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Codex / Scenarios
Codex · Space Marines

Scenarios2

The Blade Unsheathed scenario
Attackerthe opposing gang (an attrition force that means to bleed the Blood Angels and outlast a host it cannot stop from charging)
Defenderthe Blood Angels (a strike force whose Thirst climbs with every fallen brother, unable to hold a defensive line for long)
Deploythree objectives spread across the board; the Blood Angels deploy in the centre to hold all three, the attacker deploys spread along both long edges to pick them off
Objectivethe Blood Angels must hold the objectives while the rising Thirst drags them off the line into the charge; the attacker wins by exploiting each advance the curse forces
Victorythe Blood Angels win if they hold two of three objectives at the end of round five; the attacker wins if it holds two of three, or if the Blood Angels reach the Assault doctrine before round four and abandon the line
Rewardsa Blood Angels win grants bonus reputation for mastering the curse; the attacker gains bonus reputation and a Control-Track step for turning the Thirst against its owner
Control Tracka Blood Angels win holds the Control-Track marker (the host kept its ground despite itself); an attacker win advances the attacker's claim by one step, and any Blood Angels fighter that broke the line to charge is at risk in the post-battle sequence

An attrition force means to bleed the Blood Angels white and outlast a host that cannot stop itself from charging. The Sons of Sanguinius have to hold a line. The rising Thirst drags them off it with every round that passes.

ATTACKER AND DEFENDER The opposing gang is the attacker: a patient force, built to pick the defender apart at its own pace. The Blood Angels are the defender, a strike force whose Thirst climbs with every fallen brother.

BATTLEFIELD Three objectives are spread across the board.

CREWS Both players use their full gangs.

DEPLOYMENT The Blood Angels deploy first, in the centre, positioned to hold all three objectives. The attacker deploys spread along both long board edges, ready to strike at each in turn.

THE RISING THIRST The Blood Angels advance their Doctrine as normal, toward Assault and never back. The attacker's whole game is to exploit each advance the curse forces — striking in the moment the host abandons its ground for the charge.

ENDING THE BATTLE The battle ends at the close of round five, or earlier if one gang bottles out.

VICTORY The Blood Angels win if they hold two of the three objectives at the end of round five. The attacker wins if it holds two of three, or if the Blood Angels reach the Assault doctrine before round four and abandon the line.

REWARDS A Blood Angels victory grants bonus reputation for mastering the curse and holds the Control-Track marker. An attacker victory grants bonus reputation, advances the attacker's claim by one step, and puts any Blood Angels fighter that broke the line to charge at risk in the post-battle sequence.

TACTICS The defender has one task: resist the pull of the Thirst for as long as flesh allows. The attacker must bait the advance and let the curse do its work.

The Descent Of Angels scenario
Attackerthe Blood Angels (a winged host that means to decide the battle in the first assault, dropping onto the objective from orbit)
Defenderthe opposing gang (a gunline or garrison holding a fixed objective it must keep intact)
Deploya single objective sits in the centre of the defender's half; the defender deploys around it, the Blood Angels deploy along the far edge with up to half their fighters (jump-pack bodies) held in reserve for a descent
Objectivethe Blood Angels win by seizing and holding the central objective in a hard, fast strike; the defender wins by keeping it through the Descent and grinding the attacker down after
Victorythe Blood Angels win if they control the objective at the end of round three; the defender wins if it still controls the objective at the end of round five, having survived the first furious assault
Rewardsa Blood Angels win grants bonus reputation and a Control-Track step; a fighter that took the objective by charge gains 1 bonus XP; a defender win grants the defender bonus reputation for weathering the storm
Control Tracka Blood Angels win advances their Control-Track claim on the district by one step (the host has taken the ground by storm); a defender win holds the marker and denies the advance, and the Blood Angels take an attrition penalty for a charge that failed to land

A winged host means to decide the battle in the first assault, dropping onto a held objective from orbit. The defender's task is to weather the Descent and grind the attacker down once its momentum is spent.

ATTACKER AND DEFENDER The Blood Angels are the attacker. The opposing gang is the defender, a gunline or garrison holding a fixed objective it must keep intact.

BATTLEFIELD A single objective sits in the centre of the defender's half of the board. Terrain is set up as normal around it.

CREWS Both players use their full gangs.

DEPLOYMENT The defender deploys first, around the central objective. The Blood Angels deploy along the far board edge, and may hold up to half their fighters — jump-pack bodies — in reserve for a descent, bringing them in from any board edge from the second round.

THE DESCENT Reserved Blood Angels fighters arriving from reserve may charge in the same activation they enter play. The attacker's aim is a single hard, fast strike; the defender's is to survive it.

ENDING THE BATTLE The battle ends at the close of round five, or earlier if one gang bottles out.

VICTORY The Blood Angels win if they control the central objective at the end of round three. The defender wins if it still controls the objective at the end of round five, having survived the alpha-strike.

REWARDS A Blood Angels victory grants bonus reputation and advances their Control-Track claim on the district by one step, and any fighter that took the objective by charge gains 1 bonus experience. A defender victory grants the defender bonus reputation for weathering the storm, holds the Control-Track marker, and the Blood Angels take an attrition penalty for a charge that failed to land.

TACTICS The Blood Angels must commit to the descent and win it quickly; every round the objective holds, the defender's odds improve.