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Imperial Guard Catachan
Codex / Scenarios
Codex · Imperial Guard

Scenarios2

Deny The Ground scenario
AttackerCatachan (the demolition cell, tasked with cracking a dug-in position and denying the ground)
Defenderthe opposing gang (holding a fortified position - a bunker, a depot, a bridgehead - that Catachan means to bring down)
Deploythe defender sets up in and around a central fortified terrain piece with a set of objective points on it; Catachan deploys at the board edges, with up to half its gang hidden, and may seed trapper's snares in the approach terrain
ObjectiveCatachan wins by destroying the position (planting charges on the objectives) and denying the ground; the defender wins by holding the position intact to the end
VictoryCatachan wins if it detonates a majority of the objective points before the final round; the defender wins if it still holds a majority of them at the end
Rewardsthe attacker gains reputation for each objective destroyed and each defender caught by a seeded snare; the defender gains reputation for every charge defused or objective held
Control Tracka Catachan win pushes the Control-Track marker toward Catachan (the position is rubble, the ground denied); a successful defence holds the marker for the defender

Some ground is not taken but denied. Catachan's demolition cell is loosed against a dug-in position with orders to bring it down and leave nothing worth holding.

ATTACKER & DEFENDER Catachan is the attacker, tasked with cracking a fortified position and denying the ground. The opposing gang is the defender, holding a bunker, depot, or bridgehead that Catachan means to level.

BATTLEFIELD & CREWS Set up a central fortified terrain piece with a set of objective points on it. Both players use their full crews.

DEPLOYMENT The defender sets up in and around the central position. Catachan deploys at the board edges with up to half its gang hidden, and may seed trapper's snares in the approach terrain before the battle begins.

BRINGING IT DOWN A Catachan fighter in base contact with an objective point may spend an action to plant a charge; the point is destroyed at the start of the next round. A defender in base contact with a planted charge may spend an action to defuse it.

ENDING THE BATTLE The battle ends when a majority of the objective points are destroyed, when either side bottles out, or at the end of round six, whichever comes first.

VICTORY Catachan wins if it destroys a majority of the objective points before the final round. The defender wins if it still holds a majority of them at the end.

REWARDS The attacker gains reputation for each objective destroyed and each defender caught by a seeded snare. The defender gains reputation for every charge defused or objective held.

CONTROL TRACK A Catachan win pushes the Control-Track marker toward Catachan — the position is rubble, the ground denied. A successful defence holds the marker for the defender.

The Ambush scenario
Attackerthe opposing gang (moving through Catachan-held terrain, unaware how much of the jungle is already occupied)
DefenderCatachan (up to HALF the gang set up hidden, waiting to spring the trap)
Deploythe Catachan player sets up half the gang hidden anywhere in terrain across the board; the rest deploy at one board edge. The attacker deploys at the opposite edge and must move a target objective (a courier, a relic, a prize) across the board
ObjectiveCatachan wins by gutting the target and melting back into cover; the attacker wins by getting its objective across the board intact
VictoryCatachan wins if the attacker's objective-carrier is taken Out of Action or the attacker bottles out; the attacker wins if it moves the objective off the far board edge
Rewardsthe defender gains bonus reputation for every enemy taken Out of Action while a Catachan fighter was still hidden (the ambush that was never seen); the attacker gains reputation for reaching the far edge
Control Tracka Catachan win advances its Control-Track claim on the district by one step (the ground is theirs, unseen); an attacker breakthrough pushes the marker back toward the moving faction

This is the mission Catachan was built to fight — not a firefight but a trap, sprung on an enemy who does not yet know how much of the jungle is already occupied.

ATTACKER & DEFENDER The opposing gang is the attacker, moving through Catachan-held terrain to carry a prize across it. Catachan is the defender, up to half its gang set up hidden and waiting to spring the trap.

BATTLEFIELD & CREWS Set up a terrain-dense board. Both players use their full crews. The attacker's objective — a courier, a relic, a prize — begins with the attacking force.

DEPLOYMENT The Catachan player sets up half its gang, rounding down, as hidden markers placed anywhere in terrain more than 6" from an enemy fighter; the rest deploy at one board edge. The attacker then deploys at the opposite edge and must carry its objective across the board.

THE OBJECTIVE Catachan wins by gutting the target and melting back into cover. The attacker wins by getting its objective across the board intact.

ENDING THE BATTLE The battle ends when the attacker's objective leaves the far board edge, when either side bottles out, or at the end of round six, whichever comes first.

VICTORY Catachan wins if the attacker's objective-carrier is taken Out of Action or the attacker bottles out. The attacker wins if it moves the objective off the far board edge.

REWARDS The winner gains reputation. Catachan additionally banks bonus reputation for every enemy taken Out of Action while one of its fighters was still hidden — the ambush that was never seen.

CONTROL TRACK A Catachan win advances its Control-Track claim on the district by one step. An attacker breakthrough pushes the marker back toward the moving force.