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.