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

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.