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.