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 crusade races to hunt down and destroy a witch its oaths have condemned, while the foe pours every psychic power and every muzzle into keeping the Templars away from it.

ATTACKER The Black Templars. Faith drives them at the one enemy they abhor beyond any other, and they must get to the sorcerer before its powers drain the crusade of blood.

DEFENDER The opposing gang, raised around a psyker or a sorcerer. It shields the caster behind its firing line and gambles that range and warpcraft will unmake the crusade first.

BATTLEFIELD & DEPLOYMENT The defender goes down first, its caster tucked toward the back of its half. The Templars gather at the opposite board edge and have the whole field to cross before the marked witch is in reach.

THE PURGE Only one thing matters: the Templars must slay the enemy caster, and the defender must see it survive.

ENDING THE BATTLE The game halts the moment that caster is downed, or when round six ends — whichever lands sooner.

VICTORY Down the marked caster and the Templars have won. Keep it upright to the end of round six and the victory is the defender's.

REWARDS A crusade victory brings bonus Reputation and one step on the Control Track for the killing; the brother who felled the caster claims 2 bonus experience and may take up a Legendary Name. Hold the caster alive and the defender earns bonus Reputation, plus a lingering edge wrung from the sorcery loosed across the district.

CONTROL TRACK Win, and the Templars advance their claim a step while scouring a warp-taint from the district — a boon carried into the next fight for that ground. Lose, and the marker stays put as the caster's influence bleeds outward, dogging the crusade's next battle 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

Open ground. A gun-line strung across the far end. And between them a wedge of black-armoured zealots who mean to cross every metre of it.

ATTACKER The Black Templars. They have sworn a Vow to suit the day, and their assault only sharpens as brothers drop around them — each stride aimed at the enemy line and the breaking of it.

DEFENDER The opposing gang. It gives ground and fires as it goes, starving a close-quarters, psyker-less crusade of the one thing it lives on: contact.

BATTLEFIELD & DEPLOYMENT The defender deploys first, strung thin across the far half behind a stretch of open killing ground. The Templars gather in a close wedge on their own board edge, with all that ground to cover.

THE CHARGE The crusade must break the enemy at close quarters — enough of the defenders felled in melee to reach the set share. The defender must ride it out with its numbers holding and the Templars kept from a decision.

ENDING THE BATTLE The game ends when round six is played out.

VICTORY The Templars win if round six closes with half or more of the defender's opening strength downed in close combat. The defender wins if more than half its warriors are still up and out of melee when that round ends.

REWARDS A crusade win earns a Control-Track step and fresh Reputation for reaching the enemy and shattering it; any brother who downed a foe in the very round a friendly Templar dropped nearby claims 1 bonus experience. A defender that kept the crusade at a distance earns bonus Reputation for surviving the storm.

CONTROL TRACK Win, and the Templars push their district claim a step onward — they broke in and seized the ground. Lose, and the marker holds while the advance is turned back, the crusade taking an attrition penalty for a charge burned out short of its purpose.