MACROMUNDA
Allegiance
Space Marines Black Templars
Codex / Scenarios
Codex · Space Marines

Scenarios2

Suffer Not The Witch scenario
Attackerthe Black Templars (hunting a psyker or warp-touched enemy the crusade has sworn to destroy - closing under faith on the one foe it abhors above all, racing to reach the witch before its sorcery bleeds the crusade white)
Defenderthe opposing gang built around a psyker or sorcerer (using its powers and its guns to keep the crusade at bay - protecting the witch behind its line and betting that range and sorcery can break the Templars before they close)
Deploythe defender deploys first with its psyker placed toward the rear of its half; the Black Templars deploy at the opposite edge and must drive across the board to reach and kill the marked witch
Objectivethe Black Templars win by taking the enemy psyker Out of Action; the defender wins by keeping its psyker alive to the end of the game
Victorythe Black Templars win the moment the marked enemy psyker is taken Out of Action; the defender wins if that psyker is still standing at the end of round six
Rewardsa Black Templars win grants bonus Reputation and a Control-Track step for purging the witch, and the fighter that struck the psyker down gains 2 bonus XP and may take a Legendary Name honour; a defender win that kept the psyker alive grants the defender bonus Reputation and a lingering Control-Track advantage for the sorcery worked on the district
Control Tracka Black Templars win advances their Control-Track claim by one step and cleanses a lingering warp-taint from the district (a standing bonus to the next battle there); a defender win holds the marker and the witch's influence spreads, imposing a penalty on the Templars' next fight in the district

A Black Templars crusade races to reach and destroy a witch its faith has sworn to purge, while the enemy bends every power and gun to keep the crusade at bay.

ATTACKER The Black Templars — closing under faith on the one foe the crusade abhors above all, racing to reach the witch before its sorcery bleeds them white.

DEFENDER The opposing gang, built around a psyker or sorcerer — protecting the witch behind its line and betting that range and sorcery can break the Templars before they close.

BATTLEFIELD & DEPLOYMENT The defender deploys first, its psyker placed toward the rear of its half. The Black Templars deploy at the opposite edge and must drive across the board to reach and kill the marked witch.

THE PURGE The Black Templars must take the enemy psyker Out of Action; the defender must keep that psyker alive.

ENDING THE BATTLE The battle ends the moment the marked psyker is taken Out of Action, or at the end of the sixth round.

VICTORY The Black Templars win if the marked enemy psyker is taken Out of Action. The defender wins if that psyker is still standing at the end of the sixth round.

REWARDS A Black Templars win grants bonus Reputation and a Control-Track step for purging the witch, and the fighter that struck the psyker down gains 2 bonus experience and may take a Legendary Name honour. A defender win that kept the psyker alive grants the defender bonus Reputation and a lingering advantage for the sorcery worked on the district.

CONTROL TRACK A Black Templars win advances their claim by one step and cleanses a lingering warp-taint from the district, a standing bonus to the next battle fought there. A defender win holds the marker and the witch's influence spreads, imposing a penalty on the Templars' next fight in the district.

The Sworn Charge scenario
Attackerthe Black Templars (a sworn zealot crusade closing to decide the fight in melee - a Vow declared to fit the battle, a martyr-fuelled advance that hits harder as brothers fall, driving across the open to reach the enemy line and break it)
Defenderthe opposing gang (trying to keep the crusade at range and win before it arrives - kiting, shooting, and denying the Templars the contact a melee-built, psyker-less force needs)
Deploythe defender deploys first, spread across the far half of the board with the open ground before it; the Black Templars deploy in a tight sworn wedge at their own edge and must cross the field to reach the enemy
Objectivethe Black Templars win by breaking the enemy line in melee - taking Out of Action a set share of the defender's fighters in close combat; the defender wins by surviving with its force intact and the crusade held short
Victorythe Black Templars win if, by the end of round six, they have taken at least half the defender's starting fighters Out of Action in melee; the defender wins if it ends round six with more than half its force still standing and un-engaged
Rewardsa Black Templars win grants bonus Reputation and a Control-Track step for a crusade that reached and shattered the enemy; a fighter that took an enemy Out of Action in the round a friendly Templar fell nearby (Righteous Zeal) gains 1 bonus XP; a defender win that held the crusade at range grants the defender bonus Reputation for weathering the charge
Control Tracka Black Templars win advances their Control-Track claim on the district by one step (the crusade broke through and took the ground); a defender win holds the marker and denies the advance, and the Templars take an attrition penalty for a charge that spent itself short of a decision

A sworn zealot crusade drives across open ground to decide the battle in melee, while the enemy kites and shoots to hold it short of contact.

ATTACKER The Black Templars — a Vow declared to fit the battle and a martyr-fuelled advance that hits harder as brothers fall, driving to reach the enemy line and break it.

DEFENDER The opposing gang — kiting, shooting and denying the Templars the contact a melee-built, psyker-less force needs.

BATTLEFIELD & DEPLOYMENT The defender deploys first, spread across the far half with open ground before it. The Black Templars deploy in a tight sworn wedge at their own edge and must cross the field to reach the enemy.

THE CHARGE The Black Templars must break the enemy line in melee, taking a set share of the defender's fighters Out of Action in close combat; the defender must survive with its force intact and the crusade held short.

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

VICTORY The Black Templars win if, by the end of the sixth round, they have taken at least half the defender's starting fighters Out of Action in melee. The defender wins if it ends the sixth round with more than half its force still standing and un-engaged.

REWARDS A Black Templars win grants bonus Reputation and a Control-Track step for a crusade that reached and shattered the enemy; a fighter that took an enemy Out of Action in the round a friendly Templar fell nearby gains 1 bonus experience. A defender win that held the crusade at range grants the defender bonus Reputation for weathering the charge.

CONTROL TRACK A Black Templars win advances their claim on the district by one step — the crusade broke through and took the ground. A defender win holds the marker and denies the advance, and the Templars take an attrition penalty for a charge that spent itself short of a decision.