Adepta Sororitas
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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 SororitasCodex101.0June 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.11June 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024June 2024
  Legends Field Manual
  Legends Field ManualExpansion101.6June 2024
  Legends: Adepta Sororitas
  Legends: Adepta SororitasDatasheet10July 2023

FAQ

Codex: Adepta Sororitas

Q:Can a Miracle dice be used as part of a re-roll?
A:
Yes.
Q:If I re-roll a roll in which I substituted a dice with a Miracle dice, do I get to use the Miracle dice in that re-roll (e.g. when re-rolling a Charge roll)?
A:
No, that Miracle dice is lost. Note that your unit has still performed an Act of Faith.
Q:Can the TRIUMPH OF SAINT KATHERINE’S Simulacrum of the Ebon Chalice Relics of the Matriarchs ability be used to substitute two dice in a single roll?
A:
No.
Q:In the Adepta Sororitas army rule Acts of Faith, you gain 1 Miracle dice ‘each time an ADEPTA SORORITAS unit from your army is destroyed’. Does this happen when the unit is destroyed or at the end of the phase?
A:
When the unit is destroyed.

Introduction

On the following pages you will find several ADEPTA SORORITAS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Adeptus Custodes - the rules they include are as follows:

1
DETACHMENT RULE
If you select to use a Detachment, a Detachment rule listed here will apply either to your whole army or to particular units within it.

2
ENHANCEMENTS
If you select to use a Detachment, when mustering your army, you can upgrade CHARACTERS from your army using the Enhancements listed here. Details of how to do so are described in the Core Rules (see the Select Units). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
If you select to use a Detachment, you will have access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Acts of Faith

It is said the Emperor’s benediction touches the Adepta Sororitas, 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

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.

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.

  • Through Suffering, Strength 25 pts

With every wound inflicted on their mortal form does this holy warrior’s strength grow, their suffering a prayer to the God-Emperor.

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.

  • Chaplet of Sacrifice 25 pts

The most hallowed martyrs of the Sisterhood have added beads to this chaplet. Such a relic can be a burden, for it carries the righteousness of those who uphold everything the Sisterhood stands for.

ADEPTA SORORITAS model only. At the end of your Command phase, if the bearer is on the battlefield, you can re-roll 1 Miracle dice from your Miracle dice pool and return it to your Miracle dice pool showing the new result you rolled. When doing so, if the bearer's unit is below its Starting Strength, you can re-roll up to 3 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.


Stratagems

DIVINE INTERVENTION
1CP
Hallowed Martyrs – Epic Deed Stratagem
The pious believe that, in their moment of greatest need, the Emperor protects.
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. Roll one D3, adding 1 to the result for each Miracle dice you discarded. That model is set back up with that number of wounds remaining (up to its starting number of wounds).

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.
SUFFERING AND 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 its targets, it must select your unit as the target of its attacks.
RIGHTEOUS VENGEANCE
1CP
Hallowed Martyrs – Battle Tactic Stratagem
With the Emperor's light upon them, the righteous vengeance of the Sisters af Battle burns brighter.
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, you can re-roll the Hit roll and, if your unit is Below Half-strength, you can re-roll the Wound roll as well.
SANCTIFIED IMMOLATION
1CP
Hallowed Martyrs – Strategic Ploy Stratagem
The enemy must perish, even if we perish with them. The enemy must burn, even if we burn with them.
WHEN: Any phase.

TARGET: One ADEPTA SORORITAS VEHICLE model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though It was just destroyed.

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model's Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
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 unit has finished making its attacks, and is then removed from play.
PRAISE 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 shot.

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.

Penitent Host

Detachment Rule


Desperate for Redemption

The penitent masses vow to wash clean their dishonour with their foe’s blood.

At the start of the battle round, select one of the following Vows of Atonement to be active for your army until the start of the next battle round. You can only select each Vow of Atonement once per battle.

The Path of the Penitent

With psalms on their lips, the faithful hurl themselves forward.

Add 3" to the Move characteristic of PENITENT models from your army.

Absolution in Battle

The penitents smite the Emperor's foes with unmatched zeal.

Each time a unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by PENITENT models in that unit.

Death Before Disgrace

Even the most grievous wound cannot stop a penitent warrior in their quest to earn redemption in the eyes of the Emperor.

Each time a PENITENT model from your army is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.


Enhancements

  • Psalm of Righteous Judgement 30 pts

Invoking the strength of the God-Emperor, this warrior bellows psalms, which roar above the din of battle. Incited by these fire and brimstone recitations, the penitent warriors carve apart their enemies, every kill bringing them closer to redemption.

ADEPTA SORORITAS model only. While the bearer is on the battlefield, each time an enemy unit is destroyed by a PENITENT unit from you army, you can discard 1 Miracle dice then gain 1 Miracle dice showing a value of 6.

  • Verse of Holy Piety 15 pts

As the sanctified verses of the Ecclesiarchy’s holy psalms roar across the battlefield, divine might infuses the devout.

PENITENT model only. Once per battle, at the start of the battle round, select one Vow of Atonement. Until the start of the next battle round, that Vow of Atonement is active for the bearer’s unit in addition to any that is active for your army, even if you have already selected that Vow of Atonement this battle.

  • Refrain of Enduring Faith 25 pts

Faith is the shield of the righteous. The passionate benedictions of the pious may bestow the blessings of the God-Emperor.

PENITENT model only. While the bearer is leading a unit, models in that unit have a 5+ invulnerable save.

  • Catechism of Divine Penitence 20 pts

To share in the agonies of the penitent and guide them to redemption is a most holy undertaking. Thus do many of the Adepta Sororitas’ commanders willingly fight by the side of those cast out by the Sisterhood.

CANONESS, PALATINE or MINISTORUM PRIEST model only. The bearer gains the PENITENT keyword and, during the Declare Battle Formations step, can be attached to a REPENTIA SOUAD unit.


Stratagems

FINAL REDEMPTION
1CP
Penitent Host – Epic Deed Stratagem
Those seeking absolution in the eyes of the Emperor will gladly give their last drop of blood to defy his enemies.
WHEN: Any phase.

TARGET: One PENITENT unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
PURITY OF SUFFERING
1CP
Penitent Host – Battle Tactic Stratagem
Suffering is the penance by which the faithful affirm their devotions. To shore in the agonies suffered by the God-Emperor and his saints without embracing death is the mark of fidelity to the Imperial Creed.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One PENITENT 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, PENITENT models in your unit have the Feel No Pain 4+ ability.
PASSION OF THE PENITENT
1CP
Penitent Host – Battle Tactic Stratagem
The penitent are full of a burning passion to inflict suffering upon the faithless.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a PENITENT model in your unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
LASH OF GUILT
1CP
Penitent Host – Battle Tactic Stratagem
Agony and guilt drive these sinners forward. Only by meeting the enemy in combat may they find repentance or, Jailing that, the comfort of death.
WHEN: Your Movement phase, just before a PENITENT unit from your army Advances.

TARGET: That PENITENT unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit has the PENITENT ENGINES keyword, do not make an Advance roll for it; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
BOUNDLESS ZEAL
1CP
Penitent Host – Strategic Ploy Stratagem
The urge to absolve their sins and destroy the enemy drives the penitents to push their tortured bodies beyond their mortal limits.
WHEN: Your Movement phase, just after an ADEPTA SORORITAS unit from your army Falls Back.

TARGET: That ADEPTA SORORITAS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit has the PENITENT keyword, it is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
DEVOUT FANATICISM
1CP
Penitent Host – Strategic Ploy Stratagem
The God-Emperor's faithful followers, heedless of incoming fire, leap forth to deliver his furious judgement in the press of melee
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Roll one D6: your unit can be moved a distance in inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, models in your unit can be moved within Engagement Range of enemy units.

Bringers of Flame

Detachment Rule


Fervent Purgation

These warriors carry the fiery wrath of the Emperor into the darkest corners of his realm. Through the weapons of the faithful is the Master of Mankind’s immortal anger made manifest. With the holy trinity of boltgun, flamer and melta weapons are his enemies purged from the lmperium’s worlds.

Ranged weapons equipped by ADEPTA SORORITAS models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.

Enhancements

  • Righteous Rage 10 pts

This servant of the divine draws deeply from their faith, enhancing their physical might.

ADEPTA SORORITAS model only. Each time the bearer is selected to fight, you can first discard up to 3 Miracle dice. For each Miracle dice just discarded, until the end of the phase, add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons.

  • Manual of Saint Griselda 15 pts

Within this tome are the collected writings of Saint Griselda the Pious. The lessons inscribed on its vellum pages teach focus and decisiveness during times of war.

ADEPTA SORORITAS model only. At the start of your Command phase, you can discard up to 2 Miracle dice. Then, add 1 Miracle dice to your Miracle Dice pool showing a value equal to the sum of the two Miracle dice you just discarded (to a maximum of 6).

  • Fire and Fury 20 pts

This warrior is a firebrand zealot without comparison. At their command, the faithful unleash relentless fire upon their chosen foe.

ADEPTA SORORITAS model only. While the bearer is leading a unit, add 1 to the Attacks characteristic of Torrent weapons equipped by models in that unit, and all other ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

  • Iron Surplice of Saint Istalela 5 pts

Worked upon by generations of artificers, consecrated with holy oils and steeped in the smoke of sacred incense, this suit of power armour is amongst the most battle-proven relics held by the Orders Militant.

CANONESS or PALATINE model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability.


Stratagems

SHIELD OF AVERSION
1CP
Bringers of Flame – Battle Tactic Stratagem
The Sisters of Battle gird themselves with the strength of their faith. It is a shield of repulsion that rejects the heretical cunning of their enemies.
WHEN: Your opponent’s Shooting phase or the 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 an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
RIGHTEOUS BLOWS
1CP
Bringers of Flame – Battle Tactic Stratagem
As the faithful strike their foes in righteous anger, they feel the Emperor's hand adding strength to their blows.
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, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If one or more enemy models are destroyed as the result of attacks made by those weapons this phase, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.
CARRY FORTH THE FAITHFUL
1CP
Bringers of Flame – Strategic Ploy Stratagem
Congregated within a transport, the Battle Sisters recite bellowing prayers so that the whole vehicle echoes to furious piety.
WHEN: Your Movement phase, just before an ADEPTA SORORITAS TRANSPORT model from your army Advances.

TARGET: That ADEPTA SORORITAS TRANSPORT model.

EFFECT: Until the end of the turn, you can re-roll Advance rolls made for your TRANSPORT, and units can disembark from your TRANSPORT even though it Advanced. Units that do so count as having made a Normal move, and cannot declare a charge this turn
CLEANSING FLAMES
1CP
Bringers of Flame – Battle Tactic Stratagem
Burn the mutant. Burn the heretic. Burn the witch.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability
RITES OF FIRE
1CP
Bringers of Flame – Battle Tactic Stratagem
At close range, the Adepta Sororitas unleash the full devastating potential of their blessed weapons.
WHEN: Your Shooting phase.

TARGET: One ADEPTA SORORITAS unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 12" that is also within range of an objective marker, add 1 to the Wound roll. If one or more enemy models are destroyed as the result of those attacks, select one of those destroyed models; that destroyed model's unit must take a Battle-shock test.
BLAZING IRE
1CP
Bringers of Flame – Battle Tactic Stratagem
The transpans of the Adepta Sororitas are mobile shrines. The Sisters within this vehicle recite psalms of righteous hatred and destruction before emerging to obliterate their foes
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: One unit embarked within your TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

Army of Faith

Detachment Rule


Sacred Rites

At times of war, the Adepta Sororitas make offerings to the Emperor in prayer, incense and blood. In such pious devotion, they may attract his blessings and enact miraculous deeds in his holy name.

Each ADEPTA SORORITAS unit from your army can perform up to two Acts of Faith per phase, instead of just one.

Enhancements

  • Litanies of Faith 10 pts

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.

CANONESS or PALATINE model only. At the start of your Command phase, if the bearer is on the battlefield, take a Leadership test for the bearer. If that test is passed, you gain 1 Miracle dice.

  • Blade of Saint Ellynor 15 pts

Forged from thrice-blessed silver, this blade has the names and deeds of a thousand saints inscribed on one side on the molecular level, while the other has the entire Fede lmperialis etched into its form. The blade glows with righteous power and has slain heretics, mutants and xenos beyond counting.

ADEPTA SORORITAS model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1, and those weapons have the [PRECISION] ability. In addition, each time the bearer fights, if one or more enemy models are destroyed by those attacks, you gain 1 Miracle dice.

  • Divine Aspect 5 pts

Enemy warriors tremble before the radiant majesty of one blessed by the Emperor.

ADEPTA SORORITAS model only. In your Movement phase, you can select one enemy unit within 12" of the bearer; that unit must take a Battle-shock test. If that test is failed, you gain 1 Miracle dice.

  • Triptych of the Macharian Crusade 20 pts

Carried onto the most fire-swept of battlefields, the images of the Macharian Trinity glorifies three missionaries who saved thousands of lives. This adamantine-sheathed relic reminds the bearer that faith alone can weather the most grievous adversities.

ADEPTA SORORITAS model only. Each time the bearer uses an Act of Faith to substitute a saving throw, that saving throw is successful, irrespective of the value of the Miracle dice used.


Stratagems

SHIELD OF FAITH
1CP
Army of Faith – Battle Tactic Stratagem
There is no armour as resilient as conviction itself.
WHEN: Any phase, just after an ADEPTA SORORITAS unit from your army suffers a mortal wound.

TARGET: That ADEPTA SORORITAS unit, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of it.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.
LIGHT OF THE EMPEROR
1CP
Army of Faith – Battle Tactic Stratagem
The Emperor’s radiance shines upon his warriors, magnifying their purity in their darkest hour.
WHEN: Command phase.

TARGET: One ADEPTA SORORITAS unit from your army.

EFFECT: Until the end of the turn, your unit is blessed. While a unit is blessed, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws). If your unit has the JUMP PACK keyword, until the end of the turn, while a friendly ADEPTA SORORITAS unit is within 3" of your unit, that friendly unit is also blessed.
FAITH AND FURY
1CP
Army of Faith – Battle Tactic Stratagem
The righteous zeal of the Sisters of Battle burns bright as they charge towards their foes.
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, melee weapons equipped by models in your unit have the [LANCE] ability. If one or more enemy models are destroyed as the result of your unit's attacks this phase, you gain 1 Miracle dice.
BLINDING RADIANCE
1CP
Army of Faith – Strategic Ploy Stratagem
The Emperor's divinity manifests in golden halos, blinding the enemy with radiant light.
WHEN: Your opponent's Shooting phase or the 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, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of such a unit.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, each time an attack targets that unit, subtract 1 from the Hit roll.
DIVINE GUIDANCE
1CP
Army of Faith – Battle Tactic Stratagem
With miraculous precision, the blows of the Sisters of Battle strike the weak points of enemy armour.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. If one or more enemy models are destroyed as the result of any of those attacks, you gain 1 Miracle dice.
ANGELIC DESCENT
1CP
Army of Faith – Strategic Ploy Stratagem
On wings of fire do the angelic warriors of the Orders Militant descent to battle.
WHEN: End of your opponent’s Fight phase.

TARGET: One ADEPTA SORORITAS JUMP PACK unit from your army.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ADEPTA SORORITAS units.

This section contains the following additional rules:

TRIALS OF A LIVING SAINT
Here you will find rules to elevate a warrior in your Crusade force to a living saint. The journey to sainthood is arduous, and there are many trials such a warrior must perform, but with each test passed they unlock more of their true holy potential, and take one step closer to sainthood.

AGENDAS
ADEPTA SORORITAS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
ADEPTA SORORITAS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ADEPTA SORORITAS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics in other publications, ADEPTA SORORITAS CHARACTER models can claim one of the Crusade Relics.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Trials of a Living Saint

When you start a Crusade force, if there are any ADEPTA SORORITAS CHARACTER models on your Order of Battle, you can select one of them (excluding EPIC HEROES). That model has the potential to become a LIVING SAINT, and gains the SAINT POTENTIA keyword. In addition to gaining XP as you play through your Crusade battles, that model will gain Saint points and Martyr points (see below). which you must keep track of on its Crusade card.

SAINT POINTS

With every miraculous deed performed does a true believer of the Emperor step closer to sainthood.

To gain Saint points, a SAINT POTENTIA model must undertake a Trial of a Living Saint. When you first select a model to be a SAINT POTENTIA, select one of the Trials. That model is now said to be undertaking that Trial and will accrue Saint points towards it by accomplishing one or more Saintly Deeds during a battle, as specified within the Trial itself. Once a SAINT POTENTIA has gained 10 or more Saint points, that Trial is complete, its Saint points total is reset to 0, and that model gains the Saintly Reward Battle Honour associated with that Trial. Each of these Battle Honours is unique - you can only have one instance of each. When gaining one of these Battle Honours, if that CHARACTER already has its maximum number of Battle Honours, you must replace one of its existing Battle Honours (excluding Saintly Rewards). If this model has 4 or fewer Saintly Rewards, you can then select a new Trial and begin again.

At the end of a battle, a SAINT POTENTIA can abandon its current Trial and you can select a new one for it to undertake. If you do, that model’s Saint points total is reset to 0.

When a model has 5 Saintly Rewards, replace its SAINT POTENTIA keyword with LIVING SAINT.

MARTYR POINTS

The ultimate fate for all Living Saints is martyrdom in the Emperor’s cause. However, for those that are graced to bear witness to such an end, a great wellspring of faith can be drawn.

Each time a SAINT POTENTIA or LIVING SAINT model fails an Out of Action test, that model gains 1 Martyr point and you must take a Martyrdom test for it. To do so, roll one D6, adding its current Martyr points total to the result. If the result is greater than that model’s Leadership characteristic, that test is passed and the SAINT POTENTIA or LIVING SAINT has been Martyred; remove that model from your Order of Battle (we recommend writing down the details of their death on your Order of Battle). If a SAINT POTENTIA or LIVING SAINT is Martyred, every other ADEPTA SORORITAS unit that was in your Crusade army gains a number of XP equal to the number of Saintly Rewards that Martyred SAINT POTENTIA or LIVING SAINT had, having witnessed them in their final battle.

You can now select one ADEPTA SORORITAS CHARACTER model on your Order of Battle (excluding EPIC HEROES). That model gains the SAINT POTENTIA keyword. If your Order of Battle does not contain any such models, the next time you add an ADEPTA SORORITAS CHARACTER model to your Order of Battle (excluding EPIC HERDES), that model gains the SAINT POTENTIA keyword.

Trials of a Faith

A Living Saint performs miraculous deeds on the battlefield, proof that the Emperor works through them.

Saintly Deeds
Beacon of Divine Grace: Gain 2 Saint points at the end of a battle if this model performed 3 or more Acts of Faith during that battle.
Miraculous Feat: Gain 1 Saint point at the end of a battle for each Miracle dice remaining in your Miracle Dice pool (to a maximum of 2 Saint points).

Saintly Reward
Boundless Faith: In the presence of a living saint, the manifestations of the Emperor’s divinity are myriad.
At the end of each player’s Command phase, if this model is on the battlefield, you can discard 1 Miracle dice. If you do, you gain 1 Miracle dice showing a value of 6.

Trials of a Suffering

A living saint suffers as the greatest form of prayer to the God-Emperor.

Saintly Deeds
Scars of the Penitent: Gain 3 Saint points each time this model gains a Martyr point.
Martyr's Wounds: Gain 1 Saint point at the end of a battle if this model is below its Starting Strength. Gain 2 Saint points instead if this model was destroyed while within range of an objective marker.

Saintly Reward
Miraculous Recovery: Flesh that was burned and torn heals a new, and blows that should have been fatal miraculously miss their mark.
At the start of any phase, you can discard 1 Miracle dice. If you do, this model regains all of its lost wounds.

Trials of a Purity

A living saint is so pure that no doubt can fetter their heart, malign sorcery cannot touch their soul, and no wound can stay their will.

Saintly Deeds
Consecrate Ground: Gain 2 Saint points at the end of a battle if this model is within 6" of the centre of the battlefield.
Divine Will: Gain 2 Saint points at the end of a battle if this model's unit did not fail a Battle-shock test during that battle.

Saintly Reward
Blazing Soulfire: As this holy warrior strikes, their foes burst into searing flames as if they have been touched by the Emperor's own hand.
Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, until the end of the phase, double the Strength characteristic of this model's melee weapons and those weapons have the [DEVASTATING WOUNDS] ability.

Trials of a Righteousness

A living saint will smite the enemies of the Emperor wherever they cower.

Saintly Deeds
Slay the Demagogue: Gain 2 Saint points at the end of a battle if this model destroyed one or more enemy CHARACTER units during that battle. Gain an additional 2 Saint points if one of those destroyed units contained the enemy WARLORD.
Smite the Unbelievers: Gain 2 Saint points at the end of a battle if this model destroyed 5 or more enemy models during that battle.

Saintly Reward
Righteous Judgement: None can escape the Emperor's judgement, and wherever the foe attempts to seek shelter. the shots of the Adepta Sororitas miraculously seek them out.
Each time this model's unit is selected to shoot, you can discard 1 Miracle dice. If you do, until the end of the phase, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability and each time an attack made by such a weapon scores a Critical Wound, that attack has the [PRECISION] ability.

Trials of a Valour

A living saint leads their flock to victory, even when hope seems lost.

Saintly Deeds
Holy Crusader: Gain 3 Saint points at the end of a battle if this model is wholly within your opponent’s deployment zone.
Pious Reputation: Gain 2 Saint points at the end of a battle if this model gained more XP than any other unit from your Crusade army during that battle.

Saintly Reward
Voice of the Emperor: The blessed speak with the divine voice of the Emperor, a soul-shattering pronouncement that stuns the faithless in their tracks and renders useless their heretical attempts to avoid retribution.
At the start of the Battle-shock step of your opponent’s Command phase, you can discard 1 Miracle dice. If you do, every enemy unit that is within 12" of this model and below its Starting Strength must take a Battle-shock test. If such a unit is Below Half-strength, subtract 1 from Battle-shock tests taken for that unit this phase instead.

Agendas

If your Crusade army includes any ADEPTA SORORITAS units, you can select Agendas from those presented here.

TEST OF FAITH

Faith is the greatest weapon a Battle Sister can wield, and as with any weapon, it must be practised and honed.

Each time a unit performs an Act of Faith, you can discard 1 additional Miracle dice. If you do, place that dice on that unit’s Crusade card. Each time a unit from your Crusade army fails a Battle-shock test, remove all Miracle dice placed on that unit’s Crusade card. At the end of the battle, each unit from your Crusade army gains 1XP for each Miracle dice on its Crusade card (to a maximum of 3XP). If a SAINT POTENTIA model gains any XP as the result of this Agenda, it also gains 1 Saint point.
ATONEMENT IN BATTLE

Those who have failed in the Emperor's eyes must quest for absolution. Only by striking down the mightiest foes will their shame be absolved.

When you select this Agenda, select up to three ADEPTA SORORITAS units from your Crusade army; each unit selected must either be PENITENT or have one of the following Battle Scars: Fatigued, Disgraced, Mark of Shame or Battle-weary (see Battle Scars). At the end of the battle, each of those units that destroyed one or more enemy units gains 3XP, loses one of the aforementioned Battle Scars of your choice (if applicable) and, if it is a REPENTIA SOUAD unit, gains 1 Redemption point (see the Glorious Redemption Requisition). Make a note on a unit’s Crusade card each time it gains a Redemption point.
DEFEND THE SHRINE

The location of a small but sacred shrine has been identified, a hallowed site that houses an irreplaceable saintly relic. Defend this holy tribute lest it be desecrated by the enemy and lost to the Adeptus Ministorum forever.

If you select this Agenda, after both sides have finished deploying, your opponent must select one objective marker that is not in their deployment zone to be the Sacred Shrine objective marker. At the end of each of your turns, if you control that Sacred Shrine objective marker, you can select one ADEPTA SORORITAS unit from your Crusade army that is within range of it; that unit gains 1XP.

At the end of the battle:
  • If you do not control that Sacred Shrine objective marker, you do not receive the 1 Requisition point you would normally receive in the Update Order of Battle step.
  • If you control that Sacred Shrine objective marker, you can select one ADEPTA SORORITAS model within range of it (excluding EPIC HEROES); that model gains either 1 Weapon Modifications, 1 Crusade Relic (CHARACTER models only) or 3 Saint points (SAINT POTENTIA models only).
PIOUS PURGATION

The enemy opposes the will of the Emperor. Cleanse this holy battlefield of such heretics! Show them the error of their blasphemy with bolter, me/ta and holy flamer.

Each time an ADEPTA SORORITAS unit from your Crusade army is selected to shoot or fight, if one or more enemy units are destroyed as a result of those attacks, that unit gains 1XP. While resolving those attacks, if one or more PSYKER models are destroyed, that unit gains an additional 1XP, and if one or more enemy models are destroyed by an attack made with a Torrent or Melta weapon, that unit gains an additional 1XP. A unit cannot gain more than 3XP from this Agenda during the battle. If a SAINT POTENTIA model gains any XP as a result of this Agenda, that model also gains 1 Saint point.

Requisitions

If your Crusade army includes any ADEPTA SORORITAS units, you can spend Requisition points (RPs) on any of the following Requisitions.

DIVINE CALLING1RP

No potential saint would willingly abandon a trial. Only holy vision or divine inspiration may permit deviation from their course.

Purchase this Requisition at the end of a battle, when your SAINT POTENTIA model abandons its current Trial and starts a new one. After resetting its Saint points to 0, it gains a number of Saint points towards its new Trial equal to half the number of Saint points it had gained towards that abandoned Trial (rounding up).
ASCENSION TO THE ORDER2RP

Those Sisters Novitiate who have served bravely may ascend into the ranks of the Orders Militant, earning the right to don their blessed power armour.

Purchase this Requisition before a battle. Select one SISTERS NOVITIATES SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and add one BATTLE SISTERS SQUAD, DOMINION SQUAD or RETRIBUTOR SQUAD unit to your Order of Battle. The new unit has the same Battle Honours and Battle Scars as the unit it replaced, and has 5 more XP than the unit it replaced.*
THE PENITENT PATH2RP

For the devout, any failing is a shame that cannot be borne and must be redeemed through deeds of great bravery and butchery.

Purchase this Requisition before a battle. Select one of the following:
In either case, the new unit has the same Battle Honours, Battle Scars and XP as the unit it replaced, and until it is removed from your Order of Battle, it will gain 2XP from Dealers of Death, instead of just 1XP.*
GLORIOUS REDEMPTION1RP

Those who have trod the path to redemption are revered figures within the Orders Militant, their dedication and unswerving faith a shining beacon to all.

Purchase this Requisition before a battle. Select one REPENTIA SQUAD unit on your Order of Battle that has 3 Redemption points (see the Atonement in Battle Agenda). Remove that unit from your Order of Battle and add a SERAPHIM SQUAD, ZEPHYRIM SQUAD, CELESTIAN SACRESANTS or PARAGON WARSUITS unit to your Order of Battle. The new unit has the same Battle Honours and Battle Scars as the unit it replaced, and gains one Battle Trait of your choice (this must be a Battle Trait it can have, but does not count towards the maximum number of Battle Traits a unit can have). If the Legendary Veterans Requisition is used on this unit, that Requisition only costs you 1RP.*
IN SUFFERING, ENLIGHTENMENT1RP

Sacrifice and suffering are embraced by the Sisters of the Adepta Sororitas. Scars are displayed with pride and the fallen venerated.

Purchase this Requisition after a battle, before an ADEPTA SORORITAS unit from your Crusade army takes an Out of Action test. That test is automatically failed and that unit gains 1 Battle Scar and 1 Battle Honour of your choice. If that unit was a SAINT POTENTIA, it also gains 3 Saint points and 1 Martyr point. You cannot use this Requisition on the same unit more than once.
SAINTLY BENEDICTIONS1RP

The Emperor’s chosen warriors sometimes enact miraculous feats on the battlefield.

Purchase this Requisition before a battle. During the first battle round of that battle, each of the Miracle dice you gain at the start of each player’s turn is automatically a 6.

* You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.

Battle Traits

When a ADEPTA SORORITAS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY and PARAGON WARSUITS Models
D6

PURE OF SOUL

Only unquestioning faith in the Emperor offers protection against the witchery of xenos and heretic.

Each time a Psychic Attack targets this unit, subtract 1 from the Wound roll.
VALOUR OF SAINTS

Those who stand unflinching against the horrors of the galaxy inspire their comrades to feats of divine heroism

Each time this unit takes a Battle-shock or Leadership test, you can first discard 1 Miracle dice. If you do, that test is automatically passed.
ARMOUR OF FAITH

Indomitable belief in the Emperor and disdain for the enemy are surer than any armour.

Once per phase, when this unit is selected as the target of an attack, you can discard 1 Miracle dice. If you do, until the end of the phase, each time an attack targets this unit, worsen the Armour Penetration characteristic of that attack by 1.
VETERANS OF THE CONVENT

Some members of the Orders Militant have waged war on a hundred or more battlefields, their scars an offering to the God-Emperor.

You can re-roll failed Out of Action tests taken for this unit, and each time this unit is Marked for Greatness, it gains an additional 2XP.
ZEALOUS DEVOTION

Such is the intensity of their devotion that some Battle Sisters work themselves into a righteous fury whenever the Emperor's foes are sighted.

Each time this unit makes a Charge move, until the end of the turn, improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
EXEMPLARS OF THE ORDER

These Sisters embody the ideals of their Order and its Matriarch.

This unit can perform 1 additional Act of Faith per phase.

PENITENT Units
D6

UNQUENCHABLE FANATICISM

The reserves of holy hatred some zealots have for the foul enemies of Mankind are limitless.

Add 1 to Advance and Charge rolls made for this unit.
FAITHFUL DEVOTEE

The suffering endured by the faithful serves only to remind those still fighting that there is no more noble goal than to die in the name of the Emperor.

Each time this unit is selected as the target of an attack, if this unit is Below Half-strength, models in this unit have the Feel No Pain 4+ ability against that attack.
BLOOD BEGETS ABSOLUTION

Each foe slain is an offering to the Emperor and brings the penitent one step closer to absolution in the eyes of their Order.

Each time this unit destroys an enemy unit in the Fight phase, you gain 1 Miracle dice.

CHARACTER Units
D6

DEEDS, NOT WORDS

This warrior never speaks unless it is to exalt the God-Emperor. Wherever their faithful followers fight against the darkness, this leader will be at the forefront, taking the fight to the foe.

Each time this model makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
AEGIS OF BELIEF

This leader has such strength of belief that they refuse to yield, their faith in the Emperor proof against any harm.

This model has the Feel No Pain 5+ ability and, at the start of your Command phase, this model regains 1 lost wound.
BEACON OF FAITH

This Adepta Sororitas leader is a shining beacon of faith in whose presence miracles manifest with regularity.

At the end of your Command phase, if this model is your WARLORD and is on the battlefield, you can spend lCP. If you do, you gain D3 Miracle dice.

VEHICLE Units
D6

Excluding WALKERS
MOBILE SHRINE (AURA)

This vehicle is on inspirational wellspring of faith. Those who look upon its blessed form fill with zeal, their resolve hardened by its presence.

While a friendly ADEPTA SORORITAS unit is within 6" of this unit, improve that unit’s Leadership characteristic by 1.
PIOUS MACHINE SPIRIT

The war engines fielded by the Orders Militant are just as faithful and intractable as the Battle Sisters who crew them.

Each time this unit performs an Act of Faith, the result of one of the Miracle dice used in that Act of Faith is first improved by 1 (to a maximum of 6).
THRICE-BLESSED HULL

The hallowed blessings and artefacts built into the hulls of Adepta Sororitas vehicles can turn aside the most unholy flames.

This unit has the Feel No Pain 4+ ability against mortal wounds.

Crusade Relics


Artificer Relics

PHIAL OF DOLAN

Anyone who drinks the contents of one of these thrice-blessed crystal bottles fills with the courage and determination of Dolan, the Great Confessor.

Improve the bearer’s Wounds, Leadership and Objective Control characteristics by 1.
PRAESIDIUM ROSARIUS

This ancient rosarius was crafted during the Age of Apostasy and blessed by the Prioresses of the Covent Sanctorum and the Convent Prioris.

The bearer has a 4+ invulnerable save. Each time the bearer’s unit is selected as the target of an attack, you can discard 1 Miracle dice. If you do, until the end of the phase, the bearer has a 3+ invulnerable save.
TEARS OF THE EMPEROR

There are many stories of statues of the Emperor that weep blood-like tears. These are collected in ornate flasks and used to anoint the firearms of the faithful, for - it is said - they impart a spark of divine wrath into the weapons’ machine spirits, rendering them particularly lethal against the forces of Chaos.

Improve the Attacks, Strength and Damage characteristics of the bearer’s ranged weapons by 1, and those weapons have the [DEVASTATING WOUNDS] and [ANTI-CHAOS 4+] abilities.
THE SIGIL ECCLESIASTICUS

This small icon is granted only to those adepts of the Ecclesiarch who have undergone the ten Pilgrimages of Saint Dolan, culminating on Holy Terra. To bear such a symbol is to be recognised as a most devout follower of the Emperor.

SAINT POTENTIA model only. When the bearer is destroyed, the Miracle dice you gain as a result is automatically a 6. At the end of the battle, the bearer gains 1 Saint point (whether destroyed or not).

Antiquity Relics

Blessings of Sebastian Thor

Each of the Convents contains a single copy of the first verse of the Creed of the Emperor’s Light, a stirring hymn said to have been penned by Sebastian Thor’s own hand. Affixed to a warrior’s armour by wax mixed with the blood of martyred heroes, these words bestow holy blessings upon the bearer.

If the bearer is in your Crusade army, you can use one Crusade Blessing even if you are not the Underdog.
Icon of Sanctity

Foes who see this icon are filled with awe and dread, for it radiates an aura of divine brilliance that can cause enemies of the faith to falter in their advance in the face of overwhelming piety.

Each time an enemy unit selects the bearer’s unit as a target of a charge, that enemy unit must take a Battle-shock test; if that test is failed, subtract 2 from the Charge roll made for that charge.
Battle-Psalms of Vespania

Penned by Canoness Vespania of the Order of the Ebon Chalice, this tattered book of scripture contains a collection of allegorical psalmody that provides inspiration and insight in equal measure. When sung aloud, they drive Battle Sisters to acts of heroism and instil within them a valuable understanding of the art of war.

When selecting Agendas for a battle, you can select one ADEPTA SORORITAS Agenda to be used in that battle in addition to any others being used in that battle.

Legendary Relics

WEAPON OF THE MATRIARCH

This blessed weapon is said to have been borne to battle by one of the Matriarchs of the Adepta Sororitas. Bearers are granted a portion of her physical might and combat prowess, lending them the ability to match the enemy’s most puissant champions in single combat.

LIVING SAINT model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1, and those weapons have the [ANTI-CHARACTER 4+], [DEVASTATING WOUNDS] and [PRECISION] abilities.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Warrior of the Faith

You have shown yourself to possess the faith, fury and tactical acumen to lead the forces of the Adepta Sororitas to battle. By your hand have heretics and xenos been purged with holy fire. Priesthood and penitents flock to join your holy war, convinced that you are destined for greatness, and that by fighting as well they may earn the Emperor’s favour.



Zealous Champion

You have borne the Emperor's light into the darkness and with it burned away the taint of witchery, mutation and xenos infestation. The thronging faithful look upon you and see a divine instrument of the Emperor's wrath.

  • You have completed three or more different Trials of a Living Saint.
  • One or more ADEPTA SORORITAS units from your Crusade force have one or more Battle Scars, or your SAINT POTENTIA model has 2 or more Martyr points.
  • You have used The Penitent Path Requisition to add one or more new units to your Order of Battle.
  • You have won six or more battles.


Living Saint

You are an arch-protector of the faith, a paragon of the Imperial Creed and a radiant instrument of the Emperor’s divine will in whose presence miracles are wrought. Enemies quiver before your holy aspect.

  • Your Order of Battle contained a LIVING SAINT (even if that model was subsequently Martyred).
  • One or more ADEPTA SORORITAS units from your Crusade force have been removed from your Order of Battle because they received too many Battle Scars, or your SAINT POTENTIA or LIVING SAINT model has been Martyred.
  • You have used the Glorious Redemption Requisition to add one or more new units to your Order of Battle.
  • You have won ten or more battles.


Acts of Faith

It is said the Emperor’s benediction touches the Adepta Sororitas, 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 , 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 , you gain 1 Miracle dice:
  • At the start of each turn.
  • Each time an 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).
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.
Acts of Faith
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.
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.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
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.
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.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • 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.
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.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.

The CANONESS keyword is used in the following Adepta Sororitas datasheets:

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

Characters

The VEHICLE keyword is used in the following Adepta Sororitas datasheets:

Characters
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.

The PENITENT keyword is used in the following Adepta Sororitas datasheets:

Desperate for Redemption
Penitent Host Detachment

The penitent masses vow to wash clean their dishonour with their foe’s blood.

At the start of the battle round, select one of the following Vows of Atonement to be active for your army until the start of the next battle round. You can only select each Vow of Atonement once per battle.

The Path of the Penitent

With psalms on their lips, the faithful hurl themselves forward.

Add 3" to the Move characteristic of PENITENT models from your army.

Absolution in Battle

The penitents smite the Emperor's foes with unmatched zeal.

Each time a unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by PENITENT models in that unit.

Death Before Disgrace

Even the most grievous wound cannot stop a penitent warrior in their quest to earn redemption in the eyes of the Emperor.

Each time a PENITENT model from your army is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s 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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.

The and TRANSPORT keywords are used in the following Adepta Sororitas datasheets:

The TRANSPORT keyword is used in the following Adepta Sororitas datasheets:

Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.

The JUMP PACK keyword is used in the following Adepta Sororitas datasheets:

Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

The EPIC HERO keyword is used in the following Adepta Sororitas datasheets:

Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
LEGENDARY VETERANS3RP

Occasionally, a group of warriors will climb the ranks across a score of battles, forging a legendary reputation that is known by friend and foe. Such veterans possess skills and honours to rival those of the most glorified heroes.

Purchase this Requisition when a unit from your Order of Battle (excluding CHARACTER units) reaches 30XP. That unit’s Experience points total is no longer limited to a maximum of 30 and it can now be promoted above the Battle-hardened rank. In addition, the maximum number of Battle Honours that unit can have is increased to 6.
GLORIOUS REDEMPTION1RP

Those who have trod the path to redemption are revered figures within the Orders Militant, their dedication and unswerving faith a shining beacon to all.

Purchase this Requisition before a battle. Select one REPENTIA SQUAD unit on your Order of Battle that has 3 Redemption points (see the Atonement in Battle Agenda). Remove that unit from your Order of Battle and add a SERAPHIM SQUAD, ZEPHYRIM SQUAD, CELESTIAN SACRESANTS or PARAGON WARSUITS unit to your Order of Battle. The new unit has the same Battle Honours and Battle Scars as the unit it replaced, and gains one Battle Trait of your choice (this must be a Battle Trait it can have, but does not count towards the maximum number of Battle Traits a unit can have). If the Legendary Veterans Requisition is used on this unit, that Requisition only costs you 1RP.*
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The WALKER keyword is used in the following Adepta Sororitas datasheets:

Characters
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
ASCENSION TO THE ORDER2RP

Those Sisters Novitiate who have served bravely may ascend into the ranks of the Orders Militant, earning the right to don their blessed power armour.

Purchase this Requisition before a battle. Select one SISTERS NOVITIATES SQUAD unit on your Order of Battle with the Blooded rank or higher. Remove that unit from your Order of Battle and add one BATTLE SISTERS SQUAD, DOMINION SQUAD or RETRIBUTOR SQUAD unit to your Order of Battle. The new unit has the same Battle Honours and Battle Scars as the unit it replaced, and has 5 more XP than the unit it replaced.*
THE PENITENT PATH2RP

For the devout, any failing is a shame that cannot be borne and must be redeemed through deeds of great bravery and butchery.

Purchase this Requisition before a battle. Select one of the following:
In either case, the new unit has the same Battle Honours, Battle Scars and XP as the unit it replaced, and until it is removed from your Order of Battle, it will gain 2XP from Dealers of Death, instead of just 1XP.*

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