MACROMUNDA
Allegiance
Space Marines Imperial Fists
Codex / Scenarios
Codex · Space Marines

Scenarios2

The Breach scenario
Attackerthe Imperial Fists (the Imperium's siege-masters, methodically cracking a fortified position - ignoring the enemy's cover, breaching the strongpoint gun by gun, and grinding forward under their own fire)
Defenderthe opposing gang (holding a fortified strongpoint the Fists must breach - dug into cover the Siege Master skill is built to ignore, trying to hold long enough to break the slow advance)
Deploythe defender deploys first, dug into a fortified strongpoint at one end of the board with heavy cover and a central objective it must hold; the Imperial Fists deploy at the far edge and must advance across the field to breach it
Objectivethe Imperial Fists win by seizing the fortified objective at the heart of the defender's strongpoint; the defender wins by keeping the Fists off it to the end of the game
Victorythe Imperial Fists win if they control the fortified objective at the end of any round; the defender wins if it still holds the objective uncontested at the end of round six, having weathered the siege
Rewardsan Imperial Fists win grants bonus Reputation and a Control-Track step for breaking the fortress; a fighter that took an enemy Out of Action while ignoring its cover (Siege Master) gains 1 bonus XP; a defender win that held grants the defender bonus Reputation for weathering the siege
Control Trackan Imperial Fists win advances their Control-Track claim on the district by one step (the siege-masters cracked the wall); a defender win holds the marker and denies the advance, and the Fists take a slow-grind attrition penalty for a breach that never opened

The Imperial Fists are the Imperium's siege-masters. Here they do the work they were made for — cracking a fortified position gun by gun, ignoring the cover the enemy hides behind, grinding forward under their own fire until the strongpoint breaks.

ATTACKER AND DEFENDER The Imperial Fists are the attacker, breaching a fortified strongpoint at their own methodical pace. The opposing gang is the defender — dug into heavy cover, trying to hold long enough to break the slow advance.

BATTLEFIELD The defender's strongpoint stands at one end of the board. A fortified position of heavy cover, a single objective at its heart, the ground before it open and swept.

CREWS Both players use their full gangs.

DEPLOYMENT The defender deploys first, dug into the strongpoint around the central objective. The Imperial Fists deploy at the far board edge and must advance across the field to reach it.

BREAKING THE WALL The defender gains the full benefit of its fortifications. But the Imperial Fists were bred to reduce exactly such works: a Son of Dorn shooting a target within the strongpoint ignores the cover it stands in. The siege moves at the pace the Fists dictate — one broken emplacement at a time.

ENDING THE BATTLE The battle ends when the Imperial Fists control the fortified objective, or at the end of round six if they have not taken it.

VICTORY The Imperial Fists win if they control the fortified objective at the end of any round. The defender wins if it still holds the objective uncontested at the end of round six, having weathered the siege.

REWARDS An Imperial Fists victory grants bonus Reputation for breaking the fortress; a fighter that took an enemy Out of Action while ignoring its cover gains 1 bonus experience. A defender victory that held the line to the end grants the defender bonus Reputation for weathering the siege.

CONTROL TRACK An Imperial Fists victory advances their Control-Track claim on the district by one step — the siege-masters cracked the wall. A defender victory holds the marker and denies the advance, and the Fists take a slow-grind attrition penalty for a breach that never opened.

TACTICS The attacker must trust the grind. Let the Siege Master's contempt for cover peel the strongpoint apart, one emplacement at a time, rather than rushing it. The defender must make every yard of open ground cost, and hold its nerve as the wall comes down around it.

The Unbroken Line scenario
Attackerthe opposing gang (a force that must cross open ground and break the wall - close the distance fast, reach the held line before the Bolter Drill saws it down, and take the ground the Fists refuse to give)
Defenderthe Imperial Fists (a dug-in gunline defending a fortress objective, holding still to fire deadlier each round, and grinding the attacker down as it crosses the killing ground)
Deploythe Imperial Fists deploy first in a fortified zone around a central objective, placing their own barricades and emplacements; the attacker deploys along the board edges, as far as a full move from the Fists' line, with the open ground between them
Objectivethe attacker wins by seizing and holding the central objective or clearing every Imperial Fist off it; the Imperial Fists win by holding the objective controlled and unbroken to the end of the game
Victorythe Imperial Fists win if they control the central objective at the end of round five (or when the attacker bottles out); the attacker wins if, at the end of any round from round four onward, it controls the objective with no Imperial Fist within 3in of it
Rewardsan Imperial Fists win grants bonus Reputation and a Control-Track step for holding the ground; a Devastator that took two or more enemies Out of Action from a held position gains 1 bonus XP; an attacker win that broke the wall grants the attacker bonus Reputation for crossing the killing ground
Control Trackan Imperial Fists win holds their Control-Track marker on the district and denies the attacker's advance (the wall stood); an attacker win advances its claim on the district by one step, and the Fists take an attrition penalty for a line that was finally broken

A dug-in Imperial Fists gunline defends a fortress objective. It holds still and fires the deadlier for it, grinding the enemy down across the killing ground. The attacker must reach the held line and take the ground the Fists refuse to give.

ATTACKER AND DEFENDER The opposing gang is the attacker. It must cross open ground and break the wall before the Bolter Drill saws it apart. The Imperial Fists are the defender — a gunline that fires harder the longer it holds its position.

BATTLEFIELD A central objective stands in a fortified zone, with open killing ground stretching out from it toward the board edges.

CREWS Both players use their full gangs.

DEPLOYMENT The Imperial Fists deploy first in the fortified zone around the central objective, placing their own barricades and emplacements. The attacker deploys along the board edges, a full move out from the Fists' line, with the open ground between them.

THE HELD LINE The Imperial Fists fight from their prepared position. The Bolter Drill rewards every fighter that stays where it is planted. The attacker's whole game is simpler, and harder: cross the killing ground fast, reach the line before the fire tells.

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

VICTORY The Imperial Fists win if they control the central objective at the end of round five, or when the attacker bottles out. The attacker wins if, at the end of any round from the fourth onward, it controls the objective with no Imperial Fist within 3" of it.

REWARDS An Imperial Fists victory grants bonus Reputation for holding the ground; a Devastator that took two or more enemies Out of Action from a held position gains 1 bonus experience. An attacker victory that broke the wall grants the attacker bonus Reputation for crossing the killing ground.

CONTROL TRACK An Imperial Fists victory holds their Control-Track marker on the district and denies the attacker's advance — the wall stood. An attacker victory advances its claim by one step, and the Fists take an attrition penalty for a line that was finally broken.

TACTICS The defender plants its guns and refuses to move, letting the drill do its work as the enemy closes. The attacker must cross the open ground in as few rounds as it can, forcing the fight onto the objective before the gunline settles.