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Space Marines Deathwatch
Codex / Scenarios
Codex · Space Marines

Scenarios2

The Kill Team Strike scenario
Attackerthe Deathwatch (a hidden-insertion strike mission - declare the prey, set up the whole Kill Team in reserve, teleport or infiltrate in, apply the exact round to the target and be gone; a veteran team betting everything on one concentrated alpha)
Defenderthe opposing gang (holding an objective the Watch has come to eliminate, trying to weather the ambush and outlast a narrow all-veteran team with no cheap bodies to spend)
Deploythe defender deploys normally across the board with its priority target (a chosen fighter or objective) named as the Watch's prey; the Deathwatch set up entirely in hidden/reserve deployment and arrive from round 1 via Infiltrate or teleportarium, more than 6in from enemies
Objectivethe Deathwatch win by eliminating the declared prey - taking the named target fighter Out of Action, or destroying the objective it guards - inside four rounds and then withdrawing surviving veterans off their own board edge; the defender wins by keeping the prey alive through round four
Victorythe Deathwatch win if the declared prey is eliminated by the end of round four AND at least half the Kill Team withdraws off-board; the defender wins if the prey survives round four, or if the Watch eliminates it but loses more than half its veterans doing so (a hunt too costly for a team that cannot replace its dead)
Rewardsa clean Deathwatch win grants bonus Reputation and a Control-Track step for a strike that hit its target and vanished; a veteran that personally took the declared prey Out of Action gains 1 bonus XP toward the requisition armoury; a defender win that held the prey alive grants the defender bonus Reputation for weathering the ambush
Control Tracka clean Deathwatch win advances the Watch's Control-Track claim on the district by one step (the target eliminated, the ground denied to the alien); a defender win holds the marker, and a costly Watch win (prey dead but half the team lost) neither advances nor holds - the strike spent too much for too little

The Watch has come to take one thing and leave. It declares its prey, sets up unseen, and bets the fight on a single concentrated strike; the defender must weather the ambush and outlast a narrow all-veteran team that has no cheap bodies to spend.

ATTACKER AND DEFENDER The Deathwatch are the attacker, a hidden-insertion strike force. The opposing gang is the defender, holding the objective the Watch has come to eliminate.

BATTLEFIELD A dense board with the defender's priority target set near its centre.

CREWS Both players use their full gangs.

DEPLOYMENT The defender deploys normally across the board and names one fighter or objective as the Watch's prey. The Deathwatch set up entirely in hidden or reserve deployment and arrive from round one by Infiltrate or teleportarium, more than 6" from any enemy.

THE DECLARED PREY Against the declared prey, every Deathwatch Veteran adds +1 to Wound and re-rolls a failed Hit — the whole team turned onto the named target.

ENDING THE BATTLE The battle ends when the prey is eliminated and the surviving Watch withdraws, or at the close of round four.

VICTORY The Deathwatch win if the declared prey is eliminated by the end of round four and at least half the Kill Team withdraws off its own board edge. The defender wins if the prey survives round four, or if the Watch kills it but loses more than half its veterans doing so.

REWARDS A clean Deathwatch win grants bonus reputation and a Control-Track step; a Veteran that personally took the prey Out of Action gains 1 bonus experience toward the requisition armoury. A defender that held the prey alive gains bonus reputation for weathering the ambush.

TACTICS The Watch must strike in one concentrated blow and get out; the defender must screen the prey and make the hunt too costly for a team that cannot replace its dead.

The Long Vigil scenario
Attackerthe Deathwatch (running a tracked xenos quarry to ground across the district - the long hunt made a single battle, chasing a fleeing prey that must not be allowed to escape and breed)
Defenderthe opposing gang as the quarry (a fast or numerous force trying to break contact and flee off the board, spending bodies and distance to get its prized fighters away from a team that out-guns but is out-numbered)
Deploythe defender deploys at the centre with clear routes to three board edges (the escape lines); the Deathwatch deploy around the perimeter, some fighters permitted to start hidden, encircling the quarry
Objectivethe Deathwatch win by running the quarry down - taking Out of Action a named quarry-leader and a set share of the defender's fighters before they escape; the defender wins by getting a set number of its fighters, including the quarry-leader, off any board edge and away
Victorythe Deathwatch win if they eliminate the quarry-leader and at least half the defender's force before round six ends; the defender wins if the quarry-leader and at least a third of its fighters escape off-board - the prey that got away to breed another day
Rewardsa Deathwatch win grants bonus Reputation and a Control-Track step, and adds a permanent mark toward the Long Vigil sub-plot (the quarry run down); a veteran that took the quarry-leader Out of Action gains 2 bonus XP; a defender escape grants the fleeing gang bonus Reputation and denies the Watch its mark
Control Tracka Deathwatch win advances the Watch's Control-Track claim (the quarry ended, the infestation cut off at the root); a defender escape holds the marker and the Watch takes an attrition penalty for a hunt that let its prey slip away to spread

A xenos quarry is running. The Watch means to end it before it slips the district and breeds, and the long hunt comes down to a single battle. The defender spends bodies and distance to get its prized fighters clear. Out-numbered but out-gunning, the Watch closes the ground and runs the quarry to earth.

ATTACKER AND DEFENDER The Deathwatch are the attacker, running a fleeing quarry to ground. The opposing gang is the defender and the quarry both: it wants only to break contact and escape.

BATTLEFIELD An open board. Three edges lie clear — the escape lines.

CREWS Both players use their full gangs.

DEPLOYMENT The defender deploys at the centre, with routes to three board edges. The Deathwatch deploy around the perimeter, encircling the quarry; some fighters may start hidden.

THE FLEEING QUARRY One defender fighter is named the quarry-leader. The defender's aim is to get it, and a set share of its force, off any board edge and away.

ENDING THE BATTLE The battle ends when the quarry-leader escapes or is eliminated, or at the close of round six.

VICTORY The Deathwatch win if they take the quarry-leader and at least half the defender's force Out of Action before round six ends. The defender wins if the quarry-leader and at least a third of its fighters escape off-board.

REWARDS A Deathwatch win grants bonus reputation, a Control-Track step and a permanent mark toward the Long Vigil sub-plot; a Veteran that took the quarry-leader Out of Action gains 2 bonus experience. A defender escape grants the fleeing gang bonus reputation and denies the Watch its mark.

TACTICS Close the escape lines. Force the kill early. The quarry has the opposite work — trade bodies for distance, and get its leader off the board to breed another day.