MACROMUNDA
Allegiance
Space Marines Legion Of The Damned
Codex / Scenarios
Codex · Space Marines

Scenarios2

Break Contact scenario
Attackerthe opposing gang (caught by the Damned and trying to break contact - to disengage from a force it cannot out-last and escape the board before the unkillable revenants grind it down)
Defenderthe Legion of the Damned (the force that cannot be out-attritioned, appearing to deny the enemy his escape - the dead do not tire, do not break, and do not let go, and their whole task is to keep the enemy on the field until he is purged)
Deploythe escaping gang deploys in the centre of the board; the Legion of the Damned sets up in reserve and arrives as apparitions each round, materialising more than six inches from an enemy, appearing between the fugitives and the board edges they are trying to reach
Objectivethe escaping gang wins by getting a set share of its fighters off its chosen board edge; the Legion wins by taking enough of them Out of Action first, denying the escape
Victorythe escaping gang wins if it moves at least half its starting fighters off the far board edge by the end of round six; the Legion of the Damned wins if it takes half or more of the enemy's fighters Out of Action before they can escape
Rewardsan escape win grants the fleeing gang bonus Reputation for surviving the dead and a Control-Track hold; a Legion win grants bonus Reputation and a Control-Track step for a purge completed; any Damned that takes a fleeing enemy Out of Action within three inches of a board edge gains 1 bonus XP for cutting off the escape
Control Tracka Legion win advances its Control-Track claim by one step (nothing escaped the district); an escape win holds the marker for the fleeing gang and the Legion withdraws to apparate elsewhere, gaining nothing but taking no penalty - the dead are never truly driven off, only elsewhere

An enemy gang, caught by the dead, fights only to get away — to disengage from a force it cannot out-last and reach the board's edge before the revenants grind it down.

ATTACKER & DEFENDER The escaping gang is the attacker. The Legion of the Damned, appearing to deny the escape, is the defender.

THE BATTLEFIELD Set up as normal, with terrain across the board. The escaping gang nominates its escape edge before deployment.

DEPLOYMENT The escaping gang deploys in the centre of the board. The Legion of the Damned sets up in reserve and arrives as apparitions each round, materialising more than 6" from an enemy, appearing between the fugitives and the edges they are trying to reach.

NO ESCAPE The dead do not tire, do not break and do not let go. The Legion's whole task is to keep the enemy on the field until he is purged.

ENDING THE BATTLE The battle ends at the close of round six.

VICTORY The escaping gang wins if it moves at least half its starting fighters off its chosen board edge by the end of round six. The Legion of the Damned wins if it takes half or more of the enemy's fighters Out of Action before they can escape.

REWARDS An escape win grants the fleeing gang bonus Reputation for surviving the dead and holds its Control-Track marker. A Legion win grants bonus Reputation and a Control-Track step for a purge completed. Any Damned that takes a fleeing enemy Out of Action within 3" of a board edge gains 1 bonus XP for cutting off the escape.

CONTROL TRACK A Legion win advances its Control-Track claim by one step; nothing escaped the district. An escape win holds the marker for the fleeing gang, and the Legion withdraws to apparate elsewhere, gaining nothing but taking no penalty — the dead are never truly driven off, only elsewhere.

The Apparition scenario
Attackerthe Legion of the Damned (a spectral strike force that materialises onto the field to purge it - deep-striking in as an apparition, ignoring cover on arrival, and burning the enemy down; they score by elimination, not by holding ground, because the dead came to kill and not to garrison)
Defenderthe opposing gang (holding the ground the Damned appear amid, trying to survive a force that cannot be out-attritioned and to break contact before the few unkillable bodies grind it down)
Deploythe defender deploys first across the whole board as it likes; the Legion of the Damned sets up ENTIRELY in reserve as the apparition, and its fighters arrive from round one, deep-striking in more than six inches from any enemy (or closer via tactics), ignoring cover in the round each arrives
Objectivethe Legion wins by purging - taking a set share of the defender's fighters Out of Action; the defender wins by surviving with its force largely intact and denying the Damned their tally
Victorythe Legion of the Damned wins if, by the end of round six, it has taken at least half the defender's starting fighters Out of Action; the defender wins if it ends round six with more than half its force still standing
Rewardsa Legion win grants bonus Reputation and a Control-Track step for a purge carried out; a Damned fighter that took an enemy Out of Action in the round it materialised gains 1 bonus XP; a defender win that weathered the apparition and kept its force grants the defender bonus Reputation for surviving the dead
Control Tracka Legion win advances its Control-Track claim on the district by one step (the dead purged it and moved on); a defender win holds the marker and denies the advance, and the Legion - which never holds ground - simply withdraws to apparate elsewhere, taking no attrition penalty but gaining nothing

A spectral strike force materialises onto a held field to purge it. The Legion of the Damned comes not to take ground but to end those who stand upon it.

ATTACKER & DEFENDER The Legion of the Damned is the attacker. The opposing gang, holding the ground the Damned appear amid, is the defender.

THE BATTLEFIELD Set up as normal for a contested district, with terrain spread across the whole board.

DEPLOYMENT The defender deploys first, anywhere across the board as it wishes. The Legion of the Damned sets up entirely in reserve as the apparition; none of its fighters begin on the board.

THE APPARITION From the first round, the Legion's fighters arrive from reserve, deep-striking in more than 6" from any enemy — or closer, where a tactic allows. In the round each fighter arrives, its shooting ignores cover. The dead came to kill, not to garrison; they score by elimination, not by holding ground.

ENDING THE BATTLE The battle ends at the close of round six, or when one gang is broken and flees the field.

VICTORY The Legion of the Damned wins if, by the end of round six, it has taken at least half the defender's starting fighters Out of Action. The defender wins if it ends round six with more than half its force still standing.

REWARDS A Legion win grants bonus Reputation and a Control-Track step for a purge carried out. A Damned that took an enemy Out of Action in the round it materialised gains 1 bonus XP. A defender that weathered the apparition and kept its force earns bonus Reputation for surviving the dead.

CONTROL TRACK A Legion win advances its Control-Track claim on the district by one step; the dead purged it and moved on. A defender win holds the marker and denies the advance — and the Legion, which never holds ground, simply withdraws to apparate elsewhere, taking no attrition penalty but gaining nothing.