MACROMUNDA
Allegiance
House— single House · faction-wide roster
Imperial Knights
Codex / Scenarios
Codex · Imperial Knights

Scenarios2

Salvage The Fallen scenario
Attackerthe Household, marching to recover the hull of a war-engine felled in a previous battle
Defenderthe enemy gang holding the wreck as salvage, prize, or bait
Deploythe felled war-engine hull sits at the centre as a single objective; the Knights deploy along one board edge, the enemy around the wreck and the opposite edge
Objectivethe Knights must reach the hull with a Sacristan and hold it uncontested for two full rounds to begin recovery; the enemy must deny it or strip it for salvage
Victorythe Knights win by beginning recovery of the hull (and shorten its campaign recovery-track by one cycle); the enemy wins by holding the wreck to game end or destroying it outright
Rewardsa Knights win recovers the fallen titan a campaign-cycle faster and advances the control-track toward the Household; an enemy win keeps the hull lost and may claim salvage credits
Control Trackrecovering the hull pushes the control-track one step toward the Household - the march reclaiming its own; losing it leaves the marker unmoved and the titan long in the wreck

A Household does not abandon its dead. When a war-engine falls, the lance marches back for the hull — and the enemy that holds it knows the giants are coming.

ATTACKER & DEFENDER The Imperial Knights gang is the attacker, marching to recover the hull of a war-engine felled in a previous battle. The enemy gang is the defender, holding the wreck as salvage, prize, or bait.

BATTLEFIELD The felled war-engine's hull sits at the centre of the table as a single objective, surrounded by the broken ground where it fell.

DEPLOYMENT The Knights deploy along one board edge. The defender deploys around the wreck and along the opposite edge.

OBJECTIVE The Knights must reach the hull with a Sacristan and hold it uncontested for two full rounds to begin recovery. The defender must deny the wreck or strip it for salvage.

ENDING THE BATTLE The battle ends when the Knights begin recovery of the hull, when the wreck is destroyed, or when one gang bottles out.

VICTORY The Knights win by beginning recovery of the hull. The defender wins by holding the wreck to game end or destroying it outright.

REWARDS A Knights victory recovers the fallen titan a full campaign-cycle faster and pushes the world's control-track one step toward the Household. A defender victory keeps the hull lost and may claim salvage credits.

TACTICS The Sacristan is both the key and the weakness: recovery cannot begin without a frail crewman standing over the wreck for two rounds. The Knights must escort him through the enemy's guns while the titans hold the ground he needs; the defender need only cut down one unarmoured man to keep the hull in the mud.

The Surrounded Lance scenario
Attackerthe numerically superior war-host, seeking to swarm the lance from every facing at once
Defenderthe Imperial Knights gang - two to four war-engines that must hold ground they cannot all cover
Deploythe Knights deploy in the centre in a tight cluster (facings interlocking); the attacker deploys around all four board edges and may field its full model count, entering from multiple directions
Objectivethe Knights must hold two or more central objectives to game end; the attacker must contest or seize them by flooding the arcs the war-engines leave open
Victorythe Knights win by controlling the objectives at game end with at least one war-engine standing; the attacker wins by controlling them, or by taking every war-engine Out of Action
Rewardsa Knights hold advances the world's control-track toward the Household; an attacker win pushes the marker the other way and may cripple one war-engine into the campaign's recovery track
Control Tracka decisive Knights hold pushes the control-track marker one step toward the Household; a marginal hold leaves it unchanged; an attacker seizure pushes it one step toward them - the war-engines' stand for the world made a single siege

The named counter to a Household made real: surround the giants. Two to four war-engines hold ground they cannot all cover while the enemy pours in from every side at once.

ATTACKER & DEFENDER The numerically superior war-host is the attacker, seeking to swarm the lance from every facing at once. The Imperial Knights gang is the defender — two to four war-engines that must hold ground they cannot all cover.

BATTLEFIELD Two or more objectives stand at the centre of the table, the ground the lance must hold.

DEPLOYMENT The Knights deploy in the centre in a tight cluster, their facings interlocking. The attacker deploys around all four board edges, may field its full model count, and enters from multiple directions.

OBJECTIVE The Knights must hold two or more of the central objectives to game end. The attacker must contest or seize them by flooding the arcs the war-engines leave open.

ENDING THE BATTLE The battle runs to its final round, or until one gang bottles out or every war-engine is taken Out of Action.

VICTORY The Knights win by controlling the objectives at game end with at least one war-engine still standing. The attacker wins by controlling them, or by taking every war-engine Out of Action.

REWARDS A decisive Knights hold pushes the world's control-track one step toward the Household; a marginal hold leaves it unchanged; an attacker seizure pushes it one step the other way and may cripple one war-engine into the campaign's recovery-track.

TACTICS This is the lance's defining test. Each engine's Ion Shield faces one way, and the attacker's whole plan is to strike the arcs it does not. The Knights must cluster so their fields overlap and their stomps and guns cover one another's open flanks; the attacker must out-activate them, split their fire, and pour attacks through the unshielded rear until even a titan falls.