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Adepta SororitasImagifier
2

Imagifier

NAME M WS BS S T W A Ld Sv
Imagifier 6" 3+ 3+ 3 3 4 3 8 3+
An Imagifier is a single model equipped with a bolt pistol, boltgun, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith

Litany of Deeds: During deployment, after you have set up this model on the battlefield, select one of the following tales. This model has that ability until the end of the battle.
  • Tale of the Faithful: You can re-roll Deny the Witch tests taken for models in <ORDER> units whilst their unit is within 6" of any friendly models with this ability.
  • Tale of the Stoic: Weapons with an Armour Penetration characteristic of -1 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against <ORDER> units whilst they are within 6" of any friendly models with this ability.
  • Tale of the Warrior: Add 1 to the Strength characteristic of models in <ORDER> units whilst their unit is within 6" of any friendly models with this ability.
FACTION KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>
KEYWORDS
CHARACTER, INFANTRY, IMAGIFIER

This datasheet has Elites Battlefield Role. Full list of Adepta Sororitas units sharing same Battlefield Role follows:

Does not include wargear
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Acts of Faith

Through the prayers of the faithful is the Emperor’s will made manifest.

If your army contains at least one unit with this ability, you can perform one Act of Faith in each phase. To do so, you will use Miracle dice.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

If every unit in your army has the ADEPTA SORORITAS and/or ADEPTUS MINISTORUM Faction keywords, this unit gains an ability depending on which Sacred Rite is active for your army. Determine which Sacred Rite is active for all units from your army with this ability at the start of the battle. To do so, after deployment, but before the first battle round begins, select one Sacred Rite from the following table to be active. Alternatively, you can roll two D6 to randomly generate two Sacred Rites to be active (a duplicate result has no additional effect, but is considered to be active for the purposes of the Battle Rites Stratagem). In either case, Sacred Rites are active until the end of the battle.
D6Sacred Rite
1Hand of the Emperor: The Sororitas are imbued with a boundless font of vigour.
When a unit with this Sacred Rite Advances, add 1 to the Advance roll. When you make a charge roll for a unit with this Sacred Rite, add 1 to the result. 
2Spirit of the Martyr: Even with their dying act the Sororitas mete out the Emperor’s judgement.
When a model with this Sacred Rite is destroyed, roll one D6 before removing the model from play. On a 5+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (if the model has a damage table, use the bottom row of that table when shooting with that ranged weapon or resolving that attack with a melee weapon). 
3Aegis of the Emperor: The Sororitas do not suffer the vile trickery of witches.
When a Deny the Witch test is taken for a unit with this Sacred Rite, add 3 to the total. 
4Divine Guidance: Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.
When resolving an attack made with a ranged weapon by a model with this Sacred Rite, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1). 
5The Passion: The Sororitas are filled with a burning passion to inflict suffering upon the faithless.
When resolving an attack made with a melee weapon by a model with this Sacred Rite, an unmodified hit roll of 6 scores 1 additional hit. 
6Light of the Emperor: The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.
When a Morale test is taken for a unit with this Sacred Rite, you can re-roll the dice. 
Shield of Faith

Conviction is the greatest armour.

Models in this unit have a 6+ invulnerable save.

In addition, one model in this unit can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if that model is within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, roll one D6 instead of 2D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.
© Vyacheslav Maltsev 2013-2020