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  The Untamed Ark
  The Untamed ArkWhite Dwarf9January 2023

The Untamed Ark

New Boarding Action rules for fighting on an Ark of Omen
Below, you’ll find new rules for Boarding Action games set on the Herald of Misery, one of Abaddon’s monstrous Arks of Omen. This suite of rules includes Warp-infected Entity tiles (which you’ll find on the card section included in this issue) and six intense new missions. While these missions are part of the ongoing story of the Arks of Omen, you can, of course, play them as one-off games using any army. You could fight a battle where the Tyranids and the Necrons clash over an infected space hulk, for example. Not a tasty meal or a worthy prize, perhaps, but the Hive Mind and the Silent King work in mysterious ways. However you choose to play these missions, we wish you the very best of luck as you board the Herald of Misery!

Untamed Ark Missions

When playing an Untamed Ark mission, follow the Mission Sequence laid out in Arks of Omen: Abaddon, with the following additional rules:

  • In the Determine Mission step, use the table below to determine which mission to play instead of the one found in the book.

All of the missions in this issue use the additional Warp-infected Entity tiles; the rules for these can be found below. In the Create the Battlefield and Place Objective Markers step, the Warp-infected Entity tiles are placed face down and shuffled, before each is randomly placed face down on the battlefield (without either player looking at the tiles face), with one on each of the marked Warp-infected Entity Zones.


Warp-infected Entity Tiles

The missions presented in this issue feature new pieces of terrain to include on your Boarding Action battlefields called Warp-infected Entity tiles. On one face, these six tiles all feature a blank, featureless hole leading to the decks far below, the floor having been ripped out in some past battle. The other face depicts different parts of the giant mutant entity that infests this untamed Ark.



At the start of the battle, all of these Warp-infected Entity tiles are placed on the battlefield face down as outlined above. The mission’s rules will then specify at what points you should turn these tiles over and how many of them to do so. Only then will you discover what parts of this unfathomable denizen strike where.

When placing a Warp-infected Entity tile, line it up with the inner square at the centre of the Zone it is placed on, as shown here.



Warp-infected Entity tiles do not block visibility, and each time a model moves, at no point can any part of its base move across a Warp-infected Entity tile, regardless of which side of the Warp-infected Entity tile is facing up.

The rules associated with each Warp-infected Entity tile are shown below.

Hypnotic Gaze

Disturbing Presence: When this Warp-infected Entity tile is turned face up, any actions being performed by units that are within 4" of and visible to this Warp-infected Entity tile automatically fail, and any of those units that are Set to Defend or Set Overwatch are no longer in either of those states. While a unit is within 4" of and visible to this Warp-infected Entity tile, that unit cannot perform actions.

Malefic Gaze: While a unit is within 4" of and visible to this Warp-infected Entity tile, that unit’s controlling player cannot re-roll any rolls made for that unit or models within it.

Barbed Maw-tendrils

Mindless Feeding: When this Warp-infected Entity tile is turned face up, and at the end of the battle round, roll one D6 for each unit within 4" of and visible to this Warp-infected Entity tile: on a 1, that unit suffers 2 mortal wounds; on a 2-5, that unit suffers 1 mortal wound.

Flailing Pseudopods

Mucal Mire: At the start of the Movement phase, roll one D6 for each unit within 4" of and visible to this Warp-infected Entity tile: on a 1-3, until the end of the turn, halve the Move characteristic of models in that unit and halve Advance and charge rolls made for it.

Diseased Vent

Necrotic Exhalations: While a unit is within 4" of and visible to this Warp-infected Entity tile, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Heaving Flesh

Corrosive Emanations: Each time an attack is made that targets a unit within 4" of and visible to this Warp-infected Entity tile, improve the Armour Penetration characteristic of that attack by 1.

Kill It, Burn It, Destroy It: At the end of a player’s turn, if they have one or more units within 1" of this Warp-infected Entity tile, they can select one of those units to attack the mutant entity at this Warp-infected Entity tile. If they do so, roll one D6: on a 1-2, the attacking unit fails and suffers 1 mortal wound; on a 3+, the attacking unit is successful. If the unit is successful, the mutant entity is injured and recoils from the attack; remove all Warp-infected Entity tiles from the battlefield. Then the Warp-infected Entity tiles are placed face down and shuffled, before each is randomly placed face down on the battlefield (without either player looking at the tiles face), with one on each of the marked Warp-infected Entity Zones. Finally, roll two D6s, re-rolling any duplicates or any that correspond to the Warp-infected Entity tile position that was just attacked; turn those Warp-infected Entity tiles face up.

Boarding Action Mission

Dominate the Darkness
 1

MISSION BRIEFING
Warsmith Czagra had minutely plotted his mastering of the Herald of Misery. Throughout the Ark of Omen, his sub-commanders pushed forward to claim the vessels vital systems and purge the surrounding decks of savage denizens. Ever was the ship-sized monstrosity a threat to all as it heaved its way through the Arks metal flesh. Where it could not be avoided, desperate efforts were made to drive it from secured areas.

MISSION RULES
Predatory Mutant Beast: At the start of the first battle round, turn the Warp-infected Entity tiles in locations 2 and 5 face up. From the second battle round onwards, at the start of the battle round, roll two D6s, re-rolling any duplicates or any that correspond to a Warp-infected Entity tile that is already face up; turn those Warp-infected Entity tiles face up.

Underdog Bonus: If a player receives an Underdog Bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

SEIZE THE ARK’S SYSTEMS
Progressive Objective

Without control of the Ark’s insane and daemon-twisted systems, the agglomerate vessel would be going nowhere - leaving its would-be master unable to fulfil his side of Abaddon’s bargain.

At the end of each player s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 15 victory points).
RECOIL IN PAIN
Progressive Objective

Though seemingly mindless, the gigantic mutant entity posed lethal risks as it lashed out instinctively. Only the most devastating wounds that gouged huge craters in its flesh reached its twisted senses and drove it back. Such triumphs were short-lived, as its pulsating and writhing mass re-knit such rents with ease.

Each time a unit from a player’s army successfully attacks the mutant entity (see Heaving Flesh), that player scores 10 victory points.

Boarding Action Mission

Stake the Claim
 2

MISSION BRIEFING
Lurking within a deep chamber that served as both the Ark’s bridge and the creature’s lair was the daemonic Ferryman of the Herald of Misery, a being supposedly bound to obey the Ark’s master. Yet locating the Ferryman’s chamber was no easy feat. Czagra’s cybertheurges discovered a chain of psychic keystones whose activation, they divined, would unveil the Ferryman’s location. The Warsmith deployed some of his most brutal boarding parties to crush anything that barred his way to them.

MISSION RULES
Lurking Mutant Beast: At the start of the first battle round, turn the Warp-infected Entity tiles in locations 3 and 4 face up. From the second battle round onwards, at the start of the battle round, roll one D6, re-rolling if it corresponds to a Warp-infected Entity tile that is already face up; turn that Warp-infected Entity tile face up.

Underdog Bonus: If a player receives an Underdog Bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

KEYSTONE CONTROL
Progressive Objective

While some of the Ark’s savage denizens avoided the unnatural emanations of the warp-attuned keystones, others were drawn to them. They defended their territories with wild avarice or fanatical devotion, while the Iron Warriors strove to eradicate them in mass culls.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 20 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control the Prime objective marker.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 20 victory points).
TERRITORIAL RIVAL
End Game Objective

Whether the feral champion of one of the Ark’s pack-like tribes or an ambitious rival seeking to rise in the Warsmiths favour, enemy leaders were regarded as worthy offerings to the Dark Gods as well as strategically sound targets.

At the end of the battle, each player scores 10 victory points if their opponent’s WARLORD is destroyed.

Boarding Action Mission

Bitter Contest
 3

MISSION BRIEFING
As the Warsmith’s strike forces pushed ever deeper into the Ark’s bowels, through fragment after fragment of crushed and twisted wrecks, encounters with the immense beast became sudden and unheralded. Even as the Iron Warriors evaded its clutches, there were ferocious battles with increasingly bold or desperate denizens. They were as eager to expel the Legionaries from their domain as Czagra’s warriors were to carve out new bases of operations.

MISSION RULES
Lunging Mutant Beast: From the second battle round onwards, at the start of the battle round, roll three D6s, re-rolling any duplicates or any that correspond to a Warp-infected Entity tile that is already face up; turn those Warp-infected Entity tiles face up.

Underdog Bonus: If a player receives an Underdog Bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

EMPIRE BUILDING
Progressive Objective

As they sought to expand their territories or lay claim to strategically significant sites, both forces attempted to establish cohesive power bases.

At the end of each player’s Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 25 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
  • They control both objective markers labelled A.
  • They control both objective markers labelled B.
This objective cannot be scored in the first battle round. In the fifth battle round, the player who has the second turn does not score any victory points at the end of their Command phase; instead, at the end of their turn, they score 5 victory points for each of the above conditions they satisfy (for a maximum of 25 victory points).

Boarding Action Mission

Baited Defence
 4

MISSION BRIEFING
Ruthlessly analytical, Czagra’s Iron Warriors learned to read some of the mindless beast’s telltale signs and attempted to identify areas in which it was particularly active. Their coldly calculating ability to weaponise their chosen battlefield saw them lure their enemies into dangerous reach of the creature in numerous confrontations.

MISSION RULES
Mutant Beast Territory: Before the battle, in the Create the Battlefield and Place Objective Markers step, instead of placing the Warp-infected Entity tiles randomly, the Defender looks at each of the Warp-infected Entity tiles and secretly places each one face down on one of the relevant Warp-infected Entity Zones that does not yet have its Warp-infected Entity tile. From the second battle round onwards, at the start of the battle round, roll two D6s, re-rolling any duplicates or any that correspond to a Warp-infected Entity tile that is already face up; turn those Warp-infected Entity tiles face up.

Dug In and Readied: The Defender has the first turn.

Underdog Bonus: If a player receives an Underdog Bonus, at the start of the first battle round, that player can select one unit from their army to make a Normal Move of up to 6".

OBJECTIVES

TERRITORIAL CAPTURE
Progressive Objective

The regions of the Ark in which the mutant entity was most active were viewed as blessed with dark power by some of the denizens. To others, they afforded the opportunity to plunder the chasms opened up by the beast’s passage. The Iron Warriors, meanwhile, saw only the need to purge these regions of resistance and to continue the grinding acquisition of yet more of a vessel they already viewed as belonging to Czagra.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
  • They control more objective markers than their opponent controls.
AGGRESSIVE LINEBREAKERS
End Game Objective

Spurred on by vengeance, bloodshed or whispered urgings in their minds, forces of all kinds sought to break their foes’ battle lines or die trying.

At the end of the battle:
  • The Defender scores 5 victory points for each Prime objective marker they control.
  • The Attacker scores 10 victory points for each Prime objective marker they control.

Boarding Action Mission

Cast Down Their Idol
 5

MISSION BRIEFING
As Czagra’s warriors punched brutally through one wreck fragment after another, they learned from the slaves they took of the deification of the mutant monstrosity by some cults of denizens. Against these foes, Czagra orchestrated devastating assaults that focused on inflicting violent and hugely symbolic wounds on the creature wherever its bulk appeared. To the cults who opposed him, the message was clear: there was room for only one object of awe and fear on the Herald of Misery, and that was Czagra himself.

MISSION RULES
Rampant Mutant Beast: At the start of the first battle round, turn all Warp-infected Entity tiles face up.

Vanguard Fanatics: Once the first battle round has started, the Defender cannot use their Patrol Entry Zones when setting up any Strategic Reserve units from their army in an Entry Zone.

Maul the Beast: The Attacker can attack any Warp-infected Entity tile, as outlined in the Kill It, Burn It, Destroy It ability, not just the Heaving Flesh tile. Each time the Attacker successfully attacks the mutant entity in this manner, that tile is turned over, and the sequence ends - the mutant entity does not recoil from the attack, and all other Warp-infected Entity tiles remain as they are.

Underdog Bonus: If a player receives an Underdog Bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

SUBJUGATION OF BELIEF
End Game Objective

Every plume of tainted gore and every severed proboscis eroded the faith of the monstrous entity’s worshippers, while every failure strengthened their belief in its abhorrent omnipotence.

At the end of the battle:
  • The Attacker scores 15 victory points for each Warp-infected Entity tile that is face down.
  • The Defender scores 15 victory points for each Warp-infected Entity tile that is face up.

Boarding Action Mission

Last Holdout
 6

MISSION BRIEFING
Desperate survivors were hunted mercilessly through the Ark’s shifting geometries by ceaseless attackers and pushed back to their last-ditch holdout. Death was on the air, a bloodlust that saturated the Ark’s very fabric. The hunters roared their aggression, and the defenders, with nothing left to lose, prepared to sell their lives as dearly as possible. The deckplates groaned and bulged, the massive entity within seething with hunger.

MISSION RULES
Thrashing Mutant Beast: At the start of the battle round, roll three D6s, re-rolling any duplicates; turn those Warp-infected Entity tiles face up. From the second battle round onwards, at the start of the battle round, turn any face-up Warp-infected Entity tiles face down and any face-down tiles, turn face up.

Underdog Bonus: If a player receives an Underdog Bonus, that player starts the battle with 1 additional Command point.

OBJECTIVES

BLOOD-SOAKED CONTROL
Progressive Objective

In the battle for control of the Ark, it was not enough to simply engage the enemy and rout those with cowardice in their hearts. The eradication of the foe needed to be methodical, structured and thorough. Every bolthole needed to be seized and every chamber purged.

From the second battle round onwards, at the end of each player’s turn, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 10 victory points):
  • They control one or more objective markers.
  • They control two or more objective markers.
STATEMENT OF DOMINION
End Game Objective

The final sweeping purge was a statement to the Dark Gods and to the spirit of the Ark itself. Mastery, it proclaimed, is seized by the strong.

At the end of the battle, each player scores 10 victory points for each objective marker they control.

Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
Heaving Flesh
$Title$Corrosive Emanations: Each time an attack is made that targets a unit within 4" of and visible to this Warp-infected Entity tile, improve the Armour Penetration characteristic of that attack by 1.

Kill It, Burn It, Destroy It: At the end of a player’s turn, if they have one or more units within 1" of this Warp-infected Entity tile, they can select one of those units to attack the mutant entity at this Warp-infected Entity tile. If they do so, roll one D6: on a 1-2, the attacking unit fails and suffers 1 mortal wound; on a 3+, the attacking unit is successful. If the unit is successful, the mutant entity is injured and recoils from the attack; remove all Warp-infected Entity tiles from the battlefield. Then the Warp-infected Entity tiles are placed face down and shuffled, before each is randomly placed face down on the battlefield (without either player looking at the tiles face), with one on each of the marked Warp-infected Entity Zones. Finally, roll two D6s, re-rolling any duplicates or any that correspond to the Warp-infected Entity tile position that was just attacked; turn those Warp-infected Entity tiles face up.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

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