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Adepta Sororitas [beta]Mistress of Repentance
2

Mistress of Repentance

NAME M WS BS S T W A Ld Sv
Mistress of Repentance 6" 3+ 3+ 3 3 4 3 8 3+
A Mistress of Repentance is a single model armed with neural whips, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Neural whips
Melee
Melee
User
-2
1
Add 1 to the wound rolls for attacks made with this weapon if the target unit’s highest Leadership characteristic is less than 8 (other than VEHICLES).
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Acts of Faith, Shield of Faith

Driven Onwards: You can re-roll Advance, charge and hit rolls for friendly <ORDER> REPENTIA SQUAD units that are within 6" of this model when the dice are rolled.

Mistress of the Penitent: If your army is Battle-forged, this model does not take up slots in a Detachment that includes any <ORDER> REPENTIA SQUAD units.
FACTION KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>
KEYWORDS
CHARACTER, INFANTRY, MISTRESS OF REPENTANCE

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

Does not include wargear
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.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Frag grenade used in following datasheets:

HQ
Troops
Elites
Fast Attack
Heavy Support
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.

Krak grenade used in following datasheets:

HQ
Troops
Elites
Fast Attack
Heavy Support
Acts of Faith

The Sisters of Battle can call upon the Emperor for divine assistance.

If your army includes any models with this ability, you will start the battle with 3 Faith Points, plus 1 additional Faith Point for every 10 models with this ability in your army (rounding down). These can be spent to attempt the Acts of Faith listed below. Each can only be attempted once per battle round, and you must spend one Faith Point each time you do so (if you have no Faith Points remaining, you cannot attempt an Act of Faith). To attempt an Act of Faith, select a unit in your army that has the Acts of Faith ability and then choose the Act of Faith you wish to attempt. Then make a Test of Faith for the unit by rolling a D6; if the result is less than that Act of Faith’s devotion value, or is an unmodified roll of 1, the test fails and nothing happens. Otherwise the test is successful and the Act of Faith takes effect.

Hand of the Emperor
Devotion value 4
Use this Act of Faith at the start of your Movement phase. If successful, add 3" to the selected unit’s Move characteristic until the end of that phase.

Spirit of the Martyr
Devotion value 3
Use this Act of Faith at the start of your Movement phase. If successful, one model in the selected unit regains D3 lost wounds, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit).

Aegis of the Emperor
Devotion value 3
Use this Act of Faith at the start of your opponent’s Psychic phase. If successful, then until the end of that phase, roll a D6 each time the selected unit suffers a mortal wound. On a 4+ that mortal wound is ignored.

Divine Guidance
Devotion value 4
Use this Act of Faith at the start of your Shooting phase. If successful, add 1 to hit rolls for attacks made with this unit’s ranged weapons until the end of the phase.

The Passion
Devotion value 5
Use this Act of Faith at the start of your Fight phase. If successful, the selected unit can be chosen to Fight with twice in that phase, instead of only once.

Light of the Emperor
Devotion value 3
Use this Act of Faith at the start of the Morale phase. If successful, the selected unit automatically passes Morale tests that phase.
Shield of Faith

Conviction is the greatest armour.

Models in this unit have a 6+ invulnerable save. In addition, units with this ability can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. When they do so, first select a model in the unit – measure range, visibility, etc. from this model. When making this attempt, only roll a single 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.
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.
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.

The <ORDER> and REPENTIA SQUAD keywords are used in following Adepta Sororitas datasheets:

Elites

The IMPERIUM keyword is used in following Adepta Sororitas datasheets:

The ADEPTA SORORITAS keyword is used in following Adepta Sororitas datasheets:

The <ORDER> keyword is used in following Adepta Sororitas datasheets:

HQ
Troops
Dedicated Transport
Elites
Fast Attack
Heavy Support

The CHARACTER keyword is used in following Adepta Sororitas datasheets:

HQ
Elites

The INFANTRY keyword is used in following Adepta Sororitas datasheets:

© Vyacheslav Maltsev 2013-2020