Canoness Ellyrine sees herself as a bringer of illumination and repentance through pain. She is a steel-willed and uncompromising zealot who judges herself and her followers almost as harshly as she does her foes. Inspired to furious rapture by their leader’s unwavering example, the Battle Sisters and penitents who follow her fight all the harder to prove themselves worthy of the God-Emperor’s grace.
Book | Kind | Edition | Version | Last update |
The Penitent Host | ||||
The Penitent Host | Index | 10 | June 2023 |
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.
Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.This warrior’s faith is so fervent, her zeal so all-consuming, that by force of will alone she not only ignores injuries that should have laid her low thrice over, but also inspires her followers to do likewise.
The bearer has the Feel No Pain 4+ ability. In addition, while the bearer is leading a unit, other models in that unit have the Feel No Pain 5+ ability.The Imperium is a realm built upon the martyrdoms of countless saints. These figures of faith have inspired the creation of myriad relics said to be fashioned from their corporeal remains, and it is common practice amongst the war leaders of the Adepta Sororitas to bear them into battle. There they serve as foci of faith, their influence seeming to produce almost supernatural effects amidst the mayhem of war.
In your Command phase, if the bearer is not Battle-shocked and is within range of an objective marker you control, you gain one Miracle dice. In addition, while the bearer is on the battlefield, each time you gain a Miracle dice, you can re-roll that Miracle dice.Amongst the enemy ranks there are those whose heresies are so heinous that they must be struck down at all costs by the pious Sisters of Battle.
At the start of the first battle round, your opponent must select one unit from their army (excluding MONSTER and VEHICLE units).The foe have overrun a site of great religious importance. It now falls to the warriors of the Adepta Sororitas to burn a path through their unclean ranks, secure the defiled holy ground, and reconsecrate it with prayer and the shed blood of the foe.
From the second battle round onwards, at the end of your turn, you score 3VP if one or more ADEPTA SORORITAS units from your army that are not Battle-shocked are wholly within your opponent’s deployment zone.RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Plasma pistol – standard [pistol] | |||||||
Plasma pistol – standard [pistol] | 12" | 1 | 2+ | 7 | -2 | 1 | |
Plasma pistol – supercharge [hazardous, pistol] | |||||||
Plasma pistol – supercharge [hazardous, pistol] | 12" | 1 | 2+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Power weapon | |||||||
Power weapon | Melee | 4 | 2+ | 4 | -2 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Artificer-crafted storm bolter [rapid fire 2] | |||||||
Artificer-crafted storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 2 | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Boltgun [rapid fire 1] | |||||||
Boltgun [rapid fire 1] | 24" | 1 | 3+ | 4 | 0 | 1 | |
Ministorum flamer [ignores cover, torrent] | |||||||
Ministorum flamer [ignores cover, torrent] | 12" | D6 | N/A | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Chainsword | |||||||
Chainsword | Melee | 3 | 4+ | 3 | 0 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
Plasma pistol – standard [pistol] | |||||||
Plasma pistol – standard [pistol] | 12" | 1 | 3+ | 7 | -2 | 1 | |
Plasma pistol – supercharge [hazardous, pistol] | |||||||
Plasma pistol – supercharge [hazardous, pistol] | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 | |
Power weapon | |||||||
Power weapon | Melee | 3 | 3+ | 4 | -2 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bolt pistol [pistol] | |||||||
Bolt pistol [pistol] | 12" | 1 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Neural whips [anti-infantry 4+] | |||||||
Neural whips [anti-infantry 4+] | Melee | 4 | 3+ | 3 | -1 | 1 | |
Penitent eviscerator | |||||||
Penitent eviscerator | Melee | 2 | 4+ | 6 | -2 | 2 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Arco-flails [sustained hits 1, TWIN-LINKED] | |||||||
Arco-flails [sustained hits 1, TWIN-LINKED] | Melee | 4 | 4+ | 5 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Penitent flamers [assault, ignores cover, torrent, twin-linked] | |||||||
Penitent flamers [assault, ignores cover, torrent, twin-linked] | 12" | 2D6 | N/A | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Twin penitent buzz-blades [sustained hits 1, twin-linked] | |||||||
Twin penitent buzz-blades [sustained hits 1, twin-linked] | Melee | 4 | 4+ | 10 | -3 | 2 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Storm bolter [rapid fire 2] | |||||||
Storm bolter [rapid fire 2] | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Armoured tracks | |||||||
Armoured tracks | Melee | 3 | 4+ | 6 | 0 | 1 |
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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):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.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.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.
Each unit from your army can perform one Act of Faith per phase. This is done using Miracle dice.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.The INFANTRY keyword is used in the following The Penitent Host datasheets:
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.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The ADEPTA SORORITAS keyword is used in the following The Penitent Host datasheets:
The INFANTRY keyword is used in the following The Penitent Host datasheets:
The IMPERIUM keyword is used in the following The Penitent Host datasheets:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.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.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.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.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.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.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’.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.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").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.The VEHICLE keyword is used in the following The Penitent Host datasheets:
Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.