MACROMUNDA
Allegiance
Adeptus Mechanicus Cult Mechanicus
Codex / Scenarios
Codex · Adeptus Mechanicus

Scenarios1

Hold The Forge Line scenario
Attackerthe challenger (whoever is pushing the Cult off the world's forge-districts)
Defenderthe Cult Mechanicus maniple, dug in around the forge-line
Deploydefender sets up first, anchored on and around a central objective (a reductor, generatorium or shrine) with constructs forward; attacker deploys along one board edge and must cross open ground to reach it
Objectivethe attacker must seize and hold the central forge-objective; the defender must keep it
Victorydefender wins by controlling the objective at the end of round 6 (or when the attacker bottles out); attacker wins by controlling it at the end of any round, OR by taking every defending CONSTRUCT Out of Action
Rewardsdefender win advances the Cult's Control-Track hold on the world and grants a free construct repair in the post-battle sequence; attacker win pushes the marker the other way and denies the Cult its next income from that district
Control Tracka defender win holds the marker where it stands (the line does not move — which for the Cult is a win); an attacker win advances the challenger one step toward taking the forge-district

A challenger has come for the Cult's forge-districts, and the maniple does what it does best: it digs in, plants the wall, and refuses to move.

ATTACKER & DEFENDER The Cult Mechanicus maniple is the defender, dug in around the forge-line. The challenger pushing the Cult off the world's forge-districts is the attacker.

BATTLEFIELD A dense industrial sprawl built around a single central objective — a reductor, generatorium or shrine. Terrain is heavy, blocking sightlines across the open ground the attacker must cross.

DEPLOYMENT The defender sets up first, anchored on and around the central objective with its constructs forward. The attacker then deploys along one board edge and must cross the open ground to reach the line.

OBJECTIVE The attacker must seize and hold the central forge-objective. The defender must keep it.

ENDING THE BATTLE The battle ends at the close of round six, or when either side bottles out.

VICTORY The defender wins by controlling the objective at the end of round six, or if the attacker bottles out. The attacker wins by controlling the objective at the end of any round, or by taking every defending CONSTRUCT Out of Action.

REWARDS A defender win advances the Cult's hold on the world and grants one free construct repair in the post-battle sequence. An attacker win pushes the world's control the other way and denies the Cult its next income from that district.

CONTROL TRACK A defender win holds the marker where it stands — for the Cult, to hold is to win. An attacker win advances the challenger one step toward taking the forge-district.