MACROMUNDA
Allegiance
Adepta Sororitas Order Of The Bloody Rose
Codex / Scenarios
Codex · Adepta Sororitas

Scenarios2

Loose The Penitents scenario
Attackerthe Bloody Rose penitent host, loosed from the Penitorium
Defendera gang trying to hold a line or an objective against the charge
Deployattacker deploys along one board edge, its penitents to the front; defender sets up in the centre or across the far half, dug in to receive the charge
Objectivethe attacker must break the defender or drive it off the central ground by close assault before the game ends; the defender must hold its line intact
Victorythe Bloody Rose wins by controlling the central ground with a Charge-capable fighter and reducing the defender below half strength; the defender wins by holding its line and its numbers to the end
Rewardsevery friendly penitent taken Out of Action in the charge is inscribed on The Redeemed and banks Faith and Reputation at the rail's maximum; the harder the host bleeds taking the ground, the more it grows
Control Tracka successful charge pushes this House's control-track marker up by one on the world and drives the enemy off the ground; a broken charge pushes the marker back — but even a failed charge that martyred its penitents banks their names on The Redeemed for the campaign to come

THE CHARGE. The Bloody Rose looses its penitent host from the Penitorium and runs it into the teeth of an enemy dug in to hold. The attacker is the penitent host; the defender is the gang trying to keep a line or an objective against the charge.

BATTLEFIELD & DEPLOYMENT. The attacker deploys along one board edge, its penitents to the front. The defender sets up in the centre or across the far half, dug in to receive the charge.

OBJECTIVE. The attacker must break the defender or drive it off the central ground by close assault before the game ends. The defender must hold its line intact.

ENDING THE BATTLE. The Bloody Rose wins by controlling the central ground with a Charge-capable fighter while the defender is reduced below half strength. The defender wins by holding its line and its numbers to the end.

REWARDS. Every friendly penitent taken Out of Action in the charge is inscribed on The Redeemed and banks Faith and Reputation at the rail's maximum. The harder the host bleeds to take the ground, the more it grows.

CONTROL TRACK. A successful charge pushes this Order's marker one step up the world's control track and drives the enemy off the ground. A broken charge pushes the marker back — but even a failed charge that martyred its penitents banks their names on The Redeemed for the campaign to come.

The Red Penance scenario
Attackerthe Bloody Rose, running down a marked enemy
Defenderthe gang harbouring an Excommunicate target marked by the Ordo Hereticus
Deploydefender deploys with the marked fighter anywhere in its half; attacker deploys along one edge with its penitents forward and takes the first turn
Objectivethe attacker must take the marked Excommunicate Out of Action in melee, with a penitent if possible; the defender must keep the mark alive to the end
Victorythe Bloody Rose wins the moment a friendly penitent takes the marked fighter Out of Action in melee; the defender wins by keeping the mark standing until the game ends
Rewardscutting down the mark closes the penance: the gang banks a large Reputation gain and the penitent who struck the blow, if it survives, may claim a Legendary Name; if that penitent then falls, its name is written first on The Redeemed
Control Trackrunning down the mark pushes this House's control-track marker up by one and breaks the enemy's claim on the world it sheltered a heretic on; failing to reach the mark leaves the marker unchanged and the penance unpaid, a debt the Order carries into the next battle

THE HUNT. The Ordo Hereticus marks an Excommunicate, and the Bloody Rose runs the heretic down. The attacker is the penitent host; the defender is the gang harbouring the marked target.

BATTLEFIELD & DEPLOYMENT. The defender deploys with the marked fighter anywhere in its half. The attacker deploys along one board edge with its penitents forward and takes the first turn.

OBJECTIVE. The attacker must take the marked Excommunicate Out of Action in melee, with a penitent if it can. The defender must keep the mark alive to the end.

ENDING THE BATTLE. The Bloody Rose wins the moment a friendly penitent takes the marked fighter Out of Action in melee. The defender wins by keeping the mark standing until the game ends.

REWARDS. Cutting down the mark closes the penance: the gang banks a large Reputation gain, and the penitent who struck the blow, if it survives, may claim a Legendary Name. Should that penitent then fall, its name is written first on The Redeemed.

CONTROL TRACK. Running down the mark pushes this Order's marker one step up the control track and breaks the enemy's claim on the world it sheltered a heretic upon. Failing to reach the mark leaves the marker unchanged and the penance unpaid — a debt the Order carries into the next battle.