Star Control II: Summary And Rating

            
Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 March 2019
Date Finished: 14 May 2019
Total Hours: 47
Difficulty: Moderate (3/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
      
Summary:

Star Control II takes the ship-by-ship action combat of the original Star Control and places it solidly within an adventure game of epic proportions. In a galaxy of more than 500 stars and 3,000 planets, a captain must build alliances, find artifacts, mine minerals, and coerce information from alien races so that he can ultimately throw off the yoke of the Ur-Quan Hierarchy and free Earth and its allies from slavery. Gameplay comes with a lot of lore and plot-twists, but every so often it reveals its origins and requires the player to defeat enemy ships with selections from his own armada, each with their own strengths, weaknesses, and special abilities. Although the sense of an open world and a nonlinear plot both end up being somewhat illusory, the game is still fun and memorable.

****
        
In the comments for my winning entry, several readers have offered descriptions and text that occurs when you try some of the game's alternate strategies, such as surrendering to the Ur-Quan, provoking the Orz, or selling your own crewmembers to the Druuge. Most of them are either dead-ends or offer such harsh consequences that you'd best not do them in the first place.

One thing I was curious to check out is what happens if you wait out the game's time limit. The Melnorme originally told me that the Earth would be destroyed in January or February of 2159, but my actions in the game managed to delay the apocalypse by almost two years. As I sat in hyperspace and watched, nothing much happened until November 2159, when the Supox and Utwig returned to their original systems, much diminished. 
          
No one remains but the Ur-Quan.
         
Around the end of 2159, the Kohr-Ah won the civil war and started to circle the galaxy, destroying each sentient race in turn. Some of their ships reached Earth in April, but they weren't here to destroy Earth just yet. I fought a few dreadnoughts and the horde moved on. The Arilou, Umgah, and Zoq-Fot-Pik were all gone by June 2160, the Supox and Utwig a month later. By October 2160, the Ur-Quan fleet had reached the "southern" end of the galaxy and destroyed the Yehat. Finally, in November, I received a broadcast from the Ur-Quan notifying me of Earth's destruction, and the game was over. My ship was parked right next to Earth at the time, and I was hoping I'd see a bunch of dreadnoughts approaching it, but alas, it wasn't quite that detailed.
             
The "bad" ending, unless you're a big Ur-Quan fan.
          
If I hadn't cheated a bit during the game by reloading when an expedition proved a waste of time, I probably would have run into issues with the time limit. Watching the slow destruction of every race, along with the intelligence that they possessed, would have been mildly horrifying. But apparently you can still win the game at any time during this process, with nothing altered in the endgame sequence.

I confess that the last bit bothers me a little because it's indicative of the approach taken by the game as a whole. When I started playing Star Control II, it gave the impression of an open-world game with multiple narrative possibilities. But it turns out you have to follow a few paths in a relatively specific order, and most of the choices turn out to be illusory. Oh, it certainly does better than the typical RPG of the period, I hasten to add. It was just a bit disappointing to find that open exploration isn't really rewarded. If you're lucky enough to stumble upon a key location amidst all the planets in the vast galaxy, you probably won't be able to do anything because you haven't bought an important piece of information from the Melnorme first.

I have similarly mixed feelings about the game's approach to the alien races and racial characterizations. On the one hand, I enjoyed the variety. When you're making a game (as opposed to shooting a film or television show), you have the freedom to make some interesting races without worrying about the CGI budget. I appreciated that there were no "bumpy forehead" aliens except perhaps for the Syreen.
           
I could have done with less of this.
         
I also don't fault the game for broad characterizations. It's a longstanding trope of science fiction and fantasy to paint races with a broad brush: the wise elves, the logical Vulcans, the proud Klingons, the evil orcs, and so forth. You rarely have time to explore the detailed characteristics of an entire culture. It's perfectly acceptable that Star Control II decided to highlight one major attribute of each race, such as cowardice, depression, loneliness, and greed. When it did go into more detail, such as in the case of the Ur-Quan and the Syreen, the detail was generally good, and it was rewarding to unlock those stories. I also appreciated the consistency of characterization. The Spathi locking themselves under their own slave shield amused me to no end because it was perfectly in keeping with the Spathi personality--and, in hindsight, 100% foreseeable. 

But I also felt there were too many moments of outright goofiness and parody among the racial interactions. The Orz, the Pkunk, the VUX, the Umgah, and the Utwig mostly just exhausted my patience. I couldn't help but think how the same races with similar characteristics might be handled with less silliness. We don't have to look very far to find an example. Starflight and Starflight II had some of the same broad racial characterizations, but rarely crossed the line into outright slapstick. I felt the stories and plot twists of those games were much better, too.

Nonetheless, I understand why Star Control II is regarded as the better game: it's all about the combat. I wasn't any good at it, but I can see why people like it. Until I played it, I wouldn't have thought that a single choice--what ship to pilot--could have so many tactical implications. There are 14 ships that can join the New Alliance and 13 potential enemy ships, resulting in 182 potential battle combinations, and each has completely different tactical considerations. (With the Super Melee application, you can fight any of the ships against any of the others, for 625 possible combinations.) Slowly mastering the strengths of your ships and learning the weaknesses of the enemy ships is a huge and rewarding part of gameplay. Later in the game, when you have to fight multiple ships in a row, there are strategic implications for what ships you send into combat first and which you reserve for later in the battle.
            
The typical outcome of my combats.
          
Still, the nature of combat, plus the lack of "character development," really makes this a non-RPG, which means it might not do so well on the GIMLET as an RPG. I played it as an exception. I don't want to hear any future comments along the lines of, "Well, you played Star Control II, so to be consistent, you should also play This Game." The point of exceptions is that I don't have to be consistent with them.

As to the GIMLET:

1. Game World. Star Control II manages to check most of the boxes in this category. It has a rich, detailed backstory, an open world, a clear place for the character and his quest, and an evolving game state that responds to the player's actions. (I particularly like how the starmap continually updates to show the dispositions of the various races.) The plot and its twists are original and interesting. The only fault I can find is that there isn't much to see or do in the open universe. I wish the creators had seeded more planets with optional encounters and finds, perhaps replacing the system by which you purchase all your technology upgrades from the Melnorme. Score: 8.

2. Character Creation and Development. Alas, there is none of either except for the ability to name your own captain. Even if you regard the ship as a "character," it doesn't get innately better so much as it gains better equipment. Score: 0.

3. NPC Interaction. Another strong point. I've given my thoughts about the NPC personalities, but I should add that even goofy personalities are better than we get from the typical RPG of the period, which is no personality (or even NPCs) at all. I wish there had been more honest variety in dialogue options instead of one that's obvious, two that are stupid, and one that's evil. The Starflight games did a better job giving the player real "options" when talking to different alien races even though they came in the form of "stances" rather than specific dialogue choices. 

I should also note that most NPCs aren't individuals but rather representatives of their races who somehow know the previous conversations the player has had with other representatives. But the game otherwise hits most of the criteria for a high score here, including a plot that advances based on NPC interaction. Score: 7.
            
My thoughts exactly.
             
4. Encounters and Foes. The game has an original slate of foes (ships) that require you to learn their individual strengths and weaknesses. There are otherwise no real "encounters" in the game that aren't also NPC dialogues. Score: 6.

5. Magic and Combat. I can't give a high score here because my scale is about RPG-style combat and the various tactics and strategies that draw from attributes, skills, and the player's intelligence rather than his dexterity. Still, as I discussed above, the choice of ship and the way you plot long combats create some important tactical and strategic decisions. I just wish combat had only been about ship versus ship. The planets, which show up suddenly as you switch screens, were unwelcome guests. Score: 3.
          
The asteroids, on the other hand, I didn't mind so much.
        
6. Equipment. All of the "equipment" in the game is ship-related rather than character-related, and it all applies to the flagship, which a good player arguably does not rely on. I wish there had been opportunities to upgrade the other ships in the fleet. It would have been tough to offer meaningful options with so many of them, but even just generic attack or defense improvements would have been nice. Beyond that, it's fun to figure out how to best make use of the limited modular space on the flagship, particularly as new options come along regularly. Score: 3.

7. Economy. There are really two economies in the game: the "resource unit" economy that lets you build a fleet and equip your flagship, and the Melnorme "information" economy that depends on bio data and Rainbow World identifications. I found both rewarding enough for about two-thirds of the game. Score: 7.

8. Quests. The game has one main quest with a few options (though, as I mentioned before, a lot of the options are illusory) and side-quests. There's only one ending. Score: 4.

9. Graphics, Sound, and Inputs. I don't have many complaints in this category. The graphics are perfectly fine for the scope and nature of the game; the sound effects are fun and evocative throughout; and it's hard to complain about the interface of a game that supports both joystick and keyboard inputs and lets you customize the keyboard. I had problems in combat despite these advantages, but I don't think I can blame the game.

I do have one major issue, or several related issues, that fits into this category. The dialogue is delivered one line at a time in a huge font. You can hit the SPACE bar after each bit of dialogue to see a transcription in a smaller font that you can barely read. Either way, if you don't make your own transcriptions or screen shots (which must have been tough for an era player), the dialogue is lost once you leave the screen. In most cases, you can't prompt the NPC to speak the same lines again, and there's no databank in which to retrieve it as there was in Starflight II. Thankfully, I took copious screenshots, but they're a cumbersome way to review previous dialogue and I think the game should have offered a better system. Score: 6.
            
This text is better than nothing, but it's still not very easy to read.
         
10. Gameplay. I give half-credit for non-linearity. The game is more linear than it seems when you start, but you still have a lot of choices about the order of your activities. I also give half-credit for replayability. As I mentioned earlier, many of the "options" seem illusory, and a replaying player might find himself swiftly on familiar paths, but there is at least some variety for a replay. The hourly total is just about right for this content, and while I had difficulty in combat, I still managed to win with an acceptable number of reloads, so I can't fault the difficulty. Score: 7.

That gives us a final score of 51, surprisingly close to the 53 I gave both Starflight and Starflight II, which had actual characters and character development. But reviewing those games, I'm reminded how awful combat was, and how many issues I had with the interface. I'm thus comfortable with the rating. 
             
The ad makes it seem like the game's enemies are the Umgah.
         
There are plenty of players, however, who would consider a 51 an insult. Star Control II still continues to make "best games ever" lists compiled by various publications. In a March 1993 preview in Computer Gaming World, Stanley Trevena liked the game enough to put it on his "top ten list of all time." "It is not often," he says, "that such a perfect balance is struck between role-playing, adventure, and action/arcade." In the November 1993 issue, they gave it "Game of the Year" in the adventure category (or, at least, it tied with Eric the Unready). Dragon gave it 5 out of 5 stars. It's rare to find an English review out of the 90s, though for some reason European reviews tended to put it lower, in the 70s.

The 3DO version from 1994 has some significant differences from the DOS version. It has an animated, narrated introduction and cut scenes plus voiced dialogue for the conversations. (My understanding is that the open-source Ur-Quan Masters would use some of this voiced dialogue but re-record others.) Some readers encouraged me to play this version specifically because of the voices. I'm not sure I would have liked it better. There's really just too much dialogue overall. Some of the voices are good: I appreciate the Vaderesque bass of the Ur-Quan, the lispy enthusiasm of the Pik, and the weird Scottish accent the creators gave to the Yehat. For some reason, they decided the Shofixti was a bad English translator of a 1970s Japanese kung-fu movie; the Orz, Spathi, and Utwig are just annoying; and the Umgah is the stuff of nightmares. The Talking Pet is the worst, with some ridiculous southern "Joe Sixpack" accent. I was also disappointed by the Syreen, who sounds like Doris Day rather than . . . well, honestly, I'm not sure what would have done justice to the Syreen. How do you blend a fierce Amazonian and a seductive vixen in a single voice?

Star Control II left a satisfying number of mysteries, such as the fate of the Precursors and why they seemed (to the Slylandro) to be nervously searching for something. We never learned about the Rainbow Worlds or why they (apparently) form an arrow pointing to the "northeast" of the galaxy. We never learned what the Orz did to the Androsynth, what the Orz really are, and how they relate to the Arilou. I was disappointed that we never found out why the Ur-Quan destroyed historical structures of humanity, including some places we weren't even aware of. I was disappointed to find that most of these questions are unanswered in Star Control 3 (1996), although we do apparently learn that the Precursors genetically modified themselves so they would have the intelligence of cows, thus protecting themselves from a race that periodically harvests the energies of sentient races. I think the creators missed an opportunity by not making the Precursors actual cows. There could have been a Gary Larson tie-in and everything.
          
The creepy cover to the game's sequel.
         
The direction of Star Control 3 reveals some of the background drama between developer Toys for Bob (authors Paul Reiche III and Fred Ford) and publisher Accolade. According to Reiche and Ford, Accolade gave the developer such a limited budget that they had to essentially work for free for half a year to create a quality game. Accolade would not increase the budget for the sequel, so the original creators refused to develop it, and the job went to Legend Entertainment instead.

In 2002, authors Paul Reiche III and Fred Ford made the source code available for free, and some fans used it to create The Ur-Quan Masters for Windows, with multiple releases starting in 2005. It has since been ported to multiple additional platforms. The effort also led to the creation of the Ultronomicon, a Star Control II wiki.

The Star Control trademark passed to Infogrames when it purchased Accolade in 1999; Infogrames soon rebranded itself as Atari. When Atari filed for bankruptcy in 2013, its assets were sold. Stardock Corporation managed to acquire the Star Control license and produce Star Control: Origins (2018). Set 26 years before the original Star Control, the game would seem to retcon when Earth first encountered alien life. During development, Stardock claimed to be in contact with Reiche and Ford, and were developing the game along their vision, although they couldn't technically participate because of their Activision contract. If this relationship was ever friendly and cooperative, it soon became otherwise when Reiche and Ford announced they would be creating Ghosts of the Precursors and Stardock started selling the first three Star Control games on Steam. Both parties counter-sued each other for copyright and intellectual property violations, and Steam removed the Star Control titles (including Origins, at least temporarily) after receiving DCMA takedown notices from Reiche and Ford. As far as I can tell, the litigation is still ongoing.
           
Combat in Origins has improved graphics but seems to adhere to original principles.
       
Toys for Bob still lives as a subsidiary of Activision, and Reiche and Ford still continue to direct the development of its games. I don't think we'll see them again, however, as none of their titles are RPGs. (For more on Reiche and Ford, see Jimmy Maher's excellent coverage of Star Control II from this past December. My favorite part is when Reiche gets fired from TSR for questioning the purchase of a Porsche as an executive's company car.)

I am often dismissive of calls for remakes, usually considering them to be the products of dull, dilettante gamers who can't handle any graphics more than 5 years old. But I would like to see, if not a remake, a modern game that has the basic approach of Star Control II (and, for that matter, Starflight)--perhaps even one that realizes it better by offering truly alternate plot paths. We have plenty of games (although, in my opinion, not enough) that allow us to explore open worlds; have any so far allowed us to explore an open universe? Perhaps that's what we'll get from Bethesda's forthcoming Starfield.

The CollectorVision Phoenix - An FPGA Console Behind The Times?

The ColecoVision has a very driven fan community.  I did not own one and really do not share the love that those who do or did have, but nonetheless it is a classic gaming system that has new products and peripherals released for it.  The idea of recreating the Coleco in a modern, updated console, has long been talked about.  Currently, no less than three different groups have announced some kind of FPGA-based Coleco.  One of those project, called the CollectorVision Phoenix, is now accepting funding on kickstarter.  Let's look into the Phoenix's campaign and features and I will explain why I think you should give this FPGA console a pass.
Read more »

(270 MB) Download Hitman 4 Blood Money Highly Compressed For Pc

(270 MB) Download Hitman 4 Blood Money Highly Compressed For Pc


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Hitman 4 Blood Money System Requirements

Following are the minimum system requirements of Hitman 4 Blood Money.
  1. Operating  system: Windows XP, Vista, Windows 7, Windows 8 and 8.1
  2. Processor: Core 2 Duo
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Gig At Magic Leap


This is an awesome gig at Magic Leap - Wellington (technically a JV with Weta Workshop)

https://www.magicleap.com/#/job-post/269841

They are looking for an amazing and experienced game artist to come join us on the team. Someone with great, efficient modeling skills and buckets of creativity. Unity experience very helpful.

This is a great opportunity. Put your best portfolio work forward...

Allan

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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+++++