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

Scenarios1

Bracket And Break scenario
Attackerthe Skitarii maniple (pressing an advancing gunline across the mid-range)
Defenderthe opposing gang (holding a scattered line the Skitarii mean to bracket)
Deployboth gangs deploy across a wide board with multiple firing lanes and mid-height cover; the Skitarii take the edge with the longest sightlines, the defender spread to contest them
Objectivecontrol the majority of three mid-board objective markers at the end of the game (a spread of firing positions, not a single point) — the Skitarii win by dominating the field, not by holding one corner
Victorythe gang controlling 2+ of the 3 markers at the end of round 6 (or when a gang bottles out) wins; a tie on markers goes to the gang that inflicted more enemy Out of Action results
Control Tracka Skitarii win advances their Control-Track claim on the world by one step (the maniple has established fire-dominance over the district); a defender win holds the marker where it stands

The Skitarii do not storm a position; they bracket it and take it apart at range. This mission is the maniple pressing an advancing gunline across the open middle of a district, meaning to dominate the field rather than seize a single point.

ATTACKER & DEFENDER The Skitarii maniple is the attacker. The opposing gang is the defender, holding a scattered line the maniple means to bracket.

BATTLEFIELD Both gangs fight across a wide board laid with multiple firing lanes and stands of mid-height cover. Three objective markers are placed across the centre of the table, spread well apart as separate firing positions rather than a single cluster.

DEPLOYMENT The Skitarii deploy first, along the board edge with the longest sightlines. The defender deploys second, spread out to contest the lanes and deny the maniple a clean field.

THE OBJECTIVE Each gang seeks to control the majority of the three markers. A marker is controlled by the gang with the only, or the nearest, fighter within 1" of it. The Skitarii win by dominating the spread of positions, not by holding one corner.

ENDING THE BATTLE The battle ends at the close of the sixth round, or immediately when a gang fails a Bottle test and flees the field.

VICTORY The gang controlling two or more of the three markers when the battle ends is the winner. If the gangs are tied on markers, victory goes to the gang that inflicted more enemy Out of Action results.

REWARDS A Skitarii victory advances the maniple's Control-Track claim on the world by one step, its fire-dominance over the district established; a defender victory holds the marker where it stands. The winning gang collects credits and Reputation per the campaign's standard rewards.