Creation VII
The Parlour of Countess Augusta Byron is home to more varying Creations than the entirety of the other Promethean Complexes. Some have been experimental cul-de-sacs, eccentricities at best, while others have gained notoriety and seen replication across Covenant forces. One such example is the creature codenamed Creation VII.
The creation in question was the result of a visit by the Countess to Nova Atlantis An evening of parlour games, absinthe and phrenology resulted in a wager. Another visitor, Lady Fairuza Moreaux, challenged Byron to create something with twice the ability of any one of her own creations. Taking her rival's challenge literally, Creation VII was the result of an ingenious fusion of two of the most brutish and towering specimens available. None could dispute that the result was impressive, even compared to other such marvels of galvanic application. After being lauded by the Enlightened of Nova Atlantis, the Countess departed with t her new creation. Moreaux wished her well, after all, the vivisectionist was confident she could replicate what she had seen of the Countess' work.
Creation VII has a number of innovations over previous monstrosities. Reinforced spinal braces have given Creation VII a supremely erect posture that allows for four weapon arms to be brought to bear against targets, something that is impossible with similarly massive creatures with their stooped gaits, such as Creation V.
Thanks to the combined mental power of a series of slaved logic engines directly interfaced with the necrotised cerebral tissue of the two original donors, Creation VII is capable of independent, if not erratic, action.
This not only allows Creation VII to use all of its extra limbs simultaneously, but it also has the ability to carry out more complex orders than its contemporaries and to act apart from its designated controller. There is a drawback to this design, the two anonymous head donors do not always agree on the same course of action, causing Creation VII to sometimes grind to a halt in the middle of its assigned task. This inactive stance can be extremely inconvenient if it happens in the heat of battle. Unless the heads can resolve their conflict quickly or their handler directly intervenes, Creation VII can remain frozen mid-action for extended periods whilst battle rages around it.
Boosted muscle mass and additional pneumatic bracing means that the weapons Creation VII carries into battle are suitably large and brutal. For attacking at long range it is equipped with a Razorspine Rotor, a heavy rotary cannon that fires specially designed shells that splinter apart after leaving the barrel, creating an expanding line of razor-thin spines propelled forward at speed. For medium range, Creation VII is fitted with an incendiary spray cannon that fires a sticky liquid that erupts into flame when it makes contact with air. The mixture adheres to whatever it lands upon and even burns underwater.
It is up close, however, that Creation VII is most dangerous. Its upper right arm ends in an Industrial drill while its left is fitted with an industrial grade double buzzsaw. So versatile is this combination of weapons and tools that Countess has often had cause and compensation to lend this tireless behemoth to her fellow Lords and Ladies. Indeed many of the deeper tunnels beneath the Warcradle are thanks to Creation VII.
The Creation VII kit builds one multi-part resin miniature;
- 1x Creation VII
- 1x Bases
Please note:
- Miniature is supplied unpainted and some assembly will be required.
- Character Unit Cards are not included and can be found on the Wild West Exodus website.
- Scenic base toppers are not included and are for display purposes only.
Average Age | 12+ |
---|---|
Faction | Enlightened |
Finish | Unpainted |
Format | Box |
Game System | Wild West Exodus |
Material | Resin |
Product Code | WEX101015001 |
Product Manufacturer | Warcradle Studios |
Scale | 35mm |
Unit Type | Support |