MACROMUNDA
Allegiance
Inquisition Ordo Malleus
Codex / Scenarios
Codex · Inquisition

Scenarios2

Containment scenario
Attackerthe Ordo Malleus (warding the retinue, closing the rift, and banishing what comes through before the incursion overwhelms it)
Defenderthe opposing gang (holding ground over the warp-rift the Malleus must close, or simply refusing the containment fight)
Deploya warp-rift marker is placed at the centre of the board; both gangs deploy on opposite edges. The Malleus sets up second and may cluster its warders tightly (the ward begins consecrated)
Objectivethe Malleus must perform the closing ritual on the rift (a fighter in base contact spends an activation each round; three activations close it) while banishing the daemon tokens that spawn from it each round; the enemy holds by keeping the rift open to the end
Victorythe Malleus wins by closing the rift before the sixth round ends; the enemy wins by keeping it open, or by breaking the Malleus retinue below its native majority before the ritual completes
Rewardsthe winner gains reputation; the Malleus additionally banks a favour roll if it closed the rift having lost no warder to a daemon token
Control Tracka Malleus containment win advances its Control-Track claim by one step (the world is warded) and marks the world cleansed; an enemy win holds the claim and leaves the rift a recurring hazard on that world's next battle

A warp-rift has torn open on the battlefield, bleeding daemons onto the ground, and the Ordo Malleus must close it before the incursion overwhelms everything.

ATTACKER The Ordo Malleus — warding the retinue, closing the rift, and banishing what comes through.

DEFENDER The opposing gang — holding the ground over the rift the Malleus must close, or simply refusing the containment fight.

BATTLEFIELD & DEPLOYMENT Place a warp-rift marker at the centre of the board. Both gangs deploy on opposite edges; the Malleus sets up second and may cluster its warders tightly, so the ward begins consecrated.

THE INCURSION Each round the rift spawns daemon tokens. The Malleus closes it by keeping a fighter in base contact: a fighter so placed spends an activation each round on the ritual, and three such activations seal the rift. Banished daemon tokens are dragged back through as they fall.

ENDING THE BATTLE The battle ends when the rift is closed or the sixth round ends.

VICTORY The Malleus wins by closing the rift before the sixth round ends. The enemy wins by keeping it open to that point, or by breaking the Malleus retinue below its native majority before the ritual completes.

REWARDS The winner gains reputation. The Malleus additionally banks a favour roll if it closed the rift having lost no warder to a daemon token.

CONTROL TRACK A Malleus containment win advances its Control-Track claim by one step — the world is warded and marked cleansed. An enemy win holds the claim and leaves the rift a recurring hazard on that world's next battle.

The Summoned Hammer scenario
Attackerthe Ordo Malleus (a minimal retinue holding the line until the Grey Knight strike lands)
Defenderthe opposing gang (attempting to overrun the thin Malleus warband before its reinforcements arrive)
Deploythe Malleus deploys a reduced starting crew; its requisitioned Grey Knights are held entirely in reserve. The enemy deploys at full strength along the opposite edge
Objectivethe Malleus must hold a central objective until the Grey Knights strike (arriving from the third round, by the Grey Knight Strike tactic); the enemy must take the objective and break the retinue before the hammer lands
Victorythe Malleus wins by holding the objective at the end of the sixth round; the enemy wins by holding it when the fifth round ends, or by reducing the native retinue below a legal majority
Rewardsthe winner gains reputation; the Malleus additionally gains a called-strike favour if the Grey Knights took an enemy Champion Out of Action the round they arrived
Control Tracka Malleus win advances its claim and opens deeper Grey Knight requisition on that world; an enemy win breaks the claim and forces the Malleus to fight its next battle on that world without reserves

A thin Malleus retinue must hold the line until the Grey Knights teleport in to break the enemy — the summoned hammer, and the anvil that must survive to meet it.

ATTACKER The Ordo Malleus — a minimal retinue holding until the strike lands.

DEFENDER The opposing gang — striving to overrun the thin warband before its reinforcements arrive.

BATTLEFIELD & DEPLOYMENT The Malleus deploys a reduced starting crew and holds its requisitioned Grey Knights entirely in reserve. The enemy deploys at full strength along the opposite edge.

THE STRIKE A central objective stands between the two forces. The Malleus must hold it until the Grey Knights strike, arriving from the third round by the Grey Knight Strike tactic. The enemy must seize it and break the retinue before the hammer falls.

ENDING THE BATTLE The battle ends at the close of the sixth round, or earlier if the retinue is broken.

VICTORY The Malleus wins by holding the objective at the end of the sixth round. The enemy wins by holding it when the fifth round ends, or by reducing the native retinue below a legal majority.

REWARDS The winner gains reputation. The Malleus additionally gains a called-strike favour if the Grey Knights took an enemy Champion Out of Action the round they arrived.

CONTROL TRACK A Malleus win advances its claim and opens deeper Grey Knight requisition on that world. An enemy win breaks the claim and forces the Malleus to fight its next battle there without reserves.