Wahapedia8 site header
Adepta SororitasTriumph of Saint Katherine
9

Triumph of Saint Katherine

NAME M WS BS S T W A Ld Sv
Triumph of Saint Katherine 6" 3+ 3+ 3 3 18 * 9 3+
The Triumph of Saint Katherine is a single model equipped with: 6 bolt pistols; the Martyr’s Sword; relic weapons; frag grenades; krak grenades. You can only include one of this model in your army.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
A
Relics
10-18+
14
5
5-9
8
2
1-4
6
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Bolt pistol
12"
Pistol 1
4
0
1
-
The Martyr’s Sword
Melee
Melee
+3
-3
2
When the bearer fights, no more than 4 attacks can be made with this weapon.
Relic weapons
Melee
Melee
+2
-1
1
-
Frag grenades
6"
Grenade D6
3
0
1
-
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith

Praesidium Protectiva: This model has a 4+ invulnerable save. When resolving an attack made against this model, subtract 1 from the hit roll.

The Fiery Heart: Morale tests taken for friendly ADEPTA SORORITAS units within 6" of this model are automatically passed.

Solemn Procession: This model cannot embark aboard a TRANSPORT.

Relics of the Matriarchs: This model has a number of relics as detailed in the damage table above. Each relic grants this model an ability as follows. This model can only have one of each relic. When this model suffers damage that reduces its number of relics, select which of the relics (and their abilities) this model no longer has. If this model regains lost wounds that increases its number of relics, select which of the relics (and their abilities) this model regains.

Censer of the Sacred Rose: At the start of each turn, gain one Miracle dice.

Simulacrum of the Ebon Chalice: At the start of your Shooting phase, roll one D6 for each enemy unit within 6" of this model, adding 1 to the result if the unit being rolled for is a PSYKER and 1 to the result if the unit being rolled for is a CHAOS unit. On a 5+ the unit being rolled for suffers D3 mortal wounds.

Petals of the Bloody Rose: Add 1 to hit rolls for attacks made with melee weapons by models in friendly ADEPTA SORORITAS units whilst their unit is within 6" of this model.

Icon of the Valorous Heart: Once per phase, you can perform one Act of Faith for a friendly unit within 6" that has the Acts of Faith ability, even if you have already performed one or more Acts of Faith in that phase.

Simulacrum of the Argent Shroud: When you perform an Act of Faith for a friendly unit whilst it is within 6" of this model, you can increase or decrease the value of one Miracle dice used by 1 before you use it, to a maximum of 6 and a minimum of 1. This is not cumulative with any other abilities that can increase or decrease the value of a Miracle dice (e.g. the Dialogus’ Stirring Rhetoric ability).
WARLORD TRAIT
Pure of Will: This Warlord can attempt to deny one additional psychic power in your opponent’s Psychic phase, as described in the Shield of Faith ability. Subtract 1 from Psychic tests taken for enemy models whilst they are within 12" of this Warlord.
FACTION KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS
CHARACTER, INFANTRY, TRIUMPH OF SAINT KATHERINE

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

Includes wargear
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
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.
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.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Gaining Miracle Dice
You gain one Miracle dice at the beginning of each battle round, and you gain one at the end of a phase if one or more of the following conditions are met one or more times during that phase:

Vengeance: A unit from your army with the Acts of Faith ability destroys an enemy unit.

Sacrifice: A CHARACTER unit from your army with the Acts of Faith ability is destroyed.

Purity: A psychic power is resisted by a unit from your army with the Acts of Faith ability (without performing an Act of Faith to do so, as described below).

Valour: You roll an unmodified 1 for a Morale test taken for a unit with the Acts of Faith ability (without performing an Act of Faith to do so, as described below).

When you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed unless a rule states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Performing an Act of Faith
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, you can choose to use one or more of the dice from your Miracle dice pool instead. For each individual dice that is being rolled as part of the dice roll, you can select one Miracle dice from your Miracle dice pool to be substituted in place of that dice. The dice that it is being substituted for is not rolled, and instead the value of the chosen Miracle dice is used as if it had been rolled. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll any remaining, unsubstituted dice that are a part of the dice roll.

You can use Miracle dice to perform an Act of Faith for any of the following types of dice roll:

Advance roll
Charge roll
Deny the Witch test
Hit roll
Wound roll
Saving throw
• Damage roll
Morale test

For example, instead of rolling a D6 to see what value is added to a unit’s Move characteristic when that unit Advances, you could use a dice from your Miracle dice pool. If the value of that dice was 5, you would add 5" to the Move characteristic of all models in the unit for that Movement phase.

A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1).

When re-rolling a dice roll, no new Miracle dice may be substituted. The number and values of any Miracle dice that have already been substituted in the dice roll remain the same for the re-roll.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
© Vyacheslav Maltsev 2013-2020