MACROMUNDA
Allegiance
Adepta Sororitas Order Of The Argent Shroud
Codex / Campaign
Codex · Adepta Sororitas

Campaign58

Scenarios2

Smash And Grab scenario
Attackerthe Argent Shroud strike element, jumping in to take the prize
Defenderthe garrison holding a valuable objective or isolated target
Deploydefender deploys around the central objective; attacker holds all jump-capable fighters in reserve as a Silent Strike, entering from any board edge at the start of round one and acting the same round
Objectivethe attacker must seize the objective and carry it (or a marked target) off any board edge; the defender must hold or deny
Victorythe Argent Shroud wins by removing the objective from the board via any edge before the game ends; the defender wins by holding it or breaking the attacker
Rewardsa clean grab banks Reputation for the deed regardless of casualties; the faster the Order gets in and out, the more the sector remembers the strike and not the strikers
Control Tracka successful grab pushes this House's control-track marker up by one on the world and denies the defender its resource; a failed or slow grab leaves the marker unchanged — the Order took nothing and, unusually, was seen trying

The Silent Order jumps in, takes the prize, and is gone before the garrison can answer. This scenario is one push on the world's siege, and its result shifts the campaign's control track.

ATTACKER

The Argent Shroud strike element, descending to take what the enemy thought secure.

DEFENDER

The garrison holding a valuable objective or isolated target.

BATTLEFIELD

A standard battlefield with the prize — a single objective marker — placed at its centre, ringed by the defender's positions.

DEPLOYMENT

The defender sets up first, deploying around the central objective. The attacker holds all jump-capable fighters in reserve as a Silent Strike; they enter from any board edge at the start of the first round and may act that same round. Any non-jump fighters deploy along one board edge.

THE PRIZE

The central objective may be picked up and carried by any fighter in base contact, at the cost of a Simple Action. A fighter carrying the prize may still jump and move as normal.

ENDING THE BATTLE

The battle ends when the prize leaves the board, when the attacker bottles out, or when only one gang remains.

VICTORY

The Argent Shroud wins by carrying the prize off any board edge before the game ends. The defender wins by holding the prize on the board, or by breaking the attacking gang.

REWARDS

A clean grab banks Reputation for the deed regardless of casualties. The faster the Order gets in and out, the more the sector remembers the strike and not the strikers.

CONTROL TRACK

A successful grab pushes this House's control-track marker up by one on the world and denies the defender its resource. A failed or slow grab leaves the marker unchanged — the Order took nothing and, unusually, was seen trying.

TACTICS

Strike straight for the prize, carry it clear, and fade. Every round the Order lingers is a round the garrison closes the escape.

The Beacon Goes Quiet scenario
Attackerthe Argent Shroud, striking to silence an enemy asset
Defenderthe gang whose vox-relay, sensor, or beacon the Order intends to kill
Deploydefender sets up around the asset (a central objective); attacker deploys along one edge with all jump-capable fighters, or holds them in reserve for a round-two Silent Strike
Objectivethe attacker must destroy or hold the asset for one full round to silence it, then disengage; the defender must keep it running
Victorythe Argent Shroud wins by silencing the asset and having all surviving fighters wholly more than 8" from any enemy at game end (in and gone); the defender wins by keeping the asset live to the end
Rewardssilencing the asset without leaving a body behind banks the most Reputation; the Order earns renown for the deed and the disappearance both, not for a count of the dead
Control Tracka silenced asset pushes this House's control-track marker up by one and blinds the enemy's hold on the world; if the Order is caught on the board at game end (fighters within 8"), the marker advances only by half — the deed was done, but the Silent Order was seen doing it

The Order strikes to silence an enemy asset — a vox-relay, a sensor, a beacon — and to be wholly gone before the answer musters. This scenario is one push on the world's siege, and its result shifts the campaign's control track.

ATTACKER

The Argent Shroud, striking to blind the enemy's hold on the world.

DEFENDER

The gang whose vox-relay, sensor or beacon the Order intends to kill.

BATTLEFIELD

A standard battlefield with the asset — a single central objective — set among the defender's positions.

DEPLOYMENT

The defender sets up first, around the asset. The attacker deploys along one board edge with all jump-capable fighters, or holds them in reserve for a round-two Silent Strike entering from any board edge.

SILENCING THE ASSET

To silence the asset, a friendly fighter must destroy it, or hold it uncontested for one full round. Once silenced, it stays silent for the rest of the battle.

ENDING THE BATTLE

The battle ends when the asset is silenced and the attacker has withdrawn, when the attacker bottles out, or when only one gang remains.

VICTORY

The Argent Shroud wins by silencing the asset and having all surviving fighters wholly more than 8" from every enemy at game end — in, and gone. The defender wins by keeping the asset live to the end of the battle.

REWARDS

Silencing the asset without leaving a body behind banks the most Reputation. The Order earns renown for the deed and the disappearance both, never for a count of the dead.

CONTROL TRACK

A silenced asset pushes this House's control-track marker up by one and blinds the enemy's hold on the world. If any friendly fighter is still within 8" of an enemy at game end, the marker advances only by half — the deed was done, but the Silent Order was seen doing it.

TACTICS

Reach the asset fast, hold or break it for the one round it needs, then scatter beyond reach before the round closes.

Favours11

RollFavourPatron
2A Single Jump Pack. The Convent spares little this time — a single jump pack, drawn from the reliquary-forge and loaned for the coming battle. Choose one fighter in your gang who is not already jump-capable; for this battle only, that fighter is fitted with a jump pack and gains Fly and a jump move. The pack is returned when the strike is done; the Order keeps nothing it is only lent.the Convent and the chamber militant of the Ordo Hereticus
3A Scout Of The Silent. One of the Silent has walked the ground ahead of you, and marked its empty places. For the coming battle, choose one fighter in your gang; that fighter may be set up in a hidden or forward position, deploying after all other fighters and outside the enemy's watch. The scout of the Silent shows you where the answer will not be looking.the Convent and the chamber militant of the Ordo Hereticus
4Grav Chutes. A set of Silent-Order grav-chutes is released to your gang for the battle. Choose one fighter; before the game begins, that fighter may make a free 6" reposition out of line of sight — the appear-from-silence deploy, sliding into the firing position no one thought to guard. The chutes are the Order's own art, lent for a single descent.the Convent and the chamber militant of the Ordo Hereticus
5A Seraphim On Loan. A Seraphim of a sister squad is seconded to your strike. For the coming battle your gang is joined by a single Seraphim — jump pack, paired pistols, and the descent — fighting under your command as though one of your own. She returns to her own host when the battle ends, but for its length she is another blade of the silent line.the Convent and the chamber militant of the Ordo Hereticus
6The Quiet Word. A quiet word reaches you before the battle — the disposition of the enemy, whispered through the Convent's own channels. For the coming battle you may re-roll the roll to determine deployment or scenario, and you choose which side deploys first if the mission would leave it to chance. Forewarned is half-vanished; the Order that knows the ground is the harder to catch upon it.the Convent and the chamber militant of the Ordo Hereticus
7The Canonesss Ear. Your deeds have reached the Canoness's ear, and her regard opens doors. Once during the coming battle you may re-roll a single failed Act of Faith for any fighter in your gang, the Convent's blessing carried on the strength of your name. The Order that earns the commander's notice earns the miracle it can least afford to see fail.the Convent and the chamber militant of the Ordo Hereticus
8Hand Of The Emperor. The Convent grants you a measure of the redeploy that defines your Order. Once during the coming battle, one of your fighters may make a free 6" redeploy Move — the Hand of the Emperor, given without cost to the Faith pool. Spend it as your Order always does: to be gone from the place the blow was struck before any answer can find it.the Convent and the chamber militant of the Ordo Hereticus
9Zephyrim Aid. A Zephyrim of the jump-melee is loaned to your strike. For the coming battle your gang is joined by a single Zephyrim — jump pack and paired power blades — fighting under your command. She descends, cuts, and disengages in the same breath, and when the battle ends she returns to her own squad. For its length she is the edge your line brings to a throat it means to pass.the Convent and the chamber militant of the Ordo Hereticus
10The Argent Veil. The relic Argent Veil is entrusted to you for a single battle. Choose one jump-capable fighter to bear it; for the coming battle, that fighter's redeploy reaches 8" instead of 6", and she cannot be Pinned on any turn she jumps. She descends untouchable and lifts away before the volley finds her. The Veil is returned to the reliquary when the strike is done — it is granted, never given.the Convent and the chamber militant of the Ordo Hereticus
11The Ordos Warrant. The Ordo Hereticus hands you a warrant, and names the one who must fall. Before the coming battle, mark a single enemy fighter as the warrant's target; every friendly fighter re-rolls failed Hits against that fighter, and taking it Out of Action banks additional Reputation for the deed. The Inquisition's sanction turns a raid into a sentence carried out — and the Silent Order carries it, then is gone.the Convent and the chamber militant of the Ordo Hereticus
12A Living Saints Descent. The greatest boon the Convent can grant: a Living Saint descends to fight beside you. For the coming battle your gang is joined by Saint Celestine — jump-mobile, Acts of Faith made flesh, her relic blade and her return from death both. She fights under your command and is a blade of the Emperor entire, not an anchor; when the battle ends she ascends again to the Convent's need. To strike beside a saint is a renown the sector does not forget.the Convent and the chamber militant of the Ordo Hereticus

Gang Tactics36

RollTacticTiming
11Appear From Silence. Play before deployment. Choose one friendly jump-capable fighter and set it aside; instead of deploying it with the rest of your gang, place it anywhere on the battlefield out of the enemy's line of sight after all other fighters have been set up. It is already past the line the enemy prepared, waiting in the empty position.pre-battle, before deployment
12The Vanishing Strike. Play at the end of a friendly jump-capable fighter's activation, after it has shot or fought this round. That fighter immediately makes a free 6" fall-back Move, costing no Faith. It may not be charged out of this move. The blow is struck and the striker is already elsewhere.end of activation
13Hand Of The Emperor. Play at the start of a round. Choose one friendly fighter; at any point during this round, that fighter may stand from Pinned or make a free 6" redeploy Move, granted without spending from the Faith pool. Spend it as your Order always does — to be gone from the place the blow will land before it lands.start of round
14The Silent Deed. Play when a friendly fighter claims an objective. That fighter gains +1 to its next Act of Faith attempt this battle — the deed done in silence is worth more to the Emperor than any boast. Renown by the ground taken, never by the noise made taking it.when an objective is claimed
15No Body To Bury. Play when a friendly jump-capable fighter would be taken Out of Action or Seriously Injured. Instead, that fighter is removed from the battlefield at once. It takes no further part in this battle, but it is not lost — it makes any post-battle recovery as though it had merely gone Out of Action. The strike leaves no body to find.when a friendly would fall
16Strike And Fade. Play immediately after a friendly fighter completes a Shoot action. That fighter makes a free 6" fall-back Move and may not be charged out of this move — though a faster threat may still run it down. Strike, and be elsewhere; never stand to be answered.after a Shoot action
21Twin Pistols. Play when a friendly fighter armed with paired pistols makes a Shoot action. That fighter fires both sidearms as a single strike: resolve one additional shot from her paired pistols against the target. The twin-pistol descent empties into a back that never turned in time.any Shoot action
22The Empty Position. Play at the start of a round. Choose one friendly jump-capable fighter; until the start of the next round, enemy fighters suffer -1 to Hit it with ranged attacks. It fights from the firing position the enemy cannot quite fix, always a pace from where the shot expects it.start of round
23Grav Chute Descent. Play before deployment. Choose one friendly fighter; that fighter deploys by grav-chute, and may be set up on any elevated terrain feature on the battlefield rather than in your deployment zone. It comes down from the silence above, already where the strike wants it.pre-battle, before deployment
24Tempo Denial. Play at the start of a round. Choose one enemy fighter; that fighter may not be set up on Overwatch or held in reserve this round, and must be activated normally. Deny the enemy the patient watch — force it to move, and it moves into the ground your line has already left.start of round
25The Emperors Aegis. Play when a friendly fighter is hit by an attack, before the wound is rolled. That fighter wards the incoming blow: it gains a 4+ invulnerable save against that one hit, or may ignore one wound it would suffer from it. The one strike that would have caught your Sister finds the Emperor's shield instead.when a friendly is hit
26In And Gone. Play at the end of a friendly jump-capable fighter's activation, if it is standing within 1" of an enemy. That fighter immediately makes a free 3" move away from all enemies. It does not stay to be surrounded — it is in, and it is gone.end of activation
31High Ground. Play while a friendly fighter is wholly on elevated terrain. Until the end of the round, that fighter gains +1 to Hit with pistols and jump-range weapons against targets below it. The Order takes the high place not to hold it, but to strike from it and be gone.while on elevated terrain
32Marked Not Caught. Play at the start of a round. Choose one friendly jump-capable fighter; that fighter may not be the target of a Charge this round. The enemy may see her and mark her, but marking is not catching — she is gone before the charge can close.start of round
33The Argent Veil. Play once per battle, at the start of a round. Choose one friendly jump-capable fighter; until the start of the next round, that fighter cannot be Pinned on any turn it jumps, and its redeploy moves reach an additional 2". The Order pulls its shroud around the striker, and the volley finds nothing solid.once per battle, start of round
34Swift Redeploy. Play at the end of a round. Choose one friendly jump-capable fighter that is not engaged; that fighter immediately makes a free 6" Move. Between one round and the next the line has shifted, and the ground the enemy planned to fight tomorrow is already empty.end of round
35Objective Taken. Play when a friendly fighter seizes an objective. Your gang banks a point of Reputation for the deed, regardless of the battle's outcome. The Silent Order grows by the ground it takes, and this ground is taken and remembered.when an objective is seized
36The Least Faith. Play at the start of a round. Add 1 Faith to your gang's pool, up to its cap. The Silent Order's reliquary fills slowly and never overflows, so a single miracle wrung from a quiet battle is precious — spend it on the redeploy or the ward, as your Order always does.start of round
41Descending Blades. Play when a friendly fighter Charges from elevated terrain onto a target below. That fighter gains +1 to Wound with its melee attacks this round — the weight of the descent driven into the blade. The Zephyrim fall from above, and the ground is where their charge ends.when a fighter Charges from above
42Never Pinned. Play at the start of a round. Choose one friendly jump-capable fighter; that fighter cannot be Pinned this round. The strike that is never held down is the strike that is never answered — she takes the fire and keeps moving.start of round
43The Flank That Opens. Play at the start of a round. Choose one friendly jump-capable fighter; the next time it makes a ranged attack this round against an enemy that has another friendly fighter within 3" of it, that attack ignores the target's cover. Fix the enemy in front, and the silent line finds the flank it left open.start of round
44Pistols In The Dark. Play when a friendly fighter makes a Shoot action with a pistol. Re-roll a failed Hit from that attack. The sidearm finds its mark in the half-light, the strike delivered before the target knows a Sister is there at all.any Shoot action
45Fade Before The Volley. Play when a friendly jump-capable fighter is targeted by Overwatch fire. Before the shots are resolved, that fighter may make a free 2" move; the Overwatch attacks are then resolved at -1 to Hit. She is already sliding out of the firing line as the trigger is pulled — the volley meets the place she was.when targeted by Overwatch
46Renown Without Boast. Play at the end of the battle. If your gang held or seized an objective and lost no fighter to Out of Action during the battle, bank an additional point of Reputation. The Order that takes the ground and leaves no body behind earns the renown the sector cannot explain.end of battle
51The Unanswered Strike. Play when a friendly fighter takes an enemy Out of Action. That friendly fighter immediately makes a free 4" move away from all enemies. The blow lands, the foe falls, and the striker is already withdrawing — there is no one left to answer, and nowhere to answer toward.when a friendly takes an enemy OOA
52Carried On Jets. Play when a friendly jump-capable fighter makes a Move action. That fighter adds 2" to its Movement for this action and ignores movement penalties for terrain it crosses. Carried on jets, the strike passes over the ground the enemy meant to hold it on.any Move action
53Silent Approach. Play before the battle. Choose one friendly fighter; that fighter may be deployed up to 6" forward of your deployment zone, wholly out of the enemy's line of sight. It has already walked the silent road above the field, and it begins the battle closer to the strike than the enemy allowed for.pre-battle
54Ward The Leader. Play when your gang's Leader is hit by an attack, before the wound is rolled. Your Leader wards the blow: she gains a 4+ invulnerable save against that one hit. The host closes its silence around its commander, and the strike that sought her finds the Emperor's shield.when the leader is hit
55Strike The Isolated. Play when a friendly fighter makes an attack against an enemy that is more than 3" from all its own friends. That attack gains +1 to Wound. The Silent Order takes the straggler, the sentry, the one who wandered from the line — struck down before anyone thinks to look for him.any attack
56The Open Sky. Play at the start of a round. Until the start of the next round, all friendly jump-capable fighters add 2" to their jump moves. The sky above the battlefield is the Order's own road, and today it is wide open — the host ranges where no gunline can follow.start of round
61Seraphims Superior. Play while your gang's Leader is on the battlefield. Until the end of the round, friendly jump-capable fighters within 6" of the Leader re-roll a failed Nerve test. The strike-leader's example steadies the host around her — the Silent hold their silence because she holds hers.while the leader is on the field
62Grav Assisted Leap. Play when a friendly jump-capable fighter makes a Move action. During this move, that fighter may pass over any intervening fighters and gaps as though they were not there, and may end its move on any level it can reach. The grav-assisted leap carries her clean over the line meant to stop her.any Move action
63Take And Hold. Play when a friendly fighter claims an objective. That fighter may immediately make a free 3" move to reach cover or a defensible position while remaining in control of the objective. The Silent Order takes the ground and settles into the empty place beside it, holding what it seized without standing in the open to do so.when an objective is claimed
64Gone By Morning. Play at the end of a round. Choose one friendly jump-capable fighter that is wholly out of every enemy's line of sight; remove it from the battlefield. At the start of the next round, set it up again anywhere along your own board edge. By morning the position it held is empty, and no one saw it leave.end of round
65The Quiet Kill. Play when a friendly fighter that is not within an enemy's line of sight at the start of its activation makes a Shoot action. That attack gains +1 to Wound, and the target may not react to it. The quiet kill is done before the victim knows a Sister was ever in the dark beside him.any Shoot action
66Acts Of Faith In Flight. Play once per battle, when a friendly jump-capable fighter makes a jump move. That fighter may perform an Act of Faith at any point during the move without ending it, then complete the remainder of the jump. The miracle is called mid-air, between the strike and the vanishing — faith made flesh, carried on jets.once per battle

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 against a third faction; the Argent Shroud brings the silent fast wing, the strike that cannot be answered, around the siblings' anchor

The Orders of the Sisterhood are one faith in many banners, and where two hold adjacent worlds they may muster as a single Convent. When two or more Sororitas Houses control neighbouring territories, their commanders may declare a combined Convent for a campaign phase: a shared non-aggression across the map, and a shared objective turned against a third faction. In such a muster the Argent Shroud is the silent fast wing — the strike that cannot be answered, ranging ahead of the siblings' anchor to open the ground their gunline and their penitents will hold. The pact binds only at the map level; on the field each Order fights as itself.

The Ordo Hereticus Requisition alliance
Whothe chamber militant of the Ordo Hereticus (requisitions the fast-strike element from this House by reference)
Termssingle-source-of-truth requisition: the Ordo Hereticus may requisition Seraphim and Zephyrim from this House for a phase-gated Inquisitorial strike; the requisition flag and master accord live on the anchor Order (the Martyred Lady) — this House is the home the fast-strike bodies are drawn from, cross-referenced not duplicated; in exchange the Ordo marks a target for the Order to strike, a standing campaign feud with heresy rather than a fixed rival House

The Adepta Sororitas are the chamber militant of the Ordo Hereticus, and this House is the home of the fast-strike element the Inquisition draws upon. For a phase-gated Inquisitorial strike, the Ordo Hereticus may requisition Seraphim and Zephyrim from the Argent Shroud — the bodies are drawn from here by reference, never duplicated, and the standing accord itself is kept by the Convent's anchor Order. In exchange the Ordo marks a target for the Silent Order to strike: a warrant against heresy rather than a feud with any rival House. The Order's enemy in this pact is not a gang across the sector but the witch and the traitor the Inquisition names.

Legendary Names3

Celestine In Flight leader

XP cost (random): 12

XP cost (chosen): 18

Celestine-in-Flight is the Living Saint of the Sisterhood as the Silent Order knows her — Acts of Faith made flesh, carried on jets, a blade of the Emperor that descends and rises and descends again. A Leader may take this name.

Once per battle, when Celestine-in-Flight would be taken Out of Action, she instead makes an immediate 8" jump move and stands again on a single Wound — the risen Saint, borne up on her wings. While she stands, every friendly jump-capable fighter within 6" wards the first hit against it each round on a 5+.

But the Saint does not descend to hold ground. Celestine-in-Flight may never end a round in control of an objective — another fighter must hold what she takes — and if she is ever the last friendly fighter standing, the gang must immediately treat the battle as lost. She is a blade, not an anchor, and she was never meant to be the one left behind.

The Silent champion

XP cost (random): 9

XP cost (chosen): 14

The Silent is a Seraphim strike-leader known not by her face but by her absence — the empty firing position, the sentry who simply is not there. A Champion may take this name.

After the Silent takes an enemy Out of Action, she may immediately make a free jump move of up to 6", and she may not be targeted by reaction fire during it — struck, and gone, in one motion.

Renown without boast cuts both ways. The Silent earns the gang no Reputation for the enemies she takes Out of Action, only for the objectives she personally claims. She is measured by the ground she takes, never by the bodies she leaves — and a gang that fields her to kill is fielding her wrong.

The Veilbearer champion

XP cost (random): 8

XP cost (chosen): 13

The Veilbearer is the Sister entrusted with the Argent Veil, and through her the whole host learns to disappear. A Champion may take this name.

Once per round, the Veilbearer may extend the Veil's silence to herself and all friendly jump-capable fighters within 3", counting them as being in partial cover until the start of her next activation. The Order pulls its shroud around itself, and the volley finds nothing solid.

But the Veil answers only to stealth. The Veilbearer gains no benefit from the relic in any round in which she made a Charge or took an enemy Out of Action in melee — the moment she becomes loud, the silence that protects the host goes with her.

Sub-Plots2

Never Once Caught sub-plot

Reward: the clean strike is remembered: the gang unlocks an Argent Shroud signature relic (the Argent Veil or a jump-relic) and banks Reputation — the Order that leaves no body behind is the Order the sector cannot answer

Trigger: you win a scenario of any kind without a single friendly fighter being taken Out of Action.

Reward: the clean strike is remembered. Your gang unlocks an Argent Shroud signature relic — the Argent Veil or another jump-relic — and banks a measure of Reputation. The Order that leaves no body behind is the Order the sector cannot answer, and a victory won without a single loss is the loudest silence of all.

The Unspoken Renown sub-plot

Reward: the deeds accrue into renown: the gang banks a large one-off Reputation gain and unlocks a deeper jump-pack access or an additional Seraphim/Zephyrim slot — the Order grows faster and quieter the more it takes and the less it says

Trigger: across the campaign, your gang claims and holds a set number of objectives — six is the customary count — in scenarios, without regard to enemy casualties.

Reward: the deeds accrue into renown. Your gang banks a large one-off gain of Reputation and unlocks deeper jump-pack access or an additional Seraphim or Zephyrim slot. The Order grows faster and quieter the more it takes and the less it says — renown by the ground held, never by the boast.

Terrain2

The Empty Shrine Perch terrain

The Empty Shrine-Perch is a high spire or bell-tower the Order uses as a place to descend from, never to hold — its bell long silent, its firing position always, pointedly, empty.

A friendly jump-capable fighter wholly on the Empty Perch gains +1 to Hit with pistols and jump-range weapons against targets below it. At the end of any round in which a friendly occupied the Perch, that fighter may make a free jump move of up to 6" off it. The Silent Order never holds the high ground — it only uses it, and is gone before the ground can be taken from it.

The Silent Approach terrain

The Silent Approach is a lattice of high gantries, rooftop walkways and grav-chute launch points the Order has mapped and marked — the hidden road above a settlement that only a jump-gang can travel.

A friendly jump-capable fighter that begins or ends a Move action wholly on the Silent Approach may not be targeted by enemy reaction or Overwatch fire during that move. Any fighter using the Approach ignores movement penalties for the terrain it crosses. The road belongs to the host that mapped it, and the enemy never sees the strike coming down it.