MACROMUNDA
Allegiance
Imperial Guard Militarum Tempestus Scions
Codex / Scenarios
Codex · Imperial Guard

Scenarios2

Aerial Insertion Strike scenario
Attackerthe Tempestus (the whole gang begins in reserve and grav-chute drops onto a key target/objective, guts it, and extracts)
Defenderthe opposing gang (dug in around a high-value objective it did not expect to be hit from above)
Deploythe defender deploys normally around the central objective; the ENTIRE Tempestus gang begins in reserve and may grav-chute deploy from round 1, placed anywhere >=6" from an enemy
Objectivethe Tempestus wins by taking the central objective Out of Action / into its control and extracting fighters off the board edge; the defender wins by holding the objective and preventing the extraction
Victorythe Tempestus wins if it controls or destroys the objective AND extracts at least half its fighters as survivors; the defender wins if the objective still stands and is uncontested at the end, or if the Tempestus fails to extract
Rewardsthe Tempestus gains reputation for the objective gutted AND a bonus for every fighter extracted as a survivor (the strike preserved); the defender gains reputation scaled to how many Scions it pins down or takes Out of Action before extraction
Control Tracka Tempestus success is a decapitation - it does NOT hold the district (the strike extracts) but it strips the defender's Control-Track claim on it; a defender hold locks the claim outright

THE ATTACKER The Militarum Tempestus Scions. The whole gang begins in reserve and grav-chute drops onto a key target, guts it, and extracts before the defender can answer.

THE DEFENDER The opposing gang, dug in around a high-value objective it did not expect to be struck from above.

BATTLEFIELD Set a single high-value objective at the centre of the table, with the defender's positions and terrain arranged around it.

DEPLOYMENT The defender deploys as normal, around the central objective. The entire Tempestus gang begins in reserve; from the first round onward its fighters may grav-chute in as an Aerial Insertion, each placed anywhere more than 6" from an enemy.

THE OBJECTIVE The Tempestus must take the central objective — holding it, or putting its defenders Out of Action — and then extract fighters off the board edge. The defender must hold the objective and stop the strike from getting away.

ENDING THE BATTLE The battle ends when the Tempestus has extracted its survivors, when it bottles out, or when the defender has driven off or destroyed the strike.

VICTORY The Tempestus wins if it controls or destroys the objective and extracts at least half its fighters as survivors. The defender wins if the objective still stands uncontested at the battle's end, or if the strike fails to extract.

REWARDS The Tempestus gains reputation for the objective gutted, with a bonus for every fighter extracted as a survivor. The defender gains reputation scaled to how many Scions it pins down or takes Out of Action before they can escape.

CONTROL TRACK A Tempestus success is a decapitation, not an occupation: the strike does not hold the district, but a clean result strips the defender's claim on it. A defender hold locks that claim outright.

TACTICS For the Tempestus, this is the pure expression of the drop: place the insertion, gut the target, and be gone. For the defender, the answer is to punish the landing — a strike caught in the open the round it arrives can be broken before it strikes.

Mark The Warlord scenario
Attackerthe Tempestus (a surgical decapitation cell sent to kill one specific enemy fighter - the marked warlord)
Defenderthe opposing gang (protecting its leader/champion, who is the sole objective)
Deploythe defender deploys normally with its nominated Leader or Champion as the marked target; the Tempestus deploys along one edge or from reserve, its whole purpose the marked kill
Objectivethe Tempestus wins by taking the marked enemy fighter Out of Action; the defender wins by keeping that fighter alive to the end of the battle
Victorythe Tempestus wins the instant the marked fighter is taken Out of Action; the defender wins if that fighter is still standing (not Out of Action) when the battle ends or the Tempestus bottles/extracts
Rewardsthe Tempestus gains a large reputation bounty for the marked kill and a bonus if it extracts survivors afterward; the defender gains reputation for keeping the target alive and for every Scion it takes Out of Action
Control Trackthe marked kill strips the defender's Control-Track claim on the contested district (its warlord fell); the defender keeping the target alive locks its claim

THE ATTACKER The Militarum Tempestus Scions — a surgical decapitation cell sent to kill one specific enemy: the marked warlord.

THE DEFENDER The opposing gang, protecting the nominated fighter who is the sole objective of the battle.

BATTLEFIELD Any standard battlefield; the terrain matters only as cover for the hunt.

DEPLOYMENT The defender deploys as normal and nominates one Leader or Champion as the marked target. The Tempestus deploys along one board edge or begins in reserve to grav-chute in — its whole purpose the marked kill.

THE OBJECTIVE The Tempestus must take the marked enemy fighter Out of Action. The defender must keep that fighter alive to the end of the battle.

ENDING THE BATTLE The battle ends the instant the marked fighter goes Out of Action, or when the Tempestus bottles out or extracts without the kill.

VICTORY The Tempestus wins the moment the marked fighter is taken Out of Action. The defender wins if that fighter is still standing when the battle ends or the strike withdraws.

REWARDS The Tempestus gains a large reputation bounty for the marked kill, with a bonus if it extracts survivors afterward. The defender gains reputation for keeping the target alive and for every Scion it takes Out of Action.

CONTROL TRACK The marked kill strips the defender's claim on the contested district — its warlord fell. Keeping the target alive locks that claim.

TACTICS For the Tempestus, everything bends to one fighter's death — screen the mark's guards away, paint the target, and put the drop in range of the single kill. For the defender, the marked fighter should never be left in the open; a wall of bodies between it and the strike is worth more than any counter-attack.