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.