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.