Attackerthe Custodes gang, forced to fight on ground that punishes its small numbers
Defenderthe enemy war-host, fielding its full model count across a spread of objectives
Deploythree or four scattered objectives across the table; the enemy deploys spread to hold them all; the Custodes deploy together, unable to cover more than one or two
Objectivecontrol a majority of the scattered objectives at game end - a footrace the Custodes are built to lose
Victorywhoever holds the majority of objectives at game end wins; a tie goes to the side that took more enemy fighters Out of Action
Rewardsa Custodes win against the odds is worth double Reputation; an enemy win advances its control-track and proves the counter
Control Trackan enemy majority pushes the control-track one step toward them and marks the world Contested; a Custodes majority (against the spread) pushes it toward the Watch and is the hard-won upset the campaign remembers
ATTACKER AND DEFENDER
Here the Custodes gang is the attacker, forced to fight on ground that punishes its small numbers. The enemy war-host defends, fielding its full model count across a spread of objectives.
BATTLEFIELD AND DEPLOYMENT
Scatter three or four objectives across the table. The enemy deploys spread to hold them all; the Custodes deploy together, unable to cover more than one or two at once.
OBJECTIVE
Control a majority of the scattered objectives at game end — a footrace the Custodes are built to lose, and must find a way to win regardless.
ENDING THE BATTLE AND VICTORY
Whoever holds the majority of objectives at game end wins. A tie goes to the side that took more enemy fighters Out of Action.
REWARDS
A Custodes win against these odds is worth double Reputation; an enemy win advances its control-track and proves the counter the whole roster is built around. An enemy majority pushes the control-track one step toward the enemy and marks the world Contested, while a Custodes majority against the spread pushes it toward the Watch — the hard-won upset the campaign remembers.
Hold The Reliquaryscenario
Attackerthe enemy war-host, seeking to seize or destroy a relic of the Throne
Defenderthe Custodes gang - a handful of demigods holding a reliquary no squad could defend
Deploythe reliquary at the centre; the Custodes deploy around it in a tight bubble (No-Custodian-Fights-Alone up); the attacker deploys around the board edges and may field its full model count
Objectivehold the reliquary - a single central objective the Custodes cannot afford to leave, and cannot be in two places to defend
Victorythe Custodes win by controlling the reliquary at game end with at least one Custodian alive; the attacker wins by controlling it, or by taking every Custodian Out of Action
Rewardsa Custodes win holds the relic and advances the world's control-track toward the Watch; an attacker win seizes the relic and shifts the marker the other way
Control Tracka decisive Custodes hold pushes the control-track marker one step toward the Talons; a marginal hold leaves it unchanged; an attacker seizure pushes it one step toward them - the siege of a single sacred site standing in for the war for the world
ATTACKER AND DEFENDER
The enemy war-host is the attacker, seeking to seize or destroy a relic of the Throne. The Custodes gang is the defender — a handful of demigods holding a reliquary no ordinary squad could defend.
BATTLEFIELD AND DEPLOYMENT
Place the reliquary at the centre of the table. The Custodes deploy around it in a tight bubble, close enough that No Custodian Fights Alone is in effect across the line. The attacker deploys around the board edges and may field its full model count.
OBJECTIVE
The reliquary is a single central objective the Custodes cannot afford to leave and cannot be in two places to defend. The attacker must take it, or break the defenders holding it.
ENDING THE BATTLE AND VICTORY
The Custodes win by controlling the reliquary at game end with at least one Custodian still standing. The attacker wins by controlling it, or by taking every Custodian Out of Action.
REWARDS
A Custodes win holds the relic and advances the world's control-track toward the Watch; an attacker win seizes it and shifts the marker the other way. A decisive hold pushes the control-track one step toward the Talons, a marginal hold leaves it unchanged, and an attacker seizure pushes it one step toward them — the siege of a single sacred site standing in for the war for the whole world.