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.