Friday, July 30, 2010

WIP: OOP Commission

I bet you’re happy to be off the Sin of Alacrity for a bit. It’s been nearly two weeks now, and that’s a long time for the earthbound. I know.

Well. I mentioned Sunday that I was positively delirious with the need to get working on WH 39.9K’s extremely cool Chaos Marines, and so today is a bonus WIP on that commission. Each of these models represents a test for what will hopefully be an entire squad done in a similar, or possibly identical, color scheme. WH39.9K has  some reasonably specific ideas about those colors and kindly sent along a bullet-pointed outline of the five test schemes in question. And I should be clear on this one. These guys are not yet finished. In fact, I'd estimate about 70-80%.

To my way of thinking, working inside someone else expectations has been both the real challenge and the real pleasure of this commission. By comparison, Pitmann simply says, “go” and I do. Perhaps Ironically, Pitmann's approach can  at times be a bit debilitating because I’m constantly trying to anticipate what I suspect he might like, and I’m never entirely sure if he does. He's also very polite, which is usually a wonderful (and rare) characteristic... just not always in this circumstance.

Instead, I’ve got a clear focus about my purpose here, and a precise model upon which to shape my painting. This saves me from falling (moreso than I already have) into the time-suck in which I simply stare at the models for uncounted time thinking thinking thinking.

The challenge, however, has been to mimic accurately WH39.9K’s style. He, for example, tends toward a more muted red than I would normally, and his black is highlighted much differently (with blues up to a near gray) than I would be inclined to in my own standard painting (I tend to favor browns and to keep my blacks very, very dark). Interestingly, this has also made me completely rethink my use of black. So, once more, the challenge is also the pleasure of it all.

Of course, the models themselves are also a tremendous part of the fun in all of this, and it is very interesting indeed, basically, to watch the evolution of GW’s ideas about CSM in these models. So many elements that are commonplace today are here in some mutated form within these minis.

There is, for example, the basic Chaos emblem on the should pad of the third example and, for that matter, the shoulder pads itself looks very much like what we now know as standard CSM. Likewise, there are at least two emblems that almost resemble the standard Khorne design we would recognize today (some of which you can see on the should of the three fellows above).

Also, I’ve found more than a few odd components that I miss a bit and would like to see back, to be candid: the organic backpacks for starters. I really like the strange faces and clawed lines that run along the packs. Likewise, there are strange faces on guns, etc. that make me think John Blanche still had a nearly overwhelming influence in the design at this time. These odd details make the whole model look a bit more metamorphic (which, one must surmise, is certainly why/how these visual clues got shuffled over to the Tyranids when that army arrived in good stride). Again, however, it’s really interesting to watch GW think these things through on an actual model.

Likewise, I’ve enjoyed some of the odd weaponry and metamorphic limbs. Two of these models (numbers 2 and 5 in the sequence here) have limbs that blend into a weapon of some description -very cool. The plasma gun, in particular, is so weird and wonderful that I found myself simply staring at it for ages.This final guy, if you were wondering, is still absolutely my favorite of the entire project, and I will (nay, must!!!) convert something in his honor imminently.

Speaking of being dumbfounded, the prospect of a whole army of these guys? Fuggeddaboudit. 

(You may have noticed that there are six CSM pictured here. The second one from the left -all the way in the back- is the sample that WH39.9K sent me as an example to emulate... glorious -just glorious. Oh, and beneath them at left, you can just spot the outline from WH39.9K. very helpful and a little intimidating).

…and, by the way, in all this clamor you may have forgotten about my very own Daemon Prince Number Three, but I most certainly have not. Sunday we return to our regularly scheduled WIP for a look at his progress.

Wednesday, July 28, 2010

Mini Campaign: The Sin of Alacrity (p.5) The Boarding Engagement

Finally. THE BATTLE:

Terminator (1): SB/PF
Tactical Squad (x6): Melta, PF/PP
Deployment: just SE of the middle of the table. Mission: 2. The Chapel (SE corner).

Terminators (x2): TH/SS
Scouts (x6): HB, PW
Deployment: NE corner. Mission: 1. The Bridge (E edge of table)

Terminators (x2): TH/SS
Scouts (x6): HB, PW
Deployment: the Chapel (SE corner). Mission: 4. The Central Corridor (direct middle of table)

Terminators (x2)
Berzerkers (x5): PW
Deployment: West Room
Mission: 1. The Bridge

Terminators (x2)
Berzerkers (x5): PW
Deployment: South Room just west of the Chapel
Mission: 3. The Filtration Chamber (North)

Chaos Bikers (x2): PW
CSM (x5): PW
Deployment: North Corridor
Mission: 2. The Chapel (SE corner)

In total, the game lasted 8 very fast and sometimes furious turns that I’ve summarized in three distinct chunks: opening, middle, endgame.

OPENING TURNS (1-3): In the opening moments, there was an extraordinary amount of running from all quarters as we each tried to maneuver our Teams into ideal position (and I sincerely wish we had thought of Big Jim’s run rule with regard to this matter, as it would have made those first moments infinitely more fluid. We will, certainly, from here on out...).

As mentioned Monday, I split my two most “pressed” Teams so that part of each Recon Team could hold the other’s objective until the relevant Troops got there in order to actually claim said objective. As it turns out, this was a double-edged decision.

Pitmann, in his wisdom, completely abandoned the objective for his Kill Team Two (the one deployed at the bottom middle of the map) and took full advantage of its position near the Chapel to charge straight in. Although I wasn’t to know that he was merely running interference, I understood immediately that Recon Team Epsilon was going to have its work cut out for it against 5 Berzerkers and 2 Terminators. Looking only at numbers and behavior, I was convinced that Pitmann was playing for keeps in the Chapel, which is both appropriate and suitably fluffy.

As such, all the early action happened in the Chapel. A single, lonely Scout from Epsilon left his mates behind and headed toward his objective in the middle of the table, passing 3 Tactical Marines form Gamma headed in the other direction, who had every intention of claiming the Chapel and lending what assistance they might to the looming violence. The remaining Loyalists in Epsilon steeled themselves for the charge behind whatever cover they could find while a single Terminator sprung the Chapel door and charged the oncoming Iron Warriors.

Despite a reasonably large sum of bullets for such a small game, the Onorevoli failed to kill a single member of Kill Team Two. Thankfully, the Onorevoli Terminator pounded his opposite number and claimed first blood for the Loyalists but he was, in turn, utterly mauled by the Berzerkers in their Assault Phase. The remaining Iron Warrior Terminator burst into the Chapel with vengeance on his mind. He was absolutely spoiled for targets, and wasted no time at all getting stuck in.

The action was desperate from the Loyalist point of view. Clearly, the Scouts were outclassed, and had very little ability to soften the enemy with shooting before the gaps closed completely; alas, they were only ever stalling for time. By the end of the opening turns, the elements of Recon Team Epsilon who fought nobly for their God-Emperor ,and his sacred Chapel on the Sin of Alacrity, but had been unceremoniously smeared across the pews. Thankfully, they took 3 Berzerkers with them, but would that be enough... as it turns out, No.

A serious flaw emerged in my plan. The sole living Scout from Epsilon (that fortunate fellow who had been sent to cover the objective) disintegrated before the middle of the game when he failed his break test -resulting from Epsilon’s status as distinctly “under-strength.” I’m sure he took some valuable life-experience with him back to the collection point.

It wasn’t all bad news in the early turns. Pitmann sent his 2 Bikers from Kill Team Three hastily to the Bridge in an effort to run amok against weaker Scout opponents in Recon Team Delta (ahem). The Bikers, who we both expected to do some real damage, did not account for the fact that I had reorganized my dice tray in recent days, and that said reorganization had done wonders for my dice-mojo. I passed something like 6 consecutive armor saves, which might be a personal best. In response, the Bikers were cut down mercilessly on the threshold to the Bridge. The objective belonged to Recon Team Delta quite early and not a single Iron Warrior either would or could possibly contest it until quite late in the game. More on that in a moment.

Onorevoli Claim the Bridge and Contest the Central Corridor
Iron Warriors Contest the Chapel

Back at the Chapel, the 3 Tactical Marines from Gamma that had been sent to claim their objective ran squarely into the Terminator and 2 Berzerkers from KT Two as the Iron Warriors scraped Scout from their boots. Once again, the Chapel erupted in violence. When the clamor died down, only a single Iron Warrior remained, leaving Pitmann with a strange and uncomfortable decision.

For the moment, the last Berzerker was quite content to busy himself with the desecration of the Chapel, but he could not claim it (only contest as it was not his unit’s assigned mission). Meanwhile, just a short distance away, Recon Team Delta stood in complete control of the Bridge. Moreover, the longer the game lasted, the more likely his isolated Berzerker would melt back to his collection point and be removed from play (by failing a Ld test). This lead to some very tense hand-wringing as Pitmann was forced to do mental Maths and general strategerous calculations.

Leaving all of that aside, really the Central Corridor became the point of particular interest throughout the middle turns. Once more, I had a Recon Team acting as a place-holder on top of an objective, but now it was doing so for comrades that I knew would never appear.

Still, Recon Team Gamma would be able to contest, and the entirety of Pitmann’s unmolested KT One was headed unsubtly toward that objective. Certainly, they needed to be stopped before they could claim their apparent goal and level the objective count. Not that it mattered at that time, of course, but the Iron Warriors in this instance were actually headed toward the Bridge.

The odds for the Onorevoli were going to be quite tricky. Nevertheless, the remnants of Recon Team Gamma (1 Terminator, and 3 Tactical Marines including PF/PP and Melta), who I’d nicknamed “the terminator killers” before the game, seemed up to the task. And indeed, they were. Sort of.

For the third time the Sin of Alacrity lit up with thunder and violence, as the Iron Warriors approached a bulkhead only to be met with motivated resistance from the Onorevoli. Plasma, Power Fist, Melta, and Terminator all worked beautifully in conjunction to wipe out both IW Terminators in very short order. It’s the Berzerkers, once again, that made a mess of things. Despite a spirited Onorevoli effort, Berzerkers are Berzerkers are Berzerkers, and there’s still no remedy for that simple fact in a small, blushing, dare I say intimate game like this.

As the middle turns closed, the 2 remaining Berzerkers squared off resolutely against the lone Tactical Sergeant -armed menacingly with his PF/PP.

Iron Warriors’ KT Three, after losing 2 Bikers quite quickly in the opening turns, had been forced to pause for a moment on its path across the table because the road was blocked by the conflict in the Central Corridor. Certainly, they needed to stick around to be sure that KT One pulled through admirably, but they were also a bit bottlenecked by the actual struggle. Although well intentioned (and perhaps not thought through entirely), the delay was tantamount to KT Three abandoning its objective as it now surely could not make it across the table before the end of the game.

To Recap the Action So far:
The Onorevoli had lost the last remaining member of Recon Team Epsilon to a failed Ld test.
Gamma was contesting objective Four, the Central Corridor, from what I believed was Pitmann’s attempt to take it; however, Gamma had been reduced to a single member and would take Ld tests each turn to stay on the board.
Delta maintained complete control of its objective on the Bridge and had not met any resistance since the opening turns.

Iron Warriors KT One was contesting the Central Corridor but had its eyes set on the Bridge; KT One, however, had been reduced to only two Berzerkers and would take Ld test each turn to stay on the table.
KT Two had immediately abandoned its mission and opted to wreak havoc in the Chapel, which it was now contesting with one, lonely, Berzerker. Likewise, KT Two would need to take a Ld test each turn to stay on the table.
KT Three had been forced to pause on its way to the Chapel and thereby left itself exposed.

Onorevoli Claim the Bridge and Contest the Central Corridor
Iron Warriors Contest both the Chapel and the Central Corridor

ENDGAME (7-8):
As mentioned, the Iron Warriors’ KT Three had all but abandoned its objective, and likewise left itself exposed to an unlikely, expendable pair from Delta that had circled around the action in the Central Corridor. The Onorevoli Terminator and Scout with HB sprung furtively from the shadows and set to dismantling the remaining CSM from KT Three. The Chaos Marines were then forced to charge the enemy (taking the Team even further from its objective) in order to sort the problem before they, too, were forced to take Ld tests just to stay on the table. They probably shouldn’t have bothered.

In all, 4 Chaos Marines fell to the onslaught reducing the squad to only 1 CSM (see a pattern? so close yet so very, very far away) and, while Delta lost 2 members in the fray (nice work boys), 6 more sat safely, snuggly on the Bridge, drank their tea, and soothed themselves in the warm, glowing warming glow of the monitors (full points for the first to get the reference).

Nevertheless, Pitmann was passing Ld tests like it was his vocation. And here he made a really quite spectacular decision. The lone Berzerker from KT Two, the one who contested the Chapel, made a sudden break for the Bridge. On what was almost assuredly the final turn of the game, he passed a now dangerously low Ld test, opted for a suicide run, and broke steadfastly onto the Bridge… just one-half inch within the range needed to contest the objective.

Certainly, he would either die or fail a Ld test the next turn, if it ever appeared.

The Central Corridor once again became the focal point of the entire conflict as the 2 Berzerkers and remaining Sergeant fought a desperate round of combat. For me, just a simple draw would suffice. Alas. The brave but sluggish Sergeant fell with dignity and the game ended there.

Neither Force could truly Claim an objective.
The Onorevoli contested the Bridge while the Iron Warriors contested both the Bridge and the Central Corridor.

Iron Warriors win?

A hollow and bitter victory, to be sure. The Iron Warriors had 4 models left on the table spread across 3 Kill Teams. Moreover, the Ld roll required to keep at least 2 of those Teams on the table had become “impossibly low.”

By comparison, the Onorevoli had sat comfortably on the Bridge of the Alacrity for the entire game, uncontested, unencumbered, unpossibly calm (grammar from same reference as above; photo at right for dramatic effect).

Pitmann and I scratched our chins a bit while each revealed his true objectives and we discussed the outcome of the game. I offered my congratulations on a superbly fought battle against what must be described as improbable odds (certainly, the deployment and mission selection had worked against him from the outset).

Pitmann, in an act of genuine nobility, declared the game a draw. Without actually claiming any objectives, neither side would be able to enjoy the rather quirky bonuses we’d created for each objective. We both wanted (want) to see those bonuses in action.

So. The first incursions had been inconclusive. Although hobbled, the Iron Warriors continued to run amok on the decks of the Alacrity. The Onorevoli had enjoyed some modest success but been decimated elsewhere, leaving their positions isolated and unfocused.

And so we decided that Onorevoli Recon Team Delta had spent its desperate, fleeting time on the Bridge disarming the Sin of Alacrity’s automated defense systems, and downloading what precious information it could (the Alacrity’s mysteries needed answers -by Jove!- before the ship landed squarely in the midst of Onorevoli defenses). As the Alacrity lumbered quietly adrift, but ever closer to the security of the Onorevoli defensive perimeter, the road was now completely cleared for both Onorevoli and Iron Warrior Landing Teams alike. The ship must be taken and controlled. Time was pressing.

We would re-fight the game as the Second Wave arrived, freely and unimpeded, at the Alacrity’s airlocks and docking bays. To up the ante and to represent the relative ease of the Second Wave’s arrival, we decided that we, too, should drift slowly back toward “normal” 40K. For Turn Two of our Mini Campaign, we would fight the same table, same random deployment, and same missions, but with 3 x 400pt forces in the mix and yet another modest modification to the Rules that would help us step back to the main ruleset.

More on that bitter contest soon…

Monday, July 26, 2010

Mini Campaign: The Sin of Alacrity (p.4) Deployment and Mission Selection

THE RECON TEAMS, DEPLOYMENT, and MISSION SELECTION: Pitmann won the roll and selected his first rally point. We then alternated until all Teams had boarded. Once we had everyone where he should be, we rolled secretly for each Recon Team’s respective mission (note: I refer to the Onorevoli as having the softer, more genteel “Recon Teams,” while Pitmann quite appropriately maintains Iron Warrior Kill Teams). As mentioned, the use of multiple Teams and individual, team-specific missions required a bit of bookkeeping, but Pitmann and I were up to the challenge.

If you find the Force Organization selections here a bit peculiar (or illegal) please see the previous posts in this series by way of explanation.

Pictured above is the table with all the Boarding Parties in place before Turn One, which I thought might be a helpful reference.

RECON TEAM GAMMA: Mission: 2. The Chapel.
Terminator (1): SB/PF
Tactical Squad (x6): Melta, PF/PP
Gamma Team started near the middle of the table and was thus obligated to perform a kind of swap with Epsilon Team (who deployed in the Chapel). This was unfortunate. I decided to make the best of the situation by splitting both Teams on turn one so that half (or so) of each Team could cover an objective until the appropriate scoring “unit,” or individual, from the other arrived. In this manner, I hoped to have the objectives sorted from the outset and not find myself in a position where I had to push better troops (ie: Berzerkers) off an objective.

RECON TEAM DELTA: Mission: 1. The Bridge.
Terminators (x2): TH/SS
Scouts (x6): HB, PW
Delta Team started in the corridor in the NE of the map above. This made their hop to the Bridge rather simple. I immediately decided, for better or worse, to split them as well. In part, I was hoping not only to keep Pitmann guessing a bit as to who was headed where exactly, but also to run interference in the middle of the table.

RECON TEAM EPSILON: Mission: 4. The Central Corridor.
Terminators (x2): TH/SS
Scouts (x6): HB, PW
As mentioned, Epsilon Team started in the Chapel (SE corner of map) and was obligated to secure the central corridor in the middle of the table. By the end of turn one, I was already rethinking my “split” forces strategy, and ended up keeping all but one scout at in the Chapel for fear that Pitmann’s Berzerker and Terminator death mob would likely overwhelm the Chapel too soon... We’ll see how that turned out.

(but one comment first: You’ll note that there’s a kind of logic at work here. I always like to keep my forces as fluffy as reasonable fluff allows. To that end, what we really have here are two squads of Scouts, one squad of Tactical Marines, and one squad of Terminators split between the Recon Teams in order to act as Team Leaders or somesuch for this mission. That seems to me like a reasonable proposition for a fluffy reconnaissance deployment to me, and I thought, well certainly, that's exactly the kind of thing my Onorveoli would do. Pip-pip, boys.)

(If you're doing the math at home, I must confess that I’m not certain about the precise loadouts for each of Pitmann's teams, nor his ability with maths minus a calculator, and I recall that the Terminators in particular are not exactly WYSIWYG. Nevertheless, I suspect that you’ll get a decent and proper sense of things from the photos).

KILL TEAM ONE: Mission: 1. The Bridge.
Terminators (x2)
Berzerkers (x5): PW
KT One deployed on the middle West end of the table. Of course, the objectives were secret, but the game mechanics were designed to make The Bridge the default objective, and rightly so. Unfortunately, Ref P’s Kill Team One would have to cross nearly the entire board to get there. In the mean time, however, this Team kept me guessing what objective might actually be on the cards.

KILL TEAM TWO: Mission 3. The Filtration Chamber.
Terminators (x2)
Berzerkers (x5): PW
KT Two deployed right in the South chamber nearest the Chapel. This was fortuitous for Pitmann… or was it? Again, his squad would, in theory, have to cross nearly the entire board to secure it’s objective (although I had no way of knowing this at the time).

KILL TEAM THREE: Mission 2. The Chapel.
Chaos Bikers (x2): PW
CSM (x5): PW
Again, the Missions remained secret, but I was later quite pleased to learn that KT Three was the third of Pitmann’s Teams that would have to cross nearly the entire length of the table to claim the appropriate objective. Of course, the fact that I did not know his objectives nevertheless made the game particularly interesting, as I was never entirely certain why he moved where he did, nor how close he was to success or failure.

But enough of all that. The full Battle Report and Conclusion to the first round of our Mini-Campaign on Wednesday (apologies, by the way, if it feels that I’ve drawn this series out a bit; however, I’ve made myself a promise not to write excessively long posts –particularly after seeing the “grief” Brent got for exceeding a 750 word limit… I couldn’t possibly guess how many we have here, but I’m certain it’s well past that arbitrary threshold).

Sunday, July 25, 2010

WIP: commission work

I recently mentioned that Ref Pitmann’s much neglected Ogres (it’s ok... neither of us have actually finished reading the rules yet, so time is not exactly pressing) were my first ever commission. That’s not entirely true. They are the first commission that I started painting certainly, but before I left for holiday in June I’d been in contact with WH39.9K with regard to his particularly compelling Chaos army.

After the obvious delay of my holiday, and the subsequent delay of his own travels, the first five “test” minis landed on my table last week. Please let me begin by saying, oh my...

I’m a little bit dumbstruck by the prospect of this work, and I’ve barely started. I’m up to the task, mind you –that’s certainly not the issue. Indeed, I can’t wait to tackle these guys properly. But the Chaos gods are fickle. After assembling and basing them, the weather turned prohibitively humid for proper under-coating, and then the rains came. Curses.

Well. For me, it’s already been an absolute pleasure just to look at these figs in the flesh, so to speak, let alone to actually get a chance to paint them. Apparently, the entire army is composed of these OOP Chaos Marines. GLORIOUS!

Simply glorious… I don’t know what else to say. Glory.

These first five are going to be painted individually in what will become the standard color scheme for five separate squads. I promise that you’ll be hearing more about these fellows later in the week as the painting starts in earnest.

These last two are my personal favorites. Check out the buzz-saw tail on the first one, and the "Aliens" inspired features on the second. Just amazing.

Friday, July 23, 2010

Mini Campaign: The Sin of Alacrity (p.3), Missions

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).


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.