Adepta Sororitas

The Adepta Sororitas, also known as the Sisters of Battle, are an elite sisterhood of warriors raised from infancy to believe unquestioningly in the supreme power of the Emperor of Mankind. The perfervid, unshakeable nature of their faith is a potent weapon indeed, manifesting as divine inspiration that drives the Sisters of Battle to incredible feats of martial prowess. Their fanatical devotion and unwavering purity are a bulwark against corruption, heresy and alien attack, and once battle has been joined they will stop at nothing until their enemies are utterly crushed.

Books

BookKindEditionVersionLast update
  Adepta Sororitas
  Adepta SororitasIndex10January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.7March 2024
  Legends Field Manual
  Legends Field ManualExpansion101.3March 2024
  Balance Dataslate
  Balance DataslateRulebook10January 2024January 2024
  Legends: Adepta Sororitas
  Legends: Adepta SororitasDatasheet10July 2023

Army Rules

Acts of Faith

The Battle Sisters of the Adepta Sororitas bear the holy weaponry with which the Emperor’s legions conquered the galaxy, and illuminate the faithless in lethal volleys from the holy trinity of bolter, flamer and melta weapons. It is said the Emperor’s benediction touches each of these warriors, manifesting as a nimbus of holy light in which his power is revealed in miraculous deeds of fortitude and divine strength.

If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice.

GAINING MIRACLE DICE
If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
  • At the start of each turn.
  • Each time an ADEPTA SORORITAS unit from your army is destroyed.

Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.

PERFORMING AN ACT OF FAITH
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:
  • Advance roll
  • Battle-shock test
  • Charge roll
  • Damage roll
  • Hit roll
  • Saving throw
  • Wound roll

Example: Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).

Hallowed Martyrs

Detachment Rule

If your Army Faction is ADEPTA SORORITAS, you can use this Hallowed Martyrs Detachment rule.

The Blood of Martyrs

The blood of martyrs is the life force of the Imperium. So do the tenets of this Order joyously proclaim, and in its warriors’ darkest hour does the sacrifice of their fallen Sisters shine brightest.

Each time an ADEPTA SORORITAS model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll, as well, if that model’s unit is Below Half-strength. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or more wounds.

Stratagems

If you are using the Hallowed Martyrs Detachment rule, you can use these Hallowed Martyrs Stratagems.

DIVINE INTERVENTION
1CP
Hallowed Martyrs – Epic Deed Stratagem
Sometimes, a brush with death is so close the only explanation is divine intervention.
WHEN: Any phase.

TARGET: One ADEPTA SORORITAS CHARACTER unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Discard 1-3 Miracle dice. At the end of the phase, set the last destroyed model from your unit back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models. That model is set back up with a number of wounds remaining equal to the number of Miracle dice you discarded.

RESTRICTIONS: You cannot select SAINT CELESTINE as the target of this Stratagem. You cannot select the same CHARACTER as the target of this Stratagem more than once per battle.
HOLY RAGE
1CP
Hallowed Martyrs – Strategic Ploy Stratagem
With psalms on their lips, the faithful hurl themselves forward, striking the foe down with the inner strength born of faith in the Emperor.
WHEN: Fight phase.

TARGET: One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, add 1 to the Wound roll.
SUFFERING & SACRIFICE
1CP
Hallowed Martyrs – Strategic Ploy Stratagem
Suffering is a staple prayer for the Adepta Sororitas, and a martyr’s fate only brings greater glory to the God-Emperor.
WHEN: Start of the Fight phase.

TARGET: One ADEPTA SORORITAS INFANTRY or ADEPTA SORORITAS WALKER unit from your army.

EFFECT: Until the end of the phase, each time an enemy model within Engagement range of your unit selects targets, it must select your unit as the target of its attacks.
LIGHT OF THE EMPEROR
1CP
Hallowed Martyrs – Battle Tactic Stratagem
The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle in their darkest hour.
WHEN: Command phase.

TARGET: One ADEPTA SORORITAS unit from your army that is below its Starting Strength. For the purposes of this Stratagem, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or more wounds.

EFFECT: Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
REJOICE THE FALLEN
1CP
Hallowed Martyrs – Strategic Ploy Stratagem
The death of a Battle Sister only stirs the survivors to fight harder to exact swift vengeance.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

TARGET: One ADEPTA SORORITAS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

EFFECT: Your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.
SPIRIT OF THE MARTYR
2CP
Hallowed Martyrs – Strategic Ploy Stratagem
Even with their dying act, the Sororitas mete out the Emperor’s judgement.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.

Enhancements

If you are using the Hallowed Martyrs Detachment rule, you can use these Hallowed Martyrs Enhancements.

  • Saintly Example 10 pts

With her final breath is another heroine elevated to the ranks of sainthood, her death stirring her greatest companions to finish what she started.

ADEPTA SORORITAS model only. When the bearer is destroyed, you gain an additional D3 Miracle dice.

  • Blade of Saint Ellynor 15 pts

This blade is forged from thrice-blessed silver, quenched in the blood of a hundred martyred heroes. On one side the names and deeds of a thousand saints are inscribed on the molecular level, while the other side is etched with the entire Fede Imperialis. The blade glows with righteous power and has slain heretics, mutants and xenos beyond counting.

ADEPTA SORORITAS model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. If the bearer has lost one or more wounds, add 2 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons instead.

  • Litanies of Faith 25 pts

When Sebastian Thor was declared Ecclesiarch in the wake of the Age of Apostasy, his first sermon was transcribed onto scrolls by an army of scribes. Today, only a single original copy remains, kept in a stasis vault beneath the Convent Prioris on Terra and released only with the sanction of the Ecclesiarch himself. This unassuming parchment is one of the holiest relics in the Ministorum’s charge, its mere presence enough to fill the hearts of the faithful with righteous fervour.

ADEPTA SORORITAS model only. At the end of your Command phase, if the bearer is on the battlefield, you can re-roll one Miracle dice from your Miracle dice pool and return it to your Miracle dice pool with the new result you rolled. When doing so, if the bearer has lost one or more wounds or is leading a unit that is Below Half-strength, you can re-roll up to three Miracle dice in this way instead.

  • Mantle of Ophelia 20 pts

The Mantle of Ophelia was once the badge of office for the Prioress of the Convent Sanctorum, and was worn by Helena the Virtuous, a Living Saint and one of the most revered leaders in the history of the Adepta Sororitas. The mantle is thought to have sacred powers of protection, for Helena was said to have anointed it with the Tears of the Emperor, a phial of blood-like liquid meticulously collected over a century from weeping statues of the Emperor found across the cardinal worlds of the Imperium.

CANONESS or PALATINE model only. Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.


Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Acts of Faith

The Battle Sisters of the Adepta Sororitas bear the holy weaponry with which the Emperor’s legions conquered the galaxy, and illuminate the faithless in lethal volleys from the holy trinity of bolter, flamer and melta weapons. It is said the Emperor’s benediction touches each of these warriors, manifesting as a nimbus of holy light in which his power is revealed in miraculous deeds of fortitude and divine strength.

If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice.

GAINING MIRACLE DICE
If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
  • At the start of each turn.
  • Each time an ADEPTA SORORITAS unit from your army is destroyed.

Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.

PERFORMING AN ACT OF FAITH
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

Example: Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.

The ADEPTA SORORITAS and WALKER keywords are used in the following Adepta Sororitas datasheets:

Characters

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