MACROMUNDA
Allegiance
Space Marines Raven Guard
Codex / Scenarios
Codex · Space Marines

Scenarios2

Screen The Approaches scenario
Attackerthe opposing gang (a force that has learned the Raven Guard are coming and moves to screen every approach - flood the flanks, deny the hidden ground, and force the strike into the open where it can be pinned and broken)
Defenderthe Raven Guard (a fragile guerrilla force that must still land its strike through a prepared enemy - infiltrate what ground remains, hit fast, and fade before the screen closes; the mirror of their own raid, fought from the wrong side of surprise)
Deploythe attacker deploys spread wide to cover the approaches and the hidden ground; the Raven Guard deploy hidden where they still can, forced to work through a screen rather than around an unwary foe
Objectivethe attacker wins by pinning the Raven Guard in the open and taking a majority of the strike force Out of Action, or by holding all approaches to the central objective; the Raven Guard win by seizing the central objective and fading off it with the seizing fighter intact despite the screen
Victorythe attacker wins if it takes half or more of the Raven Guard fighters Out of Action, or holds the objective through round six (the shadow denied and caught); the Raven Guard win if they seize the objective and end the battle with the seizing fighter alive and out of enemy line of sight (the strike landed through the screen)
Rewardsa Raven Guard win grants bonus Reputation for striking through a prepared enemy; a fighter that seized the objective and faded intact earns 1 bonus XP toward Ghost of Deliverance; an attacker win by pinning and breaking the strike force grants the attacker bonus Reputation and proves the hit-and-fade can be screened out
Control Tracka Raven Guard win advances their Control-Track claim by one step (the strike landed despite the screen); an attacker win holds the marker; an attacker win that takes half or more of the strike force Out of Action advances the ATTACKER's claim by one step - the guerrillas pinned in the open and broken before they could fade

The enemy knows. Word has run ahead of the strike force, and every way in is watched now — so the raid must land through a prepared foe rather than around an unwary one.

ATTACKER

The opposing gang. They have learned the Raven Guard are coming and moved to screen every approach — flanks flooded, hidden ground denied, the strike forced into the open where it can be pinned and broken.

DEFENDER

The Raven Guard. A fragile guerrilla force, and still it must land its strike through a prepared enemy: infiltrate what ground remains, hit fast, fade before the screen closes. It is their own raid turned inside out, fought from the wrong side of surprise.

DEPLOYMENT

The attacker deploys spread wide, covering the approaches and the hidden ground. The Raven Guard deploy hidden where they still can, forced to work through a screen rather than around an unwary foe.

OBJECTIVE

The Raven Guard must seize the central objective and fade off it with the seizing fighter intact despite the screen. The attacker must pin the Raven Guard in the open and take a majority of the strike force Out of Action, or hold all approaches to the central objective.

ENDING THE BATTLE

The battle ends when the Raven Guard have seized the objective and withdrawn the seizing fighter out of enemy line of sight, or at the end of round six.

VICTORY

The Raven Guard win if they seize the objective and end the battle with the seizing fighter alive and out of enemy line of sight — the strike landed through the screen. The attacker wins if it takes half or more of the Raven Guard fighters Out of Action, or holds the objective through round six. The shadow denied, and caught.

REWARDS

A Raven Guard win grants bonus reputation for striking through a prepared enemy. A fighter that seized the objective and faded intact earns 1 bonus XP toward Ghost of Deliverance. An attacker win by pinning and breaking the strike force grants the attacker bonus reputation — proof the hit-and-fade can be screened out.

CONTROL TRACK

A Raven Guard win advances their Control-Track claim by one step; the strike landed despite the screen. An attacker win holds the marker. And an attacker win that takes half or more of the strike force Out of Action advances the attacker's claim by one step instead — the guerrillas pinned in the open, broken before they could fade.

The Decapitation Raid scenario
Attackerthe Raven Guard (a guerrilla force that wants the perfect raid - infiltrate unseen onto the enemy's soft target or command, strike hard, and fade off the field before the counter-blow can land)
Defenderthe opposing gang (a force that must screen its approaches and its command, then punish the fragile strike force once it is committed and exposed in the open)
Deploythe defender sets up around a high-value target (its Leader, an objective, a cache) in the centre; the Raven Guard deploy last and largely hidden - infiltrated, out of line of sight, or in reserve to arrive from a chosen edge
Objectivethe Raven Guard win by taking the target - the enemy Leader Out of Action, or the objective seized - AND getting the striking fighters off the field or back out of enemy line of sight; the defender wins by protecting the target through the battle, or by pinning and breaking the exposed strike force in the open
Victorythe Raven Guard win if they achieve the target and end the battle with the striking fighter(s) alive and out of enemy line of sight (the clean strike and the clean fade); the defender wins if the target survives to the end of round six, or if it takes the Raven Guard striking fighters Out of Action before they can escape - the shadow caught in the light
Rewardsa Raven Guard win grants bonus Reputation and a Control-Track step for the decapitation; a fighter that took the enemy Leader Out of Action and escaped untouched earns 1 bonus XP toward The Unseen Blade; a defender win by catching the raiders grants the defender bonus Reputation for proving the shadow can be pinned
Control Tracka Raven Guard win advances their Control-Track claim on the district by one step (the enemy command broken, the ground made unsafe); a defender win holds the marker; a defender win that takes the striking fighters Out of Action before they escape advances the DEFENDER's claim by one step - the guerrillas caught and destroyed in the open

The perfect raid is a simple thing to name and a hard thing to do: in unseen, the enemy's command broken, out again before the counter-blow can land. The Raven Guard mean to do it.

ATTACKER

The Raven Guard. A guerrilla force bent on infiltrating onto the enemy's soft target or command, alpha-striking, and fading off the field before the reply arrives.

DEFENDER

The opposing gang. They must screen their approaches and their command, then punish the fragile strike force once it is committed and exposed in the open.

DEPLOYMENT

The defender sets up around a high-value target — its Leader, an objective or a cache — in the centre of the field. The Raven Guard deploy last, and largely hidden: infiltrated, out of line of sight, or held in reserve to arrive from a chosen edge.

OBJECTIVE

The Raven Guard must take the target — the enemy Leader Out of Action, or the objective seized — and then get the striking fighters off the field or back out of enemy line of sight. The defender must protect the target through the battle, or pin and break the exposed strike force in the open.

ENDING THE BATTLE

The battle ends when the Raven Guard have taken the target and withdrawn the striking fighters, or at the end of round six.

VICTORY

The Raven Guard win if they achieve the target and end the battle with the striking fighter or fighters alive and out of enemy line of sight — the clean strike, the clean fade. The defender wins if the target survives to the end of round six, or if it takes the Raven Guard striking fighters Out of Action before they can escape. The shadow caught in the light.

REWARDS

A Raven Guard win grants bonus reputation and a Control-Track step for the decapitation. A fighter that took the enemy Leader Out of Action and escaped untouched earns 1 bonus XP toward The Unseen Blade. A defender win by catching the raiders grants the defender bonus reputation — proof the shadow can be pinned.

CONTROL TRACK

A Raven Guard win advances their Control-Track claim on the district by one step; the enemy command broken, the ground made unsafe. A defender win holds the marker. And a defender win that takes the striking fighters Out of Action before they escape advances the defender's claim by one step instead — the guerrillas caught and destroyed in the open.