Thursday, 21 February 2013

Magic - Gatecrash league week two



So week two ends of the five week gatecrash league.
Each week i am allowed to play three games that add scores for the league result.
Week one ended with me on a total of six points.


Game one
The deck my opponent used was a nice Boros/Gruul mix.


The bomber corps ability was able to take out my low unevolved creatures out of the game.


Ground Assault is devastating late game card and Martial Glory 



Result  2-1 defeat

Game two

This game i was up against another Simic deck. my opponent just really had trouble with getting the deck to work, one game he could get the Mana and no creatures and the next game it was the opposite, so i an contributing the win to his deck losing rather than my deck winning. After the game we did discuss the deck and it seemed quite solid but it just didn't work on this occasion. 


Result 2-0 Victory

Game three


This game was a tough one, and the first time i have played a Dimir guild deck. The experience was refreshing and i was on the receiving end of unblockable attacks from Rogues like Deathcult Rogue. Also there was a good amount of extorting too leaving me very much in the lower end of the life poolThe Deciding game we were both on three life points left before i had to end it with the way of the thief attack on a +2/+2 Shambleshark.
A close run win but a win none the less.

Result 2-1 Victory


Week two total league points 12

This weeks booster.
Each week you are allowed to add to your sideboard one Gatecrash booster. 
Last week i never added any cards to my forty card deck from my booster pack. Optimistically i hope this booster will give me something worthwhile. So i was quite pleased when i opened my booster to find some cards that i could use. I got Simic manipulator and pit fight     were the ones that fitted best in my deck. in the end i just made the one change.

Changes

 

Sage's Row Denizen removed from Deck, Simic Manipulator added to deck.



Friday, 15 February 2013

Munchkin





"Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run."

I have only started playing this game for a few months now  and  it has been a lot of fun. So i looked into the game further and found that the expansions are really quite cheap. so i bought up a few to add to the main set. 
I prefer the larger games of six players over the smaller games and more cards get played and sorts of crazy antics arise. Even being a lower level while others are higher doesn't mean you are out of the race at all. 

The game mechanic is a simple but effective one, beat the monsters score to win. sounds easy but you have to consider the other players, they may decide to boost the monster to a higher level with an upgrade card and you might have to ask for aid forgoing some of your treasure. 



                                                Munchkin 4 – The Need for Steed is a larger expansion. This set introduces Steeds,  including not just the Dragon and the Tiger, but the Giant Mutant Gerbil the Chicken The set also has lots and lots of new Hirelings. They are valuable characters to add to your retinue, use their special abilities, and sacrifice them to save your own skin. The card in the set called MBA in management allows you to have two hirelings at one time. These have made a fair appearance in the games with a lot more monsters to fight against      



Booster Packs I have included to my set.


 I couldn't have played munchkin with out adding the Conan set. Based on the new movie. These cards let you upgrade your character with great items like the Mask of Acheron or the Barbarian BootiesSword of Corin or the Stygian Talons.  New monsters like the Sand Warriors, the Dweller and Khalar Zym himself make munchkin life a little bit more dangerous.


Race modifiers Dark and High gives a nice twist to the game, encouraging players to either help or become a hindrance to other players to gain levels. The class modifier Master helps to gain extra treasures, and of course the Reloaded Die the help players get out of sticky situations.


Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . .
The set introduces the Sparkly Good Fairy and her deck of Fairy Dust cards. These extra rewards are for players who are willing to help each other. This small deck makes a big difference to the games as each players wants a fairy dust reward. Some rewards giving extra hands to carry items or stops players interfering in crucial combats. 

Of all of the small booster expansion this one has had the biggest impact on the games we have played, as it has become a great bargaining tool for helping other players.




One of the five Seasonal boosters bringing new Santa monsters like Teeny Tiny TimRecalled Toys, and Mrs. Claus. You know what you have to do. Armor yourself in Tinsel, and grab the Snow Shoes and the Reindeer HatThis set has been so much fun that i will leave them in the set all year round. One of my Favourite items is the Festivus pole.
The guild is the hot web series about a gaming group,  Munchkin The Guild! Add's Codex, Vork, Clara, Bladezzz, Tink, and the mighty Zaboo to the adventures. Watch The Guild here. Some great cards in this set such as Elected guild leader.




This was the last booster pack that i bought. i thought it was need as there was lots of equipment to upgrade players and not much to enhance the monsters. Some of the upgrade cards recycle themselves if the attached 
monsters aren't defeated.



A Selection of awesome new dragons to add to the Dungeons.  Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot! 








Thursday, 7 February 2013

The magic continues






My Mirrodin fixation

People who know me will be quite aware of my love of the Mirrodin Plane in the Magic the gathering multiverse. 

With great artwork like this invoking the setting, you can see why i like these sets



Glissa, the Traitor

She is such an iconic part of the mirrodin plane i just had to have her in a green/black deck. I felt that with Glissa turning to the bad side i would follow suit and make a Infect deck around her. My attempt below.

Glissa's infected throne

So far i have only had mixed success most games i lose 2-1. its a mixture of the players i play not really knowing the older sets so and slightly unfamiliar with the infect mechanic so are unaware how dangerous it could be, with me needing to cause only ten poison counters to win.  


I have also made a quick deck based on Glissa before she turned evil when she was Glissa Sunseeker. Its a Green/white deck with lots of equip cards. This one is the deck i feel is not as well constructed but it seems to preform better. 

Good Glissa


Memnarch one of Glissa's  most deadly adversary, Planeswalker Karn's appointed guardian of Mirrodin. 
This as a Modern deck with cards dating back to the original Mirrodin block. The mana colours are Blue/Black with a fair bunch of colourless cards. The Theme here is artifact creatures and living weapons. Proliferate is more used in this deck allowing me to add more -1/-1 counters on my opponents. The deck has some cards from the original mirrodin sets (mirrodin, darksteel and fifth dawn)

Doom inevitable

With all of my Mirrodin decks i have kept to using only sets based on the Mirrodin plane. This is slightly restricing myself, but i an a total sucker for theme.






Being the Mirrodin nut that i am, i had to pick up the Duel deck : Venser vs Koth


Both of these Planeswalkers are fighting to save the doomed plane of Mirrodin , but they each have different methods.


The next set  in the return to ravnica block to be released. I'm currently taking part in a five week league with a forty card deck built from six gatecrash boosters. I would like to make a Boros/Orzhov deck using three colours (red, white and black)

So after opening the booster packs i decided the Simic guild (blue/green) would be best for me.
It really was an easy and only choice. You can view the  deck here 

Week one:
Game one: 

For my first game of the gatecrash league i came up against a Boros/Gruul deck (white,red and green). My opponent had trouble getting the mana in the colour combo that was needed. I used the card unexpected results to great effect giving me the mana and a creature. The other card that won me the last game was Way of the thief, I already had a guildgate in play and then attached it to my Drakewing Krasis.

Result a 2-1 Victory

Game two:

Game i  was up against a similar deck, but with a splash of red. So more of a Simic/Gruul deck.  The evolve mechanic really changed the game for me. Quite a lot of my creatures became quite powerful really fast. 
my Giant Adephage was an 11/11 creature with trample at one point . The Master 
biomancer adding three +1/+1 tokens to it and the Ivy lane denizen adding
 a further +1/+1 


Result a 2-1 Victory

Game three

My last game for the league i faced another Simic guild. I changed my deck slightly adding a few more guild gates. A Gruul and Dimir guildgate, so the Way of the thief card can be even more affective.


This card was used on me to keep my harder hitting creatures at bay. however i was able to counter it with Burst of strength



Result a 2-1 Victory

After all my games for the week had been completed i was now allowed to add an additional booster to my card pool for the league. The booster contained nothing really that i would add to my deck. i was kinda hoping for more Simic guildgates.
i did pick up a foil Thespian's stage


So now ...week two....

Monday, 14 January 2013

Dark Heresy -End Times



For just over a year of running a Dark Heresy/Deathwatch role-playing campaign the Dark Heresy segment is coming to a close. So i thought for the sake of completeness i would chronicle the last session for you.
But before i do i would like to update you as a reader to the progresses of each character.



Kar, Feral world Guardsman
The Armsman was reassigned to lead critical raids from Valkyries against the Ork's on the city planet of Golphoric IV

Soloman "Cutter" Garvel, Hive world Scum
The Rogue sold most of his Gear to gain a customised hand cannon and is now skilled in using shock weapons using a naval officers cutlass. His Left arm has had be replaced with a bionic version after an ill fated clash against a gun servitor in the sewers of  crime lord Dax Uberstarr's stronghold. 

Krell "Stern" Rabalias, Hive World scum
The battlescared Rogue who barely survived an attack from a chaos space marine raid, Since then he has taken up heavy weapons as his speciality such as a heavy stubber and grenade launchers. He lost a foot to a deadly infection which has now been replaced by bionics.

Zetkin, Void born Psyker
The Young Savant militant has begun her training in mastering the deadly arts of pyromancy. She demonstrated her power to great effect to kill a heretic space marine from the word bearers legion

Nihilus Zarkov, Imperial world Arbitrator
The grim Investigator and the Brooding codebreaker. Skilled with the devastating boltgun and fierce faith in the imperial creed. His faith was rewarded with the holy axe of St.Balthazar

Novus Dorn, Imperial world Tech priest
The Engineer has learnt many skills in bionics and has installed two mechadendrites and modified his memory for even faster recall. His weapon of choice is his meltagun which he rescued from the doomed light cruiser Brazen Triumph  


The chase ends
After chasing the everbeing across the sector he has finally been traced to an abandoned fortress world in the halo stars. With help from the mysterious Eldar from the craftworld Anthe-nolth. Inquisitor Margallus remained in orbit whilst the inquisitorial cell, Zenith and five eldar guardians made planetfall and they entered the Serea Fortress.  After many trials and combat encounters the remaining Eldar guardian and the Eldar Walock Zenith,survived the fully armed warriors of the Babel legion(gene-seed enhanced sisters of battle) and the crime lord Dax Uberstarr. The inquisitorial cell delved deeper in to the Serea Fortress.

Face your Fears
In the next chamber as the corridors  rise higher and deeper into the fortress is tinged with a dim blue light. Stasis tubes line the walls. A lone tech priest  is preparing an operating table. Next to the table is a cyrotube containing a gene seed. The Psyker Zetkin and the Scum known as Cutter sneaked in to the room and got behind the working tech priest. Cutter dashed forward to attempt to stab him from behind. The tech priest  turned around causing the scum to slice into the tech adepts arm. They both struggled with each other. the Tech adept tried to take out his laspistol. Zetkin channelled her powers to inflict pain but the tech priests mind repulsed the mental attack. Cutter managed to pull away and fired a killing headshot. The dead tech priest slid to the floor.
The rest of the inquisitorial cell investigated the cyro tubes that lined the walls. At the far end of the the room there is a larger  steel double door on the right side. The cryo tubes contained the sleeping forms of young girls with what appears to be operation scars. The others on the left hand side appear to be untouched form any procedure. All of the young girls appear to be in stasis.  Dorn Picked up the data slate of the late tech priest and downloaded the data " Looks like more initiates for the Babel legion"
The Arbite Zarchov marched towards the cyro tubes smashed one with his shotgun and fired a single blast into the sleeping occupant. He spoke over the vox "Kill them all"


Tech adept 
Armed and skilled as Tech adept (DH rulebook pg 345

The Growing Nightmare

Zetkin felt more than seen the psychic presence move about the room. She focused more, sensing its near the arbite's location amongst the cryo tubes. Slowly she edged forward. Suddenly a sharp cracking sound, a yell then a crash came from the direction of Zarkov. As soon as he heard the noise the Scum known as Stern hid against one of the many cryo tubes. Zetkin and cutter moved together  along a row of the tubes. Dorn took the route between two sets of softly glowing blue tubes, spotting the Arbite shooting to Dorns right at nothing, slowly he took out his chain axe, after he spotted the arbites leg wound. Turning the corner Zetkin could see Zarkov firing at the blurry translucent outline of a figure on the back wall. 
Out of nowhere a blade smashed next to Cutters head, quickly the scum turned around and ducked another sword swing from the attacker. In front of him stood a tall figure with a shaven head in a long black leather jacket. It was Stern who recognised them first, "Krossmen!" he whispered to himself.  The blurry figured materialised in front of Zarkov, he looked exactly like the other one. The Krossman fired off another doom bolt, the arbite dodged swiftly despite his aching leg, showering the floor with shards of glass as the bolt hit one of the cyro tubes. Cutter continued to dodge and parry with the Krossman assassin, always keeping himself between the assassin and the young psyker. Zetkin saw that the psyker Krossman was momentarily distracted, she took the opportunity and unleashed a white hot bolt of fire scorching through the enemy psyker's chest, it travelled clean through his body leaving a large cauterised wound in its wake, as the bolt continued on and hit the wall in a cascade of molten rock sparks.  Zarkov turned his attention to the scuffle between the assassin and Cutter. Zarkov readied his holy axe and charged in, Stern followed just behind him. The assassin was nimble, narrowly dodging each blow by the three combatants. Zetkin reached out with her mind, with a view to inflict pain upon the assassins mind. It was enough to cause a distraction, Zarkov buried the axe deep in the assassins body, ribs broke with a sickening crack. Coughing up blood the Krossman collapsed to the floor.


Krossman Psyker
WS  BS   S   T   Ag   Int  Per  WP Fel
 35   35   31  31  40   41   41   51   21
Wounds:13  Armour flak 3 on all locations
skills: Dodge, 
Talents: Psy rating 3, Hard target,
 Minor psychic powers: Chameleon, Deja vu, Distort vision, Fearful aura, Flash bang, Inflict pain, Precognition, Spasm, Touch of madness, Unnatural aim, Weaken veil,   
Major psychic powers: Catch projectiles, Force bolt.


Krossman Assassin
WS  BS   S   T   Ag   Int  Per  WP Fel
 45   45   41  41  41   31   31   31   21

Wounds:13  Armour flak 3 on all locations
skills: Dodge +10, 
Talents: Blademaster, Hard target, Ambidextrous, Quick draw, Lightening reflexes, Mighty shot, Catfall, Rapid reload.

Las pistol - 1d10+4 pen -
Monosword - 1d10+4 pen 2 


After the combat finished Stern and Zarkov turned off the rest of the cryo tubes each with a hiss of compressed air.

Let slip the dogs of war

The corridor led out into a large hall. the far end of the hall was blocked off by a fizzing electric barrier through it they cold make out a throne on top of a dais with a figure standing next to it. Stern asked "What is it? eh Warlock"
It appears to be some kind of force field, Zenith replied, aimed his pistol at the field and fired off a quick burst. the monoedged shurikens fizzed and flash as they hit the blue crackling force field. Stern raised his voice at the Eldar warlock " Now you have given away our position"
 Zeniths passive face turned to the scum, "I think they already know we are here"
Zarkov inspected the pillars as the scum and the warlock bickered with each other. The pillars were intricately carved with images of angels and their ascension into the world.

The young psyker Zetkin walked up to the blue fizzing power field.  She took a deep breath and closed her eyes visualising the area just beyond the the powerfield. Suddenly she felt weightless then her knees bent as gravity reinstated itself.  She opened her eyes, finding herself on the other side of the energy field. looking around she spotted a small projector device generating the energy field. To her left she could see what looked to be a pack of robot dogs standing before a red robed figure, he robes seemed more elaborate than her friend Dorns. Keeping focused on the task at hand she hurled a bolt of flames reducing the projector to slag, the energy field flickered then overheated with a large flash briefly blinding everyone in the hall except Zetkin. 

Once the party recovered from being stunned by the flash, they could see the grand hall in full. At the far end a figure they recognised as the everbeing John Grammaticus he stood next to a tall throne, next to the everbeing was an older man, dressed in the same attire as the Krossmen.

The everbeing spoke, his voice echoed throughout the hall "Unleash the dogs of war"
Magos Achar nodded and the eleven cyber mastiffs dashed off towards their targets. Before she knew it the young psyker Zetkin had two of the robot dogs upon her. 




Magos Achar
WS  BS   S   T   Ag   Int  Per  WP Fel
 48   38   40  40  40   50   35   30   30
Armed and skilled as Heretek (DH rulebook pg 340) except armed with Chain Axe (1d10 + 8 R Pen 2, Tearing)

He also is accompanied by ten Cyber mastiffs:

5x Snapper mastiffs
Armed and skilled as Ferocious creature (DH rulebook pg 349) except Bite is  (1d10 + 5 R Pen 3) Armour - 3 all locations


6x Ripper mastiffs
Armed and skilled as Ferocious creature (DH rulebook pg 349) except Bite is  (1d10 + 3 R Pen 2, Tearing) Armour - 3 all locations


The cyber mastiff's were fast. It occurred to Dorn that there was two types one pattern of mastiff has chain jaws the others the others large mono edged snapping jaws. 
Stern next to him opened up with his heavy stubber reducing the lead mastiff to a metal ruin.
Cutter from further down the hall was firing single shots from both of his pistols at the oncoming mastiffs.


Lord of the Kross:

WS  BS   S   T   Ag   Int  Per  WP Fel
 50   45   45  45  50   41   41   51   31

Wounds:15  Armour flak 4 on all locations
Skills: Swift attack, Dodge, Fearless, combat master.
Talents: Psy rating 3, Hard target,
 Minor psychic powers: Chameleon, Deja vu, Distort vision, Fearful aura, Flash bang, Inflict pain, Precognition, Spasm, Touch of madness, Unnatural aim, Weaken veil,   
Major psychic powers: Catch projectiles, Force bolt.
Plasma pistol - 1d10+6 pen 6
Powersword - 1d10+9 pen 6 

Lord of the Conclave of Avalon
Zenith the Eldar warlock charged at the everbeing Grammaticus, cleaving the everbeings arm clean off with a swift strike from his witchblade. The floor now awash with blood. Grammaticus roared in pain and from the bleeding stump of an arm. A gout of growing flesh shoots out and wraps itself around the Eldar warlock neck, as the everbeings arm regained its form, his arm locked around the Eldars throat and snapped it with a crunch. Zenith slumped to the floor blood pouring from his helmet. Grammaticus's arms turned a metallic grey and his fingers stretched into claws.

Everbeing - John Grammaticus

WS  BS   S    T   Ag   Int  Per  WP Fel
 64   45   50  50  50    60   55   60   70

Wounds:18  (5 critical hits are needed to weaken him fully)
 Armour flak 4 on all locations except arms and head.
Skills: lightning attack, Dodge, Fearless, combat master, Strong minded.
Talents: Psy rating 3, Hard target,
 Minor psychic powers: Chameleon, Distort vision, Fearful aura, Flash bang, Inflict pain, Spasm, Touch of madness, Unnatural aim, Weaken veil,   
Major psychic powers: Cellular control,Hammerhand
Steel arms - 1d10+10 pen 6 R

The last remaining eldar guardian rushed forward firing off with his Shuriken catapult  at the warlocks killer. The figure next to John stepped forward and unleashed a dark bolt of psychic energy at the guardian reducing him to a pile of ashen debris.  The lord of the Kross happy at his work continued forward unleashing an aura of utter terror. the mastiffs coninued their assault on the cell. most being shot down before they reached combat, some causing minor wounds. Stern received a horrific bite to the face from a snapper mastiff, before it was thrown off and blasted into scrap. 

Lord of the Kross cruised forward unleashing doom bolts at the cell, the sheer power caused the fortress to shake, throwing a few mastiffs to the floor. The inquisitorial cell managed to stay on their feet. 

The ancient tech magos stalked towards Zetkin his venerable chain axe roaring in his hands. Zetkin loosened off a fire bolt, but the ancient metal tech priest failed to catch fire. In frantic panic Zetkin unleashed her relentless fury, Giant gout's of flames leaped from her fingers engulfing Magos Achar, His vocalisation unit screeched in pain. Dropping to his knees he clawed at his own body to put out the overwhelming flames. seconds later he hit the floor with a heavy clang and continued to burn without protest. The psychic overflow caused the floor to bleed and the depictions of angels on the pillars to cry blood. Dorn smashed another mastiff in to shards of metal with his chain axe.

At this point all of the cyber mastiff had been destroyed, leaving only the Lord of the Kross and John Grammaticus left to fight against the injured party.

Stern dodged another doom bolt hurled in his direction, the Lord of the Kross grew frustrated and unloaded his plasma pistol at the scum, taken by surprise Stern couldn't get out of the way and was hit full on in the chest. Dorn overcome with fear stood rooted to the spot, not willing to take a step forward towards the being of  terror. The Lord of the Kross then turned his attention to the young psyker  who was standing above a pile of burnt out mastiffs.  Zetkin could see that the fearful aura was a manifestation of the psychic energy and logic defeated the terror. Zetkin stood her grown and let fly with a burst of flame, the psyker lord dodged the fire and closed in on Zetkin. The first swing against her she dodged easily,  she felt helpless against the next thrust as it plunged into her midrift.  Zetkin collapsed to the floor in a pool of her own blood, agony pulsing through her body. 

The everbeing John Grammaticus charged into Cutter. Cutter fired off a shot from his hand cannon as the everbeing charged in. Grammaticus was fast, he had trouble dodging his blows. the Scum was more than a little pleased to see the Arbite join in the combat against Grammaticus. Soon it was the everbeing on the defensive, Cutter drew out his officers cutlass

Showing grim determination Stern stood up, wiped the blood from his eyes, braced his heavy stubber and let loose a full auto burst at the Lord of the Kross, the ageing psyker lord didn't have time to react as he took several bullets to the chest and crumpled to the floor bleeding heavily from several gaping wounds. Though the pain Zetkin could see the psyker mutter something silently before his heaving body stopped moving and the light died from his eyes. 
Zetkin cleared her mind, a calming sensation filled her body as her warp powers began to  knit her wounds back together.

The Scum could see Zarkov and Cutter dodging and moving in melee with the everbeing. Stern made his way to the throne at the end of the room every step sending shockwaves of pain and threatening to overcome his conscienseness.
With a flurry of blow the Everbeing sliced a critical wound upon Zarkov's leg, with a lightning twist buried his claw in Cutters chest.  
Zarkov hid under his combat shield as he clutched at his leg. Cutter dropped to one knee gasping for air.  After missing the everbeing with a shot from his meltagun Dorn stepped up, his axe at the ready. Grammaticus  side stepped the axe swing and slashed his claws over the tech priests leg. Dorn shifted his weight onto his bionic leg, twirled his axe in the axe and with luck more than skill, it hit dead on the everbeings body. The axe blades got lodged in the everbeings ribcage. Dorn could already see the wound beginning to heal itself. Grammaticus grabbed the axe blade and tried to push it out. The tech priests mechadendrite gripped upon the everbiends skull and gently crushed, hearing the snapping to wounding and subsequent healing. Cutter seeing all this from the blood covered floor, drew his pistol and shot out the everbeings knee. The shot sending waves of pain throughout the rogues body. The everbeing dropping in and out of consciencesness as the chain axe was ripped from his body unleashing another gout of hot red blood. Groggily Zarkov stood up and using his shield as a club smashed John Grammaticus in the face.   


On the throne Stern activated the communication array and contacted the ship in high orbit, It was Inquisitor Margallus who answered personally. "Shut off the orbital powerfield and send me your co-ordinates and we will be there." 
Stern did as he asked. Ever the opportunist he staggered over to the body of the fallen warlock and rummaged for any loose trinkets. A large blue gem on the warlock's chest caught his eye, slowly he took out his combat knife.

Soon Inquisitor Margallus appeared in a bright blue flash along with a rugged and slightly battle worn guardsman next to Stern. Margallus spoke "Where is Grammaticus?" 
Stern pointed in the direction of Dorn further down the hall. The guardsman and the Inquisitor jogged down the hall, the guardsman readied his medi pack as he reached Cutter who was barely conscience on the floor. Margallus motioned to Dorn "Let him go"
The engineer let the everbeing drop, before he could hit the floor inquisitor Margallus activated the stasis device locking John Grammaticus in a ever present state of mid fall. "lets get out of here"

Aboard the Mormo 


After each of the cell received medical attention and were in a stable condition, Inquisitor Margallus explained during transit that the Eldar ship attacked the Mormo and only just managed to drive it off. This was about the time when the warlock Zenith was killed.


The Ordo xenos Inquisitor gathered the group for debriefing. 
he congratulated each upon their hard work and effort. he then went on to explain that the senior members of the conclave have been killed by the cell and the everbeing captured. The heretical amulet the Mortem alveo has also been quarantined. A imperial battleship is on route to destroy the fortress and its secrets of heresy once all the gene seed has been extracted. The Ecclesiarchy must be informed.  
Cutter spoke first "Lord Margallus, where are we heading to now?"
Margallus smiled "Our destination is Holy Terra"

+++++Transmission ends+++++