On Tuesday and Wednesday, I outlined the basic premise and structure of our game; however, one key element remains. We developed these Missions to add a dynamic element to the game itself, to conjure a simple narrative that would set the stage for the rest of the campaign, and to let that narrative resonate in more practical game-play matters in the next several phases as well.
I anticipate that we will be revisiting the Sin of Alacrity several times during this campaign, with each new visit adding a wrinkle to both the narrative and structure of the subsequent battles. Already, that's been true, but I'll need to say more about that at the appropriate time.
For now (in this last installment before the battle itself), I should outline in some detail the rather dramatic consequences of the missions that we selected only after each Team deployed, and that remained hidden from the opposing player. (and remember, only the Team that is assigned an objective can claim it. Friendly units from another Team can only contest).
SIN OF ALACRITY MISSIONS:
1. The Bridge:
Although seemingly dormant, the Alacrity’s passive external sensors and cogitators have ceaselessly and inexplicably collected staggering reams of information for over four years. Certainly, the cogitators contain compelling information on Onorevoli defenses as well as valuable insight to the Iron Warriors in pursuit. If the Central Spine is the Alacrity’s nervous system, the Bridge is its brain and thus promises untold access to all manners of strategic information should that data be collected.
++ uncontested control of this objective at the end of the game allows the player to ignore the “fog of war” on the turn map for the entire campaign. Moreover, he will have full access to army lists and points value in advance (ie: before the composition of his own army lists) for each battle of the campaign.++
2. The Chapel:
Annexed to the Bridge, the Alacrity’s Chapel has seen more devout times, but its solemn austerity still resonates with subliminal traces an eerie sacred energy. Here, certainly, is an ideal opportunity to appease or appeal to whichever deity one subscribes and earn a rare blessing in that name -either through the restoration or the desecration of this sacred space.
++ uncontested control of this objective at the end of the game allows the player to re-roll one (and only one) entire roll of assault, shooting, damage, or saves in the next three games as desired (ie: one entire squad’s worth of “to hit” or “to wound” rolls, etc. As usual, second roll sticks).++
3. Filtration Room:
Poison!!! The squad discovers (with accidental consequences) a peculiar virus that has been introduced into the water system, hinting to part of the mystery surrounding the missing crew and cargo. Upon disturbance, however, the adjoining Barracks shamble to life with infested zombies or heretics. Profile: WS2 BS- S- T4 W1 I3 A2 Ld10 Sv3+ (vile creatures = always wound on a 4+. No "A" bonus for charging. Fearless). After their appearance, the squad of 10 is controlled by the opposing player for in the next game turn, and then either by the player winning a roll off at the beginning of each new game turn, or by the player that did not control them previously in event of a tie.
++ uncontested control of this objective at the end of the game allows the player to control one unit of 10 zombies, or incarcerated heretics as appropriate, in the next three battles. Free. This unit does not count as a Force Organization slot and cannot claim or contest objectives. It's just a free bit of zombified mayhem.++
4. Central Corridor:
This is the central hub that physically links all of the strategically relevant parts of the Alacrity's nervous system. Any unit that controls the central corridor will have a rare opportunity to access any single point along the spine before heading to its extraction point. The unit will be able to linger and benefit from whatever opportunities remain after the clamor of battle settles to a din.
++ uncontested control of this objective at the end of the game allows the player to select from one of the unclaimed and/or uncontested consequences in this list. Note: the objective must be either unclaimed or uncontested, including by a friendly unit. A Recon Team will not stealthily shadow its own brethren to claim an already contested prize.++
5. Missile Silo Room:
Both forces have tragically learned that the Alacrity’s defensive systems are battered but functional, making the ship’s Weapons Room a tremendous asset in the impending conflicts both planetside and in the surrounding abyss. Although inauspicious, the Missile Room offers complete virtual access to whatever remains of the Alacrity's arsenal, as well as direct access to the silos themselves. Moreover, as the Alacrity continues to limp toward Tredici XIII, one lumbering item in the arsenal looks particularly compelling.
++ uncontested control of this objective at the end of the game awards a single Orbital Bombardment in one -but only one- of the next three games. (Note this Orbital Bombardment is nearly identical to the bombardment detailed in Codex:SM p.52: Shooting Phase. Unlimited Range. S10 AP1 Ordnance 1, Barrage, excepting that the Chapter Master is not responsible for calling said strike; therefore, no unit or character is obligated to remain stationary in the Movement Phase in order for the strike to arrive). ++
6. The Brig:
More robust subsequent scans have shown dim but static life-signs on the Alacrity. While some of these are undoubtedly “ghost” echoes from the landing teams, perhaps the strongest and most peculiar single sign registers from the "Interrogation Room" in the Brig. This signal has triggered an automated internal missive from the Onorevoli sensor-filters and blurted an immediate burst of code to the Inquisition at an astonishing level of both urgency and security clearance. A hastily constructed cross-reference across the ship’s public records has revealed the repeated mention of a captured intelligence officer and suspected double agent, known only as the “person of interest.” Certainly, more than one ranking individual would like a word in his ear.
++ uncontested control of this objective at the end of the game allows the player to re-deploy (in a legal manner) either three units in a single game, or one unit in the next three games of the campaign (friend or foe).++
(note: we've used chaos objective markers only because they are brilliant orange and easily visible, not because they are chaotic as such).
See you Sunday for a quick WIP and then again on Monday when Ref Pitmann and I hope to put the "kill" properly back into Kill Team.