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Space Marines Ultramarines
Codex / Scenarios
Codex · Space Marines

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.