MACROMUNDA
Allegiance
Space Marines Ultramarines
Codex / Campaign
Codex · Space Marines

Campaign55

Scenarios2

The Codex Advance scenario
Attackerthe Ultramarines (a drilled phalanx grinding forward on tempo, one doctrine-phase ahead each round)
Defenderthe opposing gang (holding a line of objectives the Ultramarines mean to take in sequence)
Deploya line of three objectives runs across the centre of the board; the Ultramarines deploy along one long edge, the defender spread to hold the objective line
Objectivethe Ultramarines win by controlling the objective line in ordered sequence - taking the near, then the middle, then the far marker without ever losing one already held; the defender wins by breaking that sequence
Victorythe Ultramarines win if at the end of any round they hold all three objectives having taken them in order (near to far); the defender wins if the game ends with the sequence unbroken-and-incomplete, or if it retakes an objective the Ultramarines had already claimed
Rewardsa full sequenced advance grants the Ultramarines bonus reputation and a Control-Track step; a fighter that held an objective every round it stood on one gains 1 bonus XP
Control Trackan Ultramarines win advances their Control-Track claim on the district by one step (the phalanx has taken the ground in good order); a defender win holds the marker where it stands and denies the advance

A drilled phalanx grinds forward on tempo, taking a line of objectives in the ordered sequence the Codex demands.

ATTACKER The Ultramarines, advancing one doctrine-phase ahead each round.

DEFENDER The opposing gang, holding the objective line the Ultramarines mean to take in order.

BATTLEFIELD A line of three objectives runs across the centre of the board — near, middle and far.

DEPLOYMENT The Ultramarines deploy along one long edge. The defender deploys spread across the objective line to hold it.

THE SEQUENCE The Ultramarines must take the objectives in order: the near marker first, then the middle, then the far. A marker counts as taken only while it is controlled, and the sequence is broken if the Ultramarines ever lose control of a marker already claimed.

ENDING THE BATTLE The battle ends at the end of any round in which the Ultramarines hold all three objectives having taken them in order, or when the defender retakes an objective the Ultramarines had already claimed, or by the standard bottle-out rules.

VICTORY The Ultramarines win if, at the end of any round, they hold all three objectives taken in sequence from near to far. The defender wins by breaking that sequence — retaking a claimed objective, or holding the line unbroken-and-incomplete when the game ends.

REWARDS A full sequenced advance grants the Ultramarines bonus reputation and one step on the Control Track. Any fighter that held an objective every round it stood on one gains 1 bonus experience.

CONTROL TRACK An Ultramarines win advances their claim on the district by one step. A defender win holds the marker where it stands and denies the advance.

TACTICS The Ultramarines want to cycle their doctrines to match each phase of the push — ground-taking to seize a marker, ranged precision to deny a counter. The defender should force the phalanx to break its own order, striking hardest at whichever marker was taken last.

The Unbroken Line scenario
Attackerthe opposing gang (a raid or first-strike that must break the phalanx before its drill spins up)
Defenderthe Ultramarines (holding a fixed position, cycling doctrines to grind the attacker down over the rounds)
Deploythe Ultramarines deploy around a central strongpoint they must hold; the attacker deploys around the board edges and closes
Objectivethe attacker wins by seizing the strongpoint fast, before the Ultramarines cycle through all three doctrines; the Ultramarines win by holding until the drill compounds
Victorythe attacker wins if it controls the central strongpoint at the end of round 3 or sooner; the Ultramarines win if they still hold the strongpoint at the end of round 4, by which point the gang has cycled the full doctrine ladder and the advantage has snowballed
Rewardsa successful hold grants the Ultramarines bonus reputation and a Control-Track step; the Captain gains 1 bonus XP for a hold that reached round 4 unbroken
Control Trackan Ultramarines hold advances their Control-Track claim on the district by one step (they have proven the ground unbreakable); an attacker win pushes the marker toward the attacker

A raid crashes against a fixed phalanx that must simply endure. Every round the Ultramarines hold, their drill compounds and the advantage snowballs.

ATTACKER The opposing gang — a raid or alpha-strike that must break the phalanx before its drill spins up.

DEFENDER The Ultramarines, holding a fixed position and cycling doctrines to grind the attacker down over the rounds.

BATTLEFIELD A central strongpoint the Ultramarines must hold, with open approaches around it.

DEPLOYMENT The Ultramarines deploy around the central strongpoint. The attacker deploys around the board edges and closes.

THE COMPOUNDING DRILL The Ultramarines cycle their Combat Doctrine each round as normal. The scenario turns on time: the longer the line holds, the further along the ladder the phalanx has climbed, and the harder it becomes to shift.

ENDING THE BATTLE The battle ends when the attacker controls the central strongpoint at the end of round 3 or sooner, when the Ultramarines still hold it at the end of round 4, or by the standard bottle-out rules.

VICTORY The attacker wins if it controls the central strongpoint at the end of round 3 or sooner. The Ultramarines win if they still hold the strongpoint at the end of round 4, by which point the gang has cycled the full doctrine ladder and the advantage has snowballed.

REWARDS A successful hold grants the Ultramarines bonus reputation and one step on the Control Track. The Captain gains 1 bonus experience for a hold that reached round 4 unbroken.

CONTROL TRACK An Ultramarines hold advances their claim on the district by one step — the ground proven unbreakable. An attacker win pushes the marker toward the attacker.

TACTICS The attacker must commit early and hard, before the doctrine ladder makes the line immovable. The Ultramarines should trade ground for time, leaning on Hold the Line to keep the strongpoint contested until the drill compounds.

Favours8

RollFavourPatron
2A Loaned Veteran. The Strategium spares what little it can. For your next battle, a single seasoned battle-brother is loaned to your strike force: add one hired veteran to your crew for that battle only, after which he returns to his own duties. It is the smallest of the Strategium's favours, but a steady hand in the line is never unwelcome.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)
3Munitions Tithe. The Strategium releases a portion of the Chapter's stores. Before your next battle, one fighter in your strike force may replenish a depleted weapon or take a single free reload, and any Ammo check that fighter fails in that battle may be re-rolled once. A disciplined force wastes nothing, but a resupply from Macragge keeps the guns speaking a little longer.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)
5The Strategium Plan. The command staff of Macragge draws you a battle-plan. For your next battle you may draw one extra Gang Tactic, and once during that battle you may re-roll a single dice — the fruit of foresight laid down before a shot is fired. The strike force that fights to a plan fights ahead of its enemy.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)
6Reinforcement Drill. The Strategium hastens a brother back to the line. In your next post-battle sequence, one fighter In Recovery recovers as though a full sequence had passed, returning to the strike force ahead of schedule. The drill of Macragge counts no warrior spent while he can yet be made whole.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)
7Honour Of Macragge. Word of your conduct reaches the Strategium, and it is judged worthy. Your gang gains a measure of reputation, the regard of the Chapter's command staff earned by fighting as the Codex demands. The most even-handed of the Strategium's favours, and the one most freely given to a force that keeps its discipline.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)
9Artificer Support. The Chapter's artificers turn their hands to your wargear. In your next post-battle sequence, you may repair a piece of damaged equipment for free, or have a single weapon master-crafted so that its bearer may re-roll one failed Hit roll with it each battle for the rest of the campaign. The craft of Macragge outlasts the war it is spent on.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)
10Allied Gunline. The Strategium calls in the guns of its disciplined allies. For your next battle, once per round you may direct a single supporting ranged attack from off the board — a salvo from an allied gunline laid down where you need it, striking a target you can see within long range. When the phalanx fights beside warriors who share its order, the fire compounds.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)
12Blessing Of The Primarch. The greatest favour the Strategium can bestow: the example of the Primarch himself, invoked over your strike force. For your next battle, once you may declare the Blessing at the start of a round, and until the next round every fighter in your gang re-rolls failed Hit and Wound rolls, the whole line fighting as Guilliman's own would. It comes but once, and only to a force that has proven itself worthy of Macragge.the Strategium of Macragge (the Chapter command staff and the Codex-disciplined Imperial forces it stands with)

Gang Tactics36

RollTacticTiming
11Tactical Precision. Tactical Precision. Play at any point in the round. Choose one friendly fighter. Until the end of the round, that fighter may re-roll a single failed Hit roll each time it shoots or fights — the drilled marksmanship of a warrior who wastes nothing.Any round
12Honour The Codex. Honour the Codex. Play at the start of the round. One friendly fighter may act this round as though the strike force were in an adjacent doctrine stance to the one declared, reading the field a beat ahead of the order.Start of round
13Steady Advance. Steady Advance. Play in the movement phase. One friendly fighter may make a free Move (Simple) action, provided it ends that move no closer to the nearest enemy — the phalanx dressing its line rather than breaking it.Movement
14Defenders Of Ultramar. Defenders of Ultramar. Play at any point in the round. Choose a friendly fighter contesting or within 3" of an objective. Until the start of your next turn, that fighter gains a 6+ field save and cannot be knocked back — ground held is ground kept.Any round
15Finest Hour. Finest Hour. Play at any point in the round. One friendly Leader or Champion gains an additional Attack this round, and friendly fighters within 3" of it may re-roll a single failed Nerve test — the commander driving the line to its greatest effort at the instant it matters most.Any round
16By The Strategium. By the Strategium. Play at the end of the round. Draw one extra Gang Tactic to use in the next round — a plan laid down the moment the fighting pauses, so the strike force never fights without foresight.End of round
21Doctrine Drill. Doctrine Drill. Play at the start of the round. The strike force may shift its Combat Doctrine an extra step along the ladder this round, drilled to move through the phases of battle faster than the enemy can answer.Start of round
22Combined Fire. Combined Fire. Play in the shooting phase. Two friendly fighters that both target the same enemy this round each add 1 to their Hit rolls against it — disciplined fire concentrated where it will tell.Shooting
23Hold The Line. Hold the Line. Play at any point in the round. One friendly fighter contesting an objective counts as three models for the purpose of control until the start of your next turn — a single brother made immovable on the point he holds.Any round
24Tactical Withdrawal. Tactical Withdrawal. Play in the movement phase. One friendly fighter may make a free Move (Simple) action directly away from the nearest enemy, and suffers no reaction attacks for leaving a combat as it does so — a fighting retreat made in good order.Movement
25Oath Kept. Oath Kept. Play at any point in the round. Choose a friendly fighter and an enemy fighter. Until the end of the battle, the chosen fighter re-rolls failed Hit rolls against that enemy — an oath of vengeance sworn before the brethren and honoured to the last.Any round
26Disciplined Volley. Disciplined Volley. Play in the shooting phase. One friendly fighter shooting a weapon with the Rapid Fire trait adds 1 to the number of shots it makes with that action — a controlled burst poured into the enemy line.Shooting
31Counter Punch. Counter-Punch. Play as a reaction when an enemy ends a charge against a friendly fighter. That fighter makes a single free reaction attack against the charger before blows are otherwise struck — the disciplined riposte of a warrior who was never caught unready.Reaction
32Rites Of Battle. Rites of Battle. Play at any point in the round. Choose a friendly Leader or Champion. Until the start of your next turn, any friendly fighter beginning an activation within 6" of it may re-roll a single failed Hit roll — the steadying certainty of a command well kept.Any round
33Codex Formation. Codex Formation. Play immediately after deployment. Redeploy up to two friendly fighters, moving each up to 3" from where it stood — the line dressed to the Codex before the first shot is fired.Deployment
34Unbroken Shield. Unbroken Shield. Play at any point in the round. One friendly fighter gains a 5+ field save against ranged attacks until the start of your next turn — plate and discipline turning aside what would fell a lesser warrior.Any round
35Measured Assault. Measured Assault. Play when a friendly fighter declares a charge. That fighter adds 1 to its Hit rolls in the ensuing close combat this round — a charge pressed home with drilled precision rather than blind fury.Charge
36Forward Observers. Forward Observers. Play in the shooting phase. One friendly fighter that did not move this round ignores cover when it shoots, marking its target for the line to finish.Shooting
41Relentless Discipline. Relentless Discipline. Play at any point in the round. One friendly fighter ignores the characteristic penalties of any Flesh Wounds it carries until the start of your next turn — the brother fighting on as though unhurt.Any round
42No Mercy. No Mercy. Play at any point in the round. Until the start of your next turn, friendly fighters re-roll failed Injury dice against Prone or Seriously Injured enemies — a broken foe run down before it can rise.Any round
43Phalanx Wall. Phalanx Wall. Play in the movement phase. Until the start of your next turn, any friendly fighter within 2" of another friendly fighter gains a 6+ field save — the shield-wall closed, each brother covered by the one beside him.Movement
44Sequenced Strike. Sequenced Strike. Play at the start of the round. Choose a friendly fighter; this round it may take one additional Simple action during its activation, the drill letting it do in a breath what the enemy needs a whole turn for.Start of round
45Chapter Pride. Chapter Pride. Play when a friendly fighter is called upon to make a Nerve test. That fighter automatically passes the test. An Ultramarine does not break. The pride of the Chapter admits no thought of rout.Nerve
46Overwatch Drill. Overwatch Drill. Play as a reaction when an enemy moves within line of sight of a friendly fighter that is Standing and Active. That fighter may immediately Shoot (Basic) at the moving enemy without making an Ammo check. The lane was already his. Discipline, not luck, put the round where the enemy chose to step.Reaction
51Command Relay. Command Relay. Play at any point in the round. A friendly Leader or Champion issuing a Group Activation may bring one additional friendly fighter into it, the order relayed cleanly down the line.Any round
52Hammer And Anvil. Hammer and Anvil. Play when a friendly fighter charges an enemy already engaged with another friendly fighter. In that combat the charging fighter adds 1 to its Hit rolls and 1 to its Wound rolls — the foe pinned against the anvil and broken by the hammer.Charge
53Codex Adaptation. Codex Adaptation. Play at the start of the round. Discard one Gang Tactic from your hand and draw a different one at random — the strike force adapting its plan the moment the field changes.Start of round
54Unyielding. Unyielding. Play at any point in the round. The first time this round a friendly fighter would be taken Out of Action, it becomes Seriously Injured instead — a brother who simply refuses to fall while the line still needs him.Any round
55Fire Discipline. Fire Discipline. Play in the shooting phase. Until the start of your next turn, friendly fighters suffer no penalty for shooting at a target that is not the closest enemy — each brother taking the mark assigned to him rather than the nearest.Shooting
56Brothers In Arms. Brothers in Arms. Play at any point in the round. Choose two friendly fighters within 3" of each other. Until the start of your next turn, each may re-roll a single failed save — brethren who trust the warrior at their shoulder and fight the better for it.Any round
61Strategic Reserve. Strategic Reserve. Play during deployment. Hold up to two friendly fighters in reserve. At the start of any round from the second onward, deploy them within 2" of a board edge in your own half — a measured commitment held back until the field is read.Deployment
62Doctrine Mastery. Doctrine Mastery. Play at the start of the round. This round the strike force benefits from two Combat Doctrine stances at once — the stance declared and the one below it on the ladder — the mark of a chapter that has made the whole Codex second nature.Start of round
63Pincer Advance. Pincer Advance. Play in the movement phase. Two friendly fighters may each make a free Move (Simple) action, provided each ends its move closer to the same enemy and the two approach from different directions — the foe caught between two closing arms.Movement
64Last Stand. Last Stand. Play at any point in the round. Choose a friendly fighter that is the last standing member of its group. Until the end of the battle, it gains an additional Attack and a 5+ field save — a lone brother selling the ground at the highest price the enemy can pay.Any round
65Honour Titles. Honour Titles. Play in the post-battle sequence. One friendly fighter that took an enemy Leader or Champion Out of Action during the battle gains 1 bonus experience, its deed marked in the honour-rolls of the Chapter.Post-battle
66Inevitability. Inevitability. Play at the end of the round. If the strike force has advanced or held its Combat Doctrine in every round of the battle so far, the gang gains 1 reputation at the end of the battle — the patient, ground-down certainty of a foe who was never going to win.End of round

Alliances2

The Brittle Quarry alliance
Whoa brittle first-strike or burst gang the Ultramarines out-cycle (any fast, front-loaded faction; the phalanx natural prey and its most dangerous foe at once)
Termscampaign-level feud: while it stands, the Ultramarines gain bonus reputation for a win against the quarry but the quarry hunts back for the fast kill; the feud runs until one side is driven off the contested world

The natural foe of the phalanx is the fast, front-loaded gang built to break a line before its discipline compounds — a brittle alpha-strike the Ultramarines are drilled to out-cycle, and the most dangerous enemy they can face. Such a force becomes a standing feud. While it holds, the Ultramarines gain bonus reputation for any battle won against the quarry, but the quarry hunts back hard, pressing for the fast kill before the doctrine ladder can spin up. The feud runs until one side is driven off the contested world, a duel of tempo against tempo that only ends when a whole warzone is decided.

The Disciplined Allies alliance
Whothe Codex-disciplined Imperial forces of the sector (a loyal Guard gunline, a like-minded loyal Chapter, or any drilled Imperial detachment that fights by the book)
Termscampaign-level alliance: while it stands, the Ultramarines and their ally observe a map-level non-aggression and may lend one favour to each other per post-battle sequence; both gain a small reputation bonus for a campaign won together

The Ultramarines keep good company. A loyal Guard gunline, a like-minded Chapter, any drilled Imperial detachment that fights by the book — the strike force will stand beside forces that share its respect for order, and the pact runs on that shared discipline rather than on any oath sworn in blood. While the alliance holds, neither force contests the same ground against the other. Each may lend the other a single favour per post-battle sequence. Carry a campaign to victory together and both earn a measure of reputation, for a war won in good order honours everyone who kept the line.

Legendary Names3

The Drillmaster any fighter that has won three doctrine transitions in a single battle

XP cost (random): 6

XP cost (chosen): 12

The Drillmaster is the honour taken by a fighter who has carried three doctrine transitions through a single battle — a warrior who has made the sequence his own. Once per battle he may let the strike force shift its Combat Doctrine an extra step along the ladder, even when no fighter carries the Codex Discipline skill that turn; the Drillmaster keeps the tempo alone. But he is a slave to the drill he masters: he may never end a round in the same doctrine he began it, and should the gang be unable to shift, he suffers minus 1 to Cool that round, unsettled by a broken sequence. This title costs 6 experience taken at random, or 12 to choose.

The Master Of Macragge Captain

XP cost (random): 6

XP cost (chosen): 12

The Master of Macragge is a title borne by a named Chapter Master in the tradition of Calgar, taken by a Captain who has become the living heart of his strike force. While he stands on the field, friendly fighters within 9" re-roll a single failed Nerve or Cool test each round, the presence of the Master steadying the whole phalanx. Such renown draws the enemy's eye: the first foe to take him Out of Action earns its gang bonus reputation, so the Master is forever the marked head the enemy hunts. This title costs 6 experience taken at random, or 12 to choose.

The Sword Of Ultramar Captain or Lieutenant

XP cost (random): 5

XP cost (chosen): 10

The Sword of Ultramar is the honour of a named duellist-captain in the line of Sicarius and Ventris, a fighter whose blade is the pride of the Chapter. In the first round of any close combat he initiates, he re-rolls all failed Hit rolls — the drilled duellist of Ultramar striking first and truest. But his pride demands the duel: if able, he must always charge the most dangerous enemy fighter within his reach, and he cannot Retreat from a combat he began, even when the sequence would be better served elsewhere. This title may be taken by a Captain or Lieutenant, at a cost of 5 experience taken at random, or 10 to choose.

Sub-Plots2

The Defence Of The World sub-plot

Reward: The Ultramarines fortify the ground permanently: for the rest of the campaign, once per post-battle sequence the gang may take a capped repair-and-rearm at that territory for free, and gains a standing plus 1 to hold it. Claimable only once per campaign.

There is no ground the Ultramarines hold more stubbornly than ground they have sworn to keep. This sub-plot begins when your gang holds the same contested territory across three consecutive post-battle sequences without ever losing control of it — the line unbroken over the campaign. Prove that constancy and you fortify the ground for good: for the rest of the campaign, once per post-battle sequence you may take a capped repair-and-rearm at that territory for free, and you gain a standing +1 to any roll to hold it. The world becomes yours in truth. This sub-plot may be claimed only once per campaign.

The Perfect Sequence sub-plot

Reward: The chapter tempo becomes second nature: for the rest of the campaign, once per battle the gang may cycle two steps on the doctrine ladder in a single round for free. This sub-plot can be claimed only once per campaign.

Mastery of the doctrines is proven not once but again and again. This sub-plot begins when your gang wins three separate campaign battles, in each of which it cycled through all three Combat Doctrines at least once — the drill demonstrated past any doubt. Achieve it and the Chapter tempo becomes second nature: for the rest of the campaign, once per battle you may cycle two steps along the doctrine ladder in a single round for free. The sequence that once took discipline now comes as breathing. This sub-plot may be claimed only once per campaign.

Terrain2

The Drop Pod terrain

A scorched assault capsule slammed down from orbit, ramps blown wide, a foothold torn into the enemy line. The Ultramarines player may hold up to two friendly fighters in reserve as a drop-pod assault. At the start of round 2, the Drop Pod is placed anywhere more than 6" from an enemy and outside the enemy deployment zone; the reserved fighters deploy within 2" of it having Aimed, and may act normally that round, though they may not charge on the turn they land. Thereafter the Drop Pod counts as impassable cover, granting a 5+ field save to a friendly fighter in base contact with it.

The Hammerfall Bunker terrain

A prefabricated Astartes strongpoint of ceramite and plasteel, dropped onto the battlefield to anchor a defensive line. The Ultramarines player places one Hammerfall Bunker in or adjacent to their deployment zone during setup. A friendly fighter wholly inside it has a 4+ field save against ranged attacks and cannot be knocked back. Once per battle, at the start of a round, the bunker looses a defensive salvo: make a single ranged attack, resolved as a heavy bolter, against an enemy within 18" and line of sight.