MACROMUNDA
Allegiance
Adepta Sororitas Order Of Our Martyred Lady
Codex / Campaign
Codex · Adepta Sororitas

Campaign58

Scenarios2

Hold The Sundered Ground scenario
Attackera faster, close-range aggressor gang forcing the fight
Defenderthe Martyred Lady gunline, dug in around its reliquary
Deploydefender sets up first, static, within 6" of the central reliquary/objective; attacker deploys along one or two board edges and takes the first turn
Objectivethe defender must still hold the consecrated ground when the game ends; the attacker must break the line and seize it
Victorydefender wins by controlling the reliquary at the end of the game with at least one Sister standing on it; attacker wins by controlling it or by breaking the gang
Rewardseach friendly Sister taken Out of Action while within 2" of the reliquary is inscribed on the Roll of Martyrs and banks additional Reputation; a decisive hold advances the Order's control of the world
Control Tracka defender hold pushes this House's control-track marker on the world up by one and denies the attacker's advance; an attacker win pushes the marker back toward the aggressor; a marginal result leaves the marker unchanged but banks the martyrs either way

The Martyred Lady plants its feet around a consecrated reliquary and dares a swifter foe to come and take it. This is the mission the Order wants: the attritional stand where the static line out-endures the opening rush.

ATTACKER AND DEFENDER The defender is the Martyred Lady gunline, dug in around its reliquary. The attacker is a faster, close-range aggressor forcing the fight, seeking to break the line before it can bleed the assault white.

BATTLEFIELD A single reliquary or holy objective stands at the centre of the board, the ground the Order has consecrated and will not yield.

DEPLOYMENT The defender sets up first and static, every fighter within 6" of the central reliquary. The attacker then deploys along one or two board edges and takes the first turn.

OBJECTIVE The defender must still hold the consecrated ground when the game ends. The attacker must break the line and seize it.

ENDING THE BATTLE AND VICTORY The battle ends by the campaign's standard length or when one gang bottles out. The defender wins by controlling the reliquary at game's end with at least one Sister standing upon it. The attacker wins by controlling the reliquary itself, or by breaking the defending gang.

REWARDS Each friendly Sister taken Out of Action while within 2" of the reliquary is inscribed on the Roll of Martyrs and banks additional Reputation. A decisive hold advances the Order's control of the world.

CONTROL TRACK A defender hold pushes this House's control-track marker on the world up by one step and denies the attacker's advance. An attacker win pushes the marker back toward the aggressor. A marginal result leaves the marker unchanged — but the martyrs are banked either way.

Reclaim The Roll scenario
Attackerthe Martyred Lady gunline, advancing to recover its dead
Defenderthe gang that took the Order's fighters or relic Out of Action last battle
Deploydefender holds the centre where the fallen Sister's body/relic lies as an objective; attacker deploys along one edge and advances by fire
Objectivethe attacker must recover the marked body or relic and carry it off its own board edge; the defender must deny it
Victorythe Martyred Lady wins by removing the recovered objective from the board via its own edge; the defender wins by holding the objective until the game ends
Rewardsrecovering the fallen closes the debt: the gang banks Reputation and may unlock a Martyred Lady signature relic; failure leaves the name unavenged and the Roll open
Control Tracka successful reclaim pushes this House's control-track marker up by one on the world where the body lies and lets the Order press the offending gang; a defender hold leaves the marker unchanged and the grudge unsettled

The Order advances to recover what was taken from it — a fallen Sister's body or a lost relic held by the gang that felled her. The Martyred Lady mourns its dead, and it does not leave them in enemy hands.

ATTACKER AND DEFENDER The attacker is the Martyred Lady gunline, advancing to recover its dead. The defender is the gang that took the Order's fighters or relic Out of Action in a previous battle, and now holds the prize.

BATTLEFIELD The fallen Sister's body or the lost relic lies at the centre of the board as a single objective.

DEPLOYMENT The defender holds the centre, deploying around the objective. The attacker deploys along one board edge and advances by fire.

OBJECTIVE The attacker must recover the marked body or relic and carry it off its own board edge. The defender must deny the recovery and hold the objective.

ENDING THE BATTLE AND VICTORY The Martyred Lady wins by removing the recovered objective from the board across its own edge. The defender wins by holding the objective until the game ends.

REWARDS Recovering the fallen closes the debt: the gang banks Reputation and may unlock a Martyred Lady signature relic. Failure leaves the name unavenged and the Roll open.

CONTROL TRACK A successful reclaim pushes this House's control-track marker up by one step on the world where the body lies, and lets the Order press the offending gang. A defender hold leaves the marker unchanged and the grudge unsettled.

Favours11

RollFavourPatron
2A Penitents Debt. The Convent grants no boon this time, only a reckoning. You may add one Novitiate with a boltgun to your crew for the coming battle at no cost; but when the fighting ends that Sister is claimed by the penitent orders and removed from your roster. A body lent, a soul reclaimed — the lowest favour is a debt called in.the Convent and the chamber militant of the Ordo Hereticus
3A Reliquary Blessing. The chamber militant presses a minor relic into your keeping. Before the battle, choose one friendly fighter; once during the game that fighter may re-roll a single failed save, the reliquary turning a killing blow at the last instant.the Convent and the chamber militant of the Ordo Hereticus
4The Sundered Heart Simulacrum. The Convent lends the Order's grief-relic for the coming fight. One friendly Champion carries the Sundered-Heart Simulacrum this battle: the first time a friendly fighter is taken Out of Action within 6" of it, add 1 Faith to the pool beyond the usual gain.the Convent and the chamber militant of the Ordo Hereticus
5A Retributor On Loan. The chamber militant lends a heavy gun to your line. Add one Retributor armed with a heavy bolter to your crew for this battle at no cost; she departs for the Convent when the fighting is done.the Convent and the chamber militant of the Ordo Hereticus
6Consecrated Rounds. Your ammunition is blessed before the battle. Choose one friendly fighter; for this game its bolt weapon adds 1 to its wound rolls against enemies bearing the Chaos, Daemon or Psyker mark — consecrated rounds for the Order's oldest foes.the Convent and the chamber militant of the Ordo Hereticus
7The Canonesss Ear. The Order's commander lends you her counsel. Once during the coming battle, you may re-roll a single failed Leadership or Cool test made by any friendly fighter — the Canoness's word carries even where she does not stand.the Convent and the chamber militant of the Ordo Hereticus
8Light Of The Emperor. The Convent sends a preacher to steady your line. For the first round of the coming battle, every friendly fighter automatically passes any Nerve test it is called to make — the light of the Emperor holds the gang firm through the opening blow.the Convent and the chamber militant of the Ordo Hereticus
9A Battle Sister Squads Aid. A squad of the faithful marches to your side. Add two Battle Sisters with boltguns to your crew for the coming battle at no cost; they return to the Convent when the fighting is done.the Convent and the chamber militant of the Ordo Hereticus
10Veridyans Grace. The relic bolter is entrusted to your commander for the battle. Your Leader carries Veridyan's relic bolter this game, and while she makes no Move she re-rolls all failed hit rolls with it — the guided bolt, placed in a warrior-saint's hands.the Convent and the chamber militant of the Ordo Hereticus
11The Ordos Warrant. The Ordo Hereticus grants a warrant of execution. Before the battle, name one enemy fighter; for the whole game, friendly fighters re-roll failed wound rolls against that fighter — the Inquisition has marked it, and the Order carries out the sentence.the Convent and the chamber militant of the Ordo Hereticus
12A Living Saints Regard. The greatest favour the Convent can grant: a Living Saint turns her regard upon your line. For the coming battle, your Faith pool begins with 2 additional points, and the first friendly fighter that would be taken Out of Action is instead only Seriously Injured — spared, this once, by a saint's own intervention.the Convent and the chamber militant of the Ordo Hereticus

Gang Tactics36

RollTacticTiming
11Light Of The Emperor. Play this at the start of the round. Choose a friendly fighter; it and all friendlies within 3" automatically pass the next Nerve or Cool test they are called to make this round. The litany is spoken, and the line will not break.start of round
12The Guided Bolt. Play this when a friendly fighter that made no Move this round makes a Shoot action. Until the end of the round, that fighter re-rolls all its failed ranged hit rolls — the guided bolt does not miss the mark the Emperor has set for it.any Shoot action
13Hold The Line. Play this when a friendly fighter ends its activation without having made a Move. Until its next activation, it counts as being in partial cover against ranged attacks — the planted Sister makes a fortress of open ground.end of activation
14Avenge The Fallen. Play this when a friendly fighter goes Out of Action. Until the end of the round, every friendly fighter adds 1 to hit rolls against the enemy that felled her. A martyr is not mourned in the moment; she is avenged.when a friendly goes OOA
15Bank The Martyr. Play this the first time a friendly fighter is taken Out of Action this battle. Add 1 additional Faith to the pool beyond the usual gain — the first name on the Roll of Martyrs is worth the most.when the first friendly falls
16Unbroken Line. While a friendly fighter is within 2" of another friendly, both re-roll failed Nerve tests. Shoulder to shoulder, the Sisters make an unbroken line that fear cannot pry apart.while two Sisters stand together
21Sundered Heart. Play this when a friendly fighter is taken Out of Action within 6" of another friendly Sister. That Sister adds 1 to her hit rolls and 1 to her wound rolls until the end of the round — the Sundered Heart mourns and avenges in the same breath.after a friendly falls nearby
22Roll Of Martyrs. Play this at the end of the battle. For each friendly fighter taken Out of Action during the game, this gang gains 1 additional point of Reputation as the name is inscribed on the Roll of Martyrs — the Order grows harder for every Sister it has buried.end of battle
23Weight Of Faith. Play this before a friendly fighter makes a Shoot action. You may spend 1 Faith from the pool; if you do, that ranged attack gains +1 to its wound rolls this round — the weight of the Order's faith rides every round it fires.any Shoot action
24Litany Of Fire. Play this at the start of the round. Choose a friendly Champion; until the end of the round, friendly fighters within 6" of it re-roll hit rolls of 1 with ranged weapons. The chant sets the cadence of the volley, and no round is wasted.start of round
25The Wall Answers. Play this when a friendly fighter is charged. Before blows are struck, it may make a free reaction Shoot (Basic) action with a Pistol or Basic weapon against the charging enemy — the wall answers the charge with fire before it lands.when charged
26Divine Guidance. Choose a friendly fighter that made no Move this activation. The next time it shoots this round, it re-rolls a single failed hit or wound roll — the Emperor's hand nudges the bolt toward the heart.any Shoot action
31Consecrated Ground. While a friendly fighter is within 2" of a reliquary or consecrated objective, it re-rolls failed Nerve tests and cannot be moved off that ground by an enemy Pile In this round. What the Order has blessed, it does not surrender.while on the reliquary
32No Step Back. Play this at the start of the round. Until the end of the round, no friendly fighter may be forced to make a Retreat move, and friendlies re-roll failed tests to avoid Breaking. The Order gives no ground it has not been ordered to give.start of round
33Steady Aim. Play this when a friendly fighter takes an Aim action. Its next Shoot action this round gains an additional +1 to hit on top of the Aim bonus — a patient eye and a steadied hand answer for the whole of the Order's discipline.when a fighter Aims
34Faith Over Fear. Play this at the start of the round. Until the end of the round, friendly fighters may re-roll failed Cool tests caused by being charged or by nearby casualties. Where others feel fear, the faithful feel only the Emperor's regard.start of round
35Martyrs Vigil. While a friendly fighter is within 1" of a fallen friendly Sister or her marker, it adds 1 to its hit rolls in close combat and re-rolls failed Nerve tests. None who stand over the dead will give up the ground where a Sister fell.while standing over the fallen
36Answering Volley. Play this when a friendly fighter is taken Out of Action by a ranged attack. One friendly fighter within 6" that has not yet activated this round may immediately make a free Shoot (Basic) action targeting the enemy that felled her — the line answers a fallen Sister before her body has come to rest.when a friendly is shot down
41Cleansing Fire. Play this before a friendly fighter makes a Shoot action with a flame or melta weapon this round. That fighter adds 1 to its wound rolls for the action — the sacred fire of the Trinity does not merely kill, it purifies.any Shoot action
42Hold And Pray. Play this when a friendly fighter ends its activation without having made a Move. It is no longer Pinned, and it may re-roll its next Nerve test this round — the Sister who stands and prays is harder to move than the ground beneath her.end of activation
43The Choir Holds. While three or more friendly fighters are within 3" of one another, each of them re-rolls failed Nerve and Cool tests. Where the Sisters stand close enough to hear one another's litany, none will falter.while three Sisters stand together
44Sanctified Bolt. Play this before a friendly fighter makes a Shoot action with a bolt weapon this round. That weapon gains +1 Damage against its target for the action — a round blessed by the choir strikes with the weight of the Emperor's judgement.any Shoot action
45Line Of Sisters. Play this when a friendly fighter within 3" of another friendly is targeted by a ranged attack. It may re-roll a failed save against that attack — no Sister of the line stands alone, and the strength of those beside her is her shield.when reacting to fire
46Grief Made Discipline. Play this at the start of a round if a friendly fighter was taken Out of Action last round. Until the end of this round, friendly fighters that make no Move add 1 to their hit rolls with ranged weapons — grief hardens the hand and steadies the aim.the round after a friendly falls
51Immovable. While a friendly fighter is standing on an objective, it cannot be moved by any enemy effect and automatically passes Initiative tests to avoid being knocked from its footing this round. The line does not yield the ground it was set to hold.while on an objective
52Light That Will Not Break. Play this at the start of the round. Until the end of the round, friendly fighters that are Broken may attempt to Rally at the start of their activation with a +2 bonus to the Cool test. However far a Sister is driven, the light calls her back to the line.start of round
53Guided Salvo. Play this when a friendly fighter that Aimed this activation makes a Shoot action. It may fire twice at the same target, resolving each shot separately — a patient marksman lets the litany count her rounds for her.any Shoot action
54Faithful Reload. Play this when a friendly fighter fails an Ammo check this round. You may immediately re-roll it once — a Sister's rites keep her weapon speaking when a lesser soldier's would fall silent.when out of ammo
55Vengeful Precision. Play this when a friendly fighter shoots at an enemy that took a friendly Out of Action earlier this battle. That fighter re-rolls all its failed hit and wound rolls against that enemy — the Order remembers who made its martyrs, and repays the debt in full.any Shoot action
56The Emperor Sees. Play this at the start of the round. Choose a friendly fighter; until the end of the round it may re-roll a single failed hit roll of your choice. The Emperor watches His faithful, and where His gaze falls, no aim goes truly astray.start of round
61Wrath Of Holy Terra. Play this when a friendly heavy-weapon fighter that made no Move this round makes a Shoot action. Until the end of the round, add 1 to the Damage of each hit that weapon inflicts — the firebase speaks with the wrath of Holy Terra, and what it strikes does not rise again.any Shoot action
62Bank And Burn. Play this at the start of the round. You may spend 1 Faith from the pool; if you do, the first Shoot action a friendly fighter makes this round re-rolls all its failed hit rolls. The grief banked in blood is spent as fire.start of round
63Stand And Deliver. Play this when a friendly fighter makes no Move during its activation. Before it shoots, it may make an additional Aim action for free — the Sister who does not stir has all the time she needs to place her shot.while a fighter stays still
64Preysight. Play this when a friendly fighter that Aimed this round makes its Shoot action. That shot ignores the target's cover — the reliquary scope finds the heart no wall can hide.any Shoot action
65The Line Endures. Play this at the end of the round. Every friendly fighter that made no Move this round removes the Pinned condition and stands ready, and will automatically pass the first Nerve test it is called to make next round. The line that held will hold again.end of round
66Martyred Ladys Grace. Once per battle, when your Leader would be taken Out of Action, roll a D6. On a 4 or higher she is instead Seriously Injured, dragged back into the line by her Sisters — the Order will not let its saint fall while a single Sister still stands to carry her.once per battle, when the leader would fall

Alliances2

One Convent Three Orders alliance
Whothe sibling Orders of the Adepta Sororitas (any two mustering as one Convent)
Termsmap-level muster: when two or more Sororitas Houses hold adjacent worlds, they may declare a combined Convent — shared non-aggression and a shared objective in any scenario against a third faction; the Martyred Lady brings the gunline, the siblings bring Seraphim and penitents

The Martyred Lady stands with its sibling Orders of the Sisterhood. When two or more Sororitas Houses hold adjacent worlds, their commanders may declare a combined Convent: a map-level pact of non-aggression and a shared objective in any scenario fought against a third faction. The Martyred Lady brings the gunline that holds the ground; the Argent Shroud brings its Seraphim to strike the flank the static line cannot reach; the Bloody Rose brings its penitents to break what the fire has pinned. It is not a fixed alliance but a muster of like faith — any two Orders answering the same call, one Convent under one Emperor.

The Ordo Hereticus Requisition alliance
Whothe chamber militant of the Ordo Hereticus (the Martyred Lady is the anchor-Order of the requisition)
Termssingle-source-of-truth requisition: the Ordo Hereticus may requisition Battle Sisters and Retributors from this House by reference for a phase-gated Inquisitorial operation; in exchange the Ordo marks a heretic warband Excommunicate, binding this House against it as a standing campaign feud — no fixed rival-House feud otherwise exists (the Order's enmity is doctrinal, not territorial)

The Order of Our Martyred Lady is the chamber militant of the Ordo Hereticus, and the anchor from which the Inquisition draws its Sisters. The Ordo Hereticus may requisition Battle Sisters and Retributors from this House for a phase-gated Inquisitorial operation, calling on the gunline where it needs disciplined faith and heavy fire. In exchange, the Ordo marks a heretic warband Excommunicate and binds this House against it as a standing campaign feud. The Order keeps no fixed territorial rival otherwise — its enmity is doctrinal, sworn against the witch and the traitor wherever the Inquisition names them, not against any neighbour on the map.

Legendary Names3

Junith Eruita leader

XP cost (random): 12

XP cost (chosen): 18

Junith Eruita is the Order's own Canoness — the Reverend Superior who leads from a pulpit-throne, her voice the litany the whole line marches to. While she stands upon the battlefield and is not Broken, every friendly fighter within 6" of her automatically passes the first Nerve test it makes each round; the Order does not break in her sight. Yet her faith is a chain as much as a banner. While she stands, she will never voluntarily leave a held objective or make a retreat move, and the gang may not choose to bottle out. The line holds as long as Junith does — whether or not the holding is wise.

The Inscribed any Battle Sister or Retributor

XP cost (random): 6

XP cost (chosen): 10

The Inscribed is any Battle Sister or Retributor whose name is already written on the Roll of Martyrs — a Sister who fights as one long promised to the fallen. She automatically passes Nerve tests caused by friendly casualties, unshaken by deaths she has already counted as her own, and when she is at last taken Out of Action the gang gains two Faith rather than one: her death is worth more than her life, and she knows it. But a Sister this certain of her end does not hang back. She must always end her movement no further from the nearest enemy than she began, and never voluntarily retreats. She is spending herself, on purpose, and the pool fills faster for it.

Veridyan The Grace leader/champion

XP cost (random): 10

XP cost (chosen): 16

Veridyan the Grace is the warrior-saint who bears the Order's relic bolter — a Canoness or Sister Superior into whose hands the blessed weapon has been given. While she makes no Move, the relic re-rolls all its failed hit rolls, and once each battle a single hit from it strikes at +2 Damage: the guided bolt made flesh in one Sister's grip. But the Grace demands stillness and sacrifice. She may never make a Charge action, and if she is taken Out of Action the gang suffers a loss of Reputation for letting the relic fall. She is worth more standing than any advance she might make.

Sub-Plots2

The Relic Reclaimed sub-plot

Reward: the Order reconsecrates what it recovered: the gang unlocks a Martyred Lady signature relic (the relic bolter, the Simulacrum, or a reliquary piece) and banks Reputation for closing the debt

This sub-plot resolves when your gang recovers a relic another gang took from it — through the Reclaim the Roll scenario or its like — or holds a consecrated site for a full battle. When it does, the Order reconsecrates what it has won back: unlock one Martyred Lady signature relic for your roster, whether the relic bolter, the Simulacrum, or a reliquary piece, and bank Reputation for closing the debt. What was lost to the enemy is made holy again in Sororitas hands.

The Roll Of Martyrs sub-plot

Reward: the accumulated grief becomes a hold: the gang banks a large one-off Reputation gain and unlocks access to a specialist Champion slot — the Order grows harder and more disciplined the more it has buried

This sub-plot resolves once your gang has had a set number of its own fighters — five, unless your campaign sets another figure — taken Out of Action and inscribed on the Roll of Martyrs across the campaign. When the tally is met, the accumulated grief becomes a hold: bank a large one-off gain of Reputation and unlock access to a specialist Champion slot. The Order grows harder and more disciplined the more of its own it has buried.

Terrain2

The Reliquary Wall terrain

The Reliquary Wall is a consecrated firing line — a low barricade of rockcrete, sandbags and relic-cases the Order has blessed and made the anchor of its ground, studded with icons and the plaques of its fallen. A friendly Sororitas fighter wholly behind the Wall counts as being in partial cover against ranged attacks and re-rolls failed Nerve tests. Any fighter, friend or foe, taken Out of Action within 2" of the Wall is inscribed among the dead and generates one Faith for the Martyred Lady gang — the barricade takes every death into its ledger.

The Sundered Shrine terrain

The Sundered Shrine is a ruined Ecclesiarchy chapel, its roof gone and its altar cracked in two — the Sundered Heart made a battlefield feature, holy still for all its ruin. A friendly fighter wholly within the Shrine re-rolls ranged hit rolls of a natural 1 and cannot be moved off the objective by an enemy Pile In. The first time each battle a friendly fighter is taken Out of Action within the Shrine, the gang generates one additional Faith — even broken, the holy ground answers the Order's grief.