MACROMUNDA
Allegiance
Space Marines White Scars
Codex / Scenarios
Codex · Space Marines

Scenarios2

Pin The Host scenario
Attackerthe opposing gang (a force that wants to catch and fix the White Scars - screen the board, close the edges, and force the mounted host to stand and trade in the open where it is weakest; the mirror mission, fought on the enemy's terms)
Defenderthe White Scars (a mounted host that must break contact and keep moving - it wants to strike and wheel, not to be held; its whole game is refusing the fixed fight the enemy is trying to force)
Deploythe enemy deploys to screen and enclose, spreading to deny the board edges and choke the ground the riders need; the White Scars deploy with their line of retreat and wheel-room in mind, refusing to be boxed against a corner
Objectivethe enemy wins by fixing the host - reducing the White Scars to fewer than half their Cavalry still mobile, or keeping a majority of the host inside a chosen containment zone at the end of round six; the White Scars win by breaking out and staying mobile, striking and wheeling clear whatever the enemy screens
Victorythe enemy wins if it pins the host as above (the storm caught and made to stand); the White Scars win if they end the battle with a majority of their Cavalry still mobile AND took an objective or an enemy Leader Out of Action while wheeling clear - the host broke the box and rode on
Rewardsan enemy win grants it bonus Reputation for proving the White Scars can be caught and fixed; a White Scars win grants bonus Reputation and a Control-Track step for breaking the containment; a fighter that broke out of the enemy's zone and took a target Out of Action earns 1 bonus XP toward The Stormrider
Control Trackan enemy win (the host pinned and fixed) advances the ENEMY's Control-Track claim by one step - the storm caught in the open and made to stand; a White Scars win (the host broke out and stayed mobile) advances the White Scars' claim by one step; a stalemate holds the marker

The White Scars have come to this ground, and the enemy means to make them stand on it — to catch the storm and force it to trade in the open where a hit-and-run host is weakest.

ATTACKER

The opposing gang — a force that wants to catch and fix the White Scars. It screens the board, closes the edges, and tries to force the mounted host to stand and trade where its speed counts for nothing.

DEFENDER

The White Scars — a mounted host that must break contact and keep moving. It wants to strike and wheel, not to be held; its whole game is refusing the fixed fight the enemy is trying to force.

DEPLOYMENT

The enemy deploys to screen and enclose, spreading to deny the board edges and choke the ground the riders need. The White Scars deploy with their line of retreat and their wheel-room in mind, refusing to be boxed against a corner.

OBJECTIVE

The enemy wins by fixing the host — reducing the White Scars to fewer than half their Cavalry still mobile, or holding a majority of the host inside a chosen containment zone at the end of round six. The White Scars win by breaking out and staying mobile, striking and wheeling clear whatever the enemy screens.

ENDING THE BATTLE

The battle ends at the close of round six, or the moment either side's objective is decided.

VICTORY

The enemy wins if it pins the host as above — the storm caught and made to stand. The White Scars win if they end the battle with a majority of their Cavalry still mobile and have taken an objective or an enemy Leader Out of Action while wheeling clear: the host broke the box and rode on.

REWARDS

An enemy win grants it bonus reputation for proving the White Scars can be caught and fixed. A White Scars win grants bonus reputation and a Control-Track step for breaking the containment. A fighter that broke out of the enemy's zone and took a target Out of Action earns 1 bonus experience toward The Stormrider.

CONTROL TRACK

An enemy win — the host pinned and fixed — advances the enemy's Control-Track claim by one step, the storm caught in the open and made to stand. A White Scars win — the host broke out and stayed mobile — advances the White Scars' claim by one step. A stalemate holds the marker.

The Lightning Raid scenario
Attackerthe White Scars (a mounted hit-and-run host that wants a running battle - deploy the Outriders and Scout Bikes, strike a target and wheel away, fighting the whole game at speed and never letting the enemy fix them; they win by tempo and outflank, striking objectives and fading before the counter)
Defenderthe opposing gang (a force that must pin the racing host in place - hold the objectives, screen its flanks, and try to catch the White Scars in the open where a hit-and-run army made to stand and trade is weakest)
Deploythe White Scars deploy light and mobile with a share of the host held in reserve to Outflank; the enemy deploys around the objectives it must hold, spread to screen the edges the riders will come from
Objectivethe White Scars win by controlling more objectives at the end of round six while keeping the host mobile - never fixed, always able to wheel; the enemy wins by holding the objectives and catching and destroying the mounted host in the open
Victorythe White Scars win if they hold more objectives at the end of round six AND took an enemy fighter Out of Action with a charge that then Hit-and-Ran clear (the strike-and-wheel proven); the enemy wins if it holds the objectives and pins the host - reducing the White Scars to fewer than half their Cavalry still mobile
Rewardsa White Scars win grants bonus Reputation and a Control-Track step for the ground struck and held at speed; a fighter that charged, took an enemy Out of Action and wheeled clear in the same round earns 1 bonus XP toward the Master of the Hunt; an enemy win by pinning the host grants the enemy bonus Reputation for proving the storm can be caught
Control Tracka White Scars win advances their Control-Track claim on the district by one step (the ground taken by the wheeling strike); an enemy win holds the marker; an enemy win that pinned and broke the host in the open (the White Scars never wheeled clear and lost their Cavalry) advances the ENEMY's claim by one step - the storm caught and fixed

The White Scars strike, and mean to be gone before the answer forms. A running battle, fought the whole way at speed — ground taken by the wheeling charge, never held to the last.

ATTACKER

The White Scars, a mounted hit-and-run host that wants nothing but a running battle. Outriders and Scout Bikes deploy, strike a target, and wheel away. The host fights the whole game at speed and never lets the enemy fix it in place. It wins on tempo and outflank, taking objectives and fading before the counter can land.

DEFENDER

The opposing gang has one task: pin the racing host in place. It holds the objectives, screens its flanks, and hunts for the chance to catch the White Scars in the open — where a host built to strike and run is weakest of all, made to stand and trade until it breaks.

DEPLOYMENT

The White Scars deploy light and mobile, a share of the host held back in reserve to Outflank. The enemy sets up around the objectives it must hold, spread thin to screen the edges the riders will come from.

OBJECTIVE

The White Scars win by controlling more objectives at the end of round six while keeping the host mobile — never fixed, always able to wheel. The enemy wins by holding the objectives and running the mounted host down in the open.

ENDING THE BATTLE

The battle ends at the close of round six, or the moment either side's objective is decided.

VICTORY

The White Scars win if they hold more objectives at the end of round six and have taken an enemy fighter Out of Action with a charge that then Hit-and-Ran clear — the strike-and-wheel proven. The enemy wins if it holds the objectives and pins the host, reducing the White Scars to fewer than half their Cavalry still mobile.

REWARDS

A White Scars win grants bonus reputation and a Control-Track step for the ground struck and held at speed. A fighter that charged, took an enemy Out of Action and wheeled clear in the same round earns 1 bonus experience toward the Master of the Hunt. An enemy win by pinning the host grants the enemy bonus reputation for proving the storm can be caught.

CONTROL TRACK

A White Scars win advances their Control-Track claim on the district by one step — the ground taken by the wheeling strike. An enemy win holds the marker; an enemy win that pinned and broke the host in the open, the White Scars never wheeling clear and losing their Cavalry, advances the enemy's claim by one step: the storm caught and fixed.