MACROMUNDA
Allegiance
Inquisition Ordo Hereticus
Codex / Scenarios
Codex · Inquisition

Scenarios2

The Coven Purge scenario
Attackerthe Ordo Hereticus (suppressing the enemy psykers, marking the hidden heretic, and burning the cult out of the hab-block before the coven completes its rite)
Defenderthe psyker-cult / heretic-coven (hiding its magus among the gang and racing to complete a warp-rite before it is purged)
Deploythe defender secretly assigns the heretic (a hidden magus) to one of its fighters and deploys across a dense hab-block; the Hereticus deploys second on the facing edge and may cluster its warders (the suppression begins consecrated)
Objectivethe Hereticus must suppress the enemy psykers, reveal and mark the heretic, purge the cult from cover with flame, and take the magus Out of Action; the coven wins by completing its rite (three uninterrupted psychic activations by the hidden magus) or by breaking the Hereticus below its native majority first
Victorythe Hereticus wins by taking the marked magus Out of Action before the rite completes; the coven wins by completing the rite, or by grinding the thin retinue below its native majority
Rewardsthe winner gains reputation; the Hereticus additionally banks a favour roll if it executed the magus without losing a native Throne Agent to a Wyrd Power
Control Tracka Hereticus purge-win advances its Control-Track claim by one step and marks the world cleansed of the coven; a coven win holds the claim and leaves a lingering heresy that re-seeds the hab on that world's next battle

The Ordo Hereticus has run a coven to ground and must burn it out before its rite is complete.

ATTACKER & DEFENDER The Ordo Hereticus is the attacker. The psyker-cult, or heretic-coven, is the defender — it hides its magus among its number and races to finish a warp-rite before the witch-hunters can stop it.

THE BATTLEFIELD A dense hab-block, thick with cover and cramped sightlines — the warren where the cult has nested. Terrain should favour close, broken fighting.

THE HIDDEN HERETIC Before the battle the defender secretly records which of its fighters is the hidden magus. That fighter fights as normal until revealed. It is revealed the first time it attempts a Wyrd Power, is taken Out of Action, or is named by the Mark of the Heretic. Once revealed, it may be marked and hunted.

DEPLOYMENT The defender deploys first, spread through the hab-block. The Ordo Hereticus deploys second along the facing board edge, and may cluster its warders together, its suppression already consecrated.

THE RITE The hidden magus may complete the coven's rite by making three uninterrupted psychic activations across the battle. If the magus is suppressed, Pinned, or taken Out of Action, the count resets to zero and the rite must begin again.

ENDING THE BATTLE The battle ends when the rite is completed, when the magus is taken Out of Action after being revealed, or when either side fails a Bottle test and flees.

VICTORY The Ordo Hereticus wins by revealing, marking, and taking the magus Out of Action before the rite completes. The coven wins by completing the rite, or by grinding the thin Hereticus retinue below its native majority first.

REWARDS The winner gains reputation. The Ordo Hereticus banks an additional favour roll if it executed the magus without losing a native Throne Agent to a Wyrd Power.

TACTICS A Hereticus purge-win advances its Control-Track claim by one step and marks the world cleansed of the coven. A coven win holds its claim and leaves a lingering heresy that re-seeds the hab on that world's next battle.

The Reclusiam Vigil scenario
Attackerthe opposing gang (storming the consecrated Reclusiam to defile it, seize its relics, or break the vigil)
Defenderthe Ordo Hereticus (holding the consecrated ground, its suppression at its deepest, until the vigil is kept)
Deploythe Reclusiam occupies the centre; the Hereticus deploys around it (the consecrated-ground suppression active within), the attacker on the outer edges
Objectivethe Hereticus must keep the vigil — hold at least one warder within the Reclusiam at the end of each round for six rounds; the attacker must break the vigil by clearing every Hereticus fighter out of the consecrated ground, or by reaching and defiling the central relic
Victorythe Hereticus wins by keeping the vigil to the sixth round; the attacker wins by defiling the relic or clearing the consecrated ground of warders before then
Rewardsthe winner gains reputation; the Hereticus additionally recovers one out-of-action native fighter without a lasting injury roll if the vigil was kept unbroken
Control Tracka kept vigil holds the Hereticus Control-Track claim and deepens its consecration (the world's next battle begins with the suppression pre-consecrated); a defiled Reclusiam costs the claim a step

A consecrated Reclusiam must be held against a gang that has come to defile it.

ATTACKER & DEFENDER The opposing gang is the attacker, storming the consecrated Reclusiam to defile it, seize its relics, or break the vigil. The Ordo Hereticus is the defender, holding the hallowed ground with its suppression at its deepest until the vigil is kept.

THE BATTLEFIELD The Reclusiam stands at the centre of the board — a consecrated chapel worked against the warp. The ground within it is the objective all fighting turns on.

CONSECRATED GROUND While a fighter stands within the Reclusiam, friendly zeal bodies re-roll failed Nerve tests and enemy psykers within it suffer -1 to all Willpower and psychic tests. The Hereticus suppression is at its strongest here.

DEPLOYMENT The Ordo Hereticus deploys first, around the Reclusiam, its warders within and about the consecrated ground. The attacker deploys second, on the outer board edges.

THE VIGIL The Ordo Hereticus must keep the vigil: at the end of each round it must have at least one warder standing within the Reclusiam. The vigil must be kept for six rounds.

ENDING THE BATTLE The battle ends after the sixth round, when the central relic is defiled, or when the Reclusiam is cleared of every Hereticus fighter.

VICTORY The Ordo Hereticus wins by keeping the vigil unbroken to the sixth round. The attacker wins by defiling the central relic, or by clearing the consecrated ground of warders before then.

REWARDS The winner gains reputation. If the vigil was kept unbroken, the Ordo Hereticus additionally recovers one out-of-action native fighter without a lasting-injury roll.

TACTICS A kept vigil holds the Hereticus Control-Track claim and deepens its consecration — the world's next battle begins with the suppression pre-consecrated. A defiled Reclusiam costs the claim a step.