’s lifecycle, speeding it up and removing the worm-like embryo stage. Now it takes, like thirty seconds for the little monster to gestate and it emerges fully-formed but in miniature.  Oh, and the Xeno grows to full-size in something like five minutes. Come on, Ridley, this is the kind of shit I expect from Alien vs. Predator not from you, the guy who directed the original Alien.
  3. The rest of the crew. All the actors did a fine job in the limited time they were on screen, but most of them had little purpose other than to be ripped to shreds by alien nasties. It was especially disappointing with Billy Crudup’s Oram and Demián Bichir’s Lope, both of which showed us tantalizing hints at interesting characters but whose talents were largely wasted. Oh, and if there was a reason James Franco is in this film for the ten seconds we seem burn alive in his hypersleep pod, it’s completely lost on me.
  4. Stupid, stupid decisions. Like in Prometheus, the “professional” folks (and, yes, all of them are pros in one field or another) in this film made some really head-scratchingly dumb decisions. Some of this is because the entire flight crew was composed of married couples, so a lot of the bad decisions were based on a character’s emotional attachments to his or her spouse. It’s exactly why no one in their right mind would ever compose a crew like that. You know bad decisions are going because people will not be able to think clearly and pragmatically when their loved ones are about to be torn apart by aliens. Also, some characters seem to be making bad decisions just to further the plot. For example, when David leads Captain Oram into the Xenomoprh egg chamber, Oram, who is armed at the time, by the way, blithely stares into the churning pink innards of an open egg for what seems like minutes at David’s urging. This is especially irritating because at this point in the movie Oram has figured out that David is one unhinged motherfucker, yet he still follows David’s instructions, which are basically, “Hey, stare at this egg for a long time and hold still.”
  5. Dr. Elizabeth Shaw. Man, did she get the shit-end of the stick. When it’s revealed that David has killed Shaw, and we see her mangled corpse, on which David has performed some kind of unspeakable vivisection/experiment, it’s initially awful and disturbing. But, I felt like I did when I first saw Alien 3 and learned Hicks and Newt had been killed off-screen. I would have very much liked to have seen Shaw, surviving, Newt-like, after David destroys the Engineers. Then, she could have met up with the crew of the Covenant and relayed what had happened to the Engineers, which would have been a much more realistic way to get that information than the series of strange flashbacks that are supposed to be David’s memories. Sure, you can still kill her off at the end of the film if you must, but I think her presence would have strengthened the film.
  6. A little too much like Alien. The set-up is practically a carbon copy of Alien. Crew awakes from hypersleep, gets a mysterious transmission from an alien planet, go to investigate, discover derelict ship and horrible aliens, etcetera, etcetera. I know the filmmakers were trying to give folks what they want (another Alien), I just wished they could have been a little more original with how it all came together.
  7. Kind of unnecessary. I’ve stated this elsewhere, but the basic premise of Alien: Covenant (and Prometheus to a lesser extent) rankles me a bit, and after seeing it, I feel even more strongly that it’s a film no one really needs. Basically, I DO NOT CARE WHERE THE ALIENS COME FROM. In fact, this film, as good as it is, hurts the legacy of the first two films in the franchise in my opinion. What made Alien so effective was the unsettling unknowable, the dread mystery of the derelict spaceship and the horrific monsters in its hold. The more you pull back the curtain on something like that, the less effective it is. Like I said before, the Xenomorph in Covenant is, honestly, a little boring. I know too much about it now to really be scared of it. I’m all for more Alien films, but I would have preferred Ridley make sequels that furthered the stories of his characters rather than, well, potentially ruining the legacy of what may be his greatest film.

So, in summation, Alien: Covenant is a good movie with some effectively disturbing scenes and one terrifyingly original monster that, unfortunately, we’ll probably never see again. In the pantheon of Alien films it ranks third for me, after Alien and Aliens. Admittedly, some of my critiques of the film are based on what I want out of an Alien movie, and I know there are folks who absolutely want to know more about the Engineers and the origins of one of Hollywood’s most famous beasties. So, as with any review, this is one man’s opinion and should all be taken with a grain of salt.

What’s your take on Alien: Covenant? Tell me about it in the comments.