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

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