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.

This section contains all of the datasheets that you will need in order to fight battles with your Adepta Sororitas miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Adepta Sororitas units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Adepta Sororitas
  Adepta SororitasCodex9Indomitus 1.0July 2021
  Chapter Approved ’2021
  Chapter Approved ’2021Expansion9Indomitus 1.0July 2021
  Warzone Charadon: Act II – Book of Fire
  Warzone Charadon: Act II – Book of FireExpansion9July 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Warhammer Legends: Adepta Sororitas
  Warhammer Legends: Adepta SororitasDataslate8December 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018

The <ORDER> Keyword

Many datasheets have the <ORDER> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All ADEPTA SORORITAS units (excluding SANCTIFIED units) are drawn from one of the Orders Militant. When you include a unit with the <ORDER> keyword in your army you must nominate which Order it is from and then replace the <ORDER> keyword in every instance on its datasheet with the name of your chosen Order. This could be one of the Orders Militant detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Canoness in your army and you decide she is from the Order of the Bloody Rose, her keyword becomes ORDER OF THE BLOODY ROSE and her Lead the Righteous ability reads ‘While a friendly ORDER OF THE BLOODY ROSE CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

Some datasheets already specify which Order a unit is from (e.g. Junith Eruita has the ORDER OF OUR MARTYRED LADY keyword, and so is from the Order of Our Martyred Lady).

If your army is Battle-forged, you cannot include units from two different Orders Militant in the same Detachment.

Weapon Definitions

Some rules refer to ‘bolt weapons’, ‘flame weapons’ or ‘melta weapons’. The definitions of these weapons for the purposes of such rules can be found below:

Bolt Weapons

A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, heavy bolter, storm bolter etc.), and any Relic that replaces a bolt weapon (e.g. Wrath of the Emperor). Rules that apply to bolt weapons only apply to the boltgun profile of condemnor boltguns, combi-weapons and the boltgun profile of Relics that replace such weapons. If a bolt weapon has a shooting and melee profile, rules that apply to bolt weapons only apply to the shooting profile of that weapon. Note that Fidelis is also a bolt weapon.

Flame Weapons

A flame weapon is any weapon whose profile includes the word ‘flame’ (immolation flamers, Ministorum flamer, Ministorum heavy flamer etc.), any zealot’s vindictor, any brazier of holy fire and any Relic that replaces a flame weapon. Rules that apply to flame weapons only apply to the flamer profile of Ministorum combi-flamers, and the flamer profile of Relics that replace Ministorum combi-flamers. If a flame weapon has a shooting and melee profile, rules that apply to flame weapons only apply to the shooting profile of that weapon. Note that the Ardent Blade is also a flame weapon.

Melta Weapons

A melta weapon is any weapon whose profile includes the word ‘melta’ (meltagun, multi-melta, twin multi-melta etc.), any inferno pistol and any Relic that replaces a melta weapon. Rules that apply to melta weapons only apply to the meltagun profile of combi-meltas, and the meltagun profile of Relics that replace combi-meltas.


Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full.

Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

Zealot

With righteous fervour, the Emperor’s faithful deliver his furious judgement.

Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, you can re-roll that attack’s hit roll.

Acts of Faith

Through the prayers of the faithful is the Emperor’s will made manifest.

Once per phase, one unit from your army with this ability can perform one Act of Faith. To do so, you will use Miracle dice.

Gaining Miracle Dice
If every unit from your army has the ADEPTA SORORITAS keyword (excluding models with the CULT IMPERIALIS, AGENT OF THE IMPERIUM or UNALIGNED keywords), then:
  • At the start of each battle round, you gain 1 Miracle dice.
  • At the end of a phase in which any of the following conditions were met, you gain 1 Miracle dice:

Vengeance
Any ADEPTA SORORITAS units from your army destroy one or more enemy units.

Sacrifice
Any ADEPTA SORORITAS CHARACTER units from your army are destroyed.

Note that Miracle dice can also be gained via other rules. No matter the source, you can only gain Miracle dice from such a rule if every unit from your army has the ADEPTA SORORITAS keyword (excluding models with the CULT IMPERIALIS, AGENT OF THE IMPERIUM or UNALIGNED keywords).

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.

Designer’s Note: We recommend using differently coloured or marked dice for your Miracle dice pool, and placing them to one side of the battle.field, or some place else where you will not accidentally pick them up midgame. It is perfectly fine, if you wish, to write down the values of the Miracle dice in your pool, or to keep track of them in any other way, just so long as both players can see them.

Performing an Act of Faith
Before making a dice roll for a model or a 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. To do so, select one or more of the dice from your Miracle dice pool, instead of making any or all of those dice rolls. For each individual dice that is being rolled as part of the dice roll, you can select 1 Miracle dice from your Miracle dice pool to be substituted in place of that dice. The dice that it is being substituted for is not rolled, and instead the value of the selected Miracle dice is used as if it had been rolled. 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 any 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
  • Charge roll
  • Hit roll
  • Wound roll
  • Saving throw
  • Damage roll
  • Morale test
A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1). A Miracle dice that has been used for a substitution can never be re-rolled. This means that if any re-rolls occur, the number and values of any Miracle dice that have already been substituted in the dice roll remain the same for the re-roll (for example, if a single Miracle dice was used to substitute one of the values of a charge roll, and the charge roll was re-rolled, only the unsubstituted dice can be re-rolled).

Example 1: Instead of rolling one D6 to see what value is added to a unit’s Move characteristic when that unit Advances, you could use a dice from your Miracle dice pool. If the value of that dice was 5, you would add 5" to the Move characteristic of every model in that unit for that Movement phase.

Example 2: Instead of rolling 2D6 to see what a unit’s charge distance is when making a charge roll, you could use either one or two dice from your Miracle dice pool. If you chose 2 Miracle dice, and the values of those dice were a 6 and a 3, the unit’s charge distance would be 9".

Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.



Detachment Rules

An ADEPTA SORORITAS Detachment is one that only includes models with the ADEPTA SORORITAS keyword (excluding models with the CULT IMPERIALS, AGENT OF THE IMPERIUM or UNALIGNED keywords).
  • ADEPTA SORORITAS Detachments gain the Decree Passive ability.
  • ADEPTA SORORITAS units (excluding SANCTIFIED and OUTCASTS units) in ADEPTA SORORITAS Detachments gain the Order Convictions ability.
  • Troops units in ADEPTA SORORITAS Detachments gain the Objective Secured ability.

Decree Passive

The honour of leading the Adepta Sororitas falls to an officer of the Orders Militant, not to the Priests that accompany them.

You can include a maximum of one CANONESS model and one MISSIONARY model in this Detachment. You cannot include more CULT IMPERIALIS PRIEST units in this Detachment than there are ADEPTA SORORITAS CHARACTER units.

Order Convictions

Each Order Militant has its own fighting style, suited to the particular creed and combat philosophy of its battle sisters.

All ADEPTA SORORITAS units with this ability, and all the models in them, gain an Order conviction so long as every unit in their Detachment that is from an Order is from the same Order. The conviction gained depends upon which Order they are from, as shown below.

Example: An Order of Our Martyred Lady unit with the Order Convictions ability gains The Blood of Martyrs conviction.

If your Order does not have an associated Order conviction, you must instead select Order Minoris convictions for them; this allows you to customise the rules for your Order Minoris. In either case, write down all of your Detachments’ Order convictions/Order Minoris convictions on your army roster.


The Orders Militant

If your army is Battle-forged, <ORDER> units in ADEPTA SORORITAS Detachments gain access to the following Orders Militant rules, provided every model in that Detachment that is from an Order Militant is drawn from the same Order Militant. Such a Detachment is referred to as an Orders Militant Detachment.

ORDER CONVICTIONS
All <ORDER> units (excluding SANCTIFIED units) in an Orders Militant Detachment will gain an Order conviction. Below you will find the associated Order convictions associated with each Order Militant, as well as the list of Order Minoris convictions that you must use if your Order does not have an associated Order conviction.

WARLORD TRAITS
Each Order Militant has an associated Orders Militant Warlord Trait. If an ADEPTA SORORITAS <ORDER> CHARACTER models gains a Warlord Trait, they can have the relevant Orders Militant Warlord Trait instead of an Adepta Sororitas Warlord Traits.

STRATAGEMS
Each Order Militant has an associated Orders Militant Stratagem. If your army includes an Orders Militant Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Orders Militant Stratagem.

RELICS OF THE ECCLESIARCHY
Each Order Militant has an associated Orders Militant Relic of the Ecclesiarchy. If your army is led by a SANCTIFIED WARLORD or an ADEPTA SORORITAS <ORDER> WARLORD, you can, when mustering your army, give the relevant Orders Militant Relic to an ADEPTA SORORITAS <ORDER> CHARACTER model from your army instead of giving them a Relic of the Ecclesiarchy from this section. Named characters (such as Junith Eruita) cannot be given a Relic of the Ecclesiarchy.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of the Ecclesiarchy your models have on your army roster.

Example: A Battle-forged army includes an ADEPTA SORORITAS Detachment in which every unit has the ORDER OF THE BLOODY ROSE keyword. All ORDER OF THE BLOODY ROSE units in that Detachment gain the Quick to Anger Order conviction, an ORDER OF THE BLOODY ROSE CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the Blazing Ire trait. You have access to the Tear Them Down Stratagem and can spend CPs to use it, and if the army’s WARLORD is selected from this Detachment and is from the Order of the Bloody Rose, then an ORDER OF THE BLOODY ROSE CHARACTER model from your army that could be given a Relic of the Ecclesiarchy can instead be given Beneficence.

Order of Our Martyred Lady

THE BLOOD OF MARTYRS

So dedicated are the Sisters of the Order of Our Martyred Lady that nothing can keep them from fulfilling their Emperor-given duty. When the battle is fiercest and the casualties highest, these holy warriors fight with renewed conviction and purpose, inspired by their desire to avenge the deaths of their fallen.

  • At the end of any phase (other than the Morale phase) in which any units with this conviction were destroyed, you gain 1 Miracle dice. This is in addition to any Miracle dice gained at the end of a phase in which a CHARACTER unit with this conviction was destroyed (see Sacrifice).
  • Each time an attack is made by a model with this conviction, if this unit is below its Starting Strength, add 1 to that attack’s hit roll.

HONOUR THE MARTYRS1CP
Order of Our Martyred Lady – Epic Deed Stratagem

When a leader of the Order of Our Martyred Lady dies in battle, those who remain only become more determined.

Use this Stratagem at the end of a phase in which an ORDER OF OUR MARTYRED LADY CHARACTER model from your army was destroyed by an enemy unit (excluding models that were destroyed and subsequently returned to the battlefield that phase due to any rules, e.g. the Divine Intervention Stratagem). Until the end of the battle, each time an ORDER OF OUR MARTYRED LADY model makes an attack against that enemy unit, add 1 to that attack’s wound roll.

WARLORD TRAIT: SHIELD BEARER

This leader believes in facing every threat at the head of her Order, leading from the front.

  • Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • Each time you gain a Miracle dice at the end of a phase as a result of Vengeance, if this WARLORD destroyed any enemy units during that phase, that Miracle dice is automatically a 6.
  • Each time you gain a Miracle dice at the end of a phase as a result of Sacrifice, or if this WARLORD was destroyed during that phase, that Miracle dice is automatically a 6.

RELIC: MARTYRS’ VENGEANCE

Martyrs’ Vengeance was the sidearm of selfless Celestian Superior, Saint Valpurgis. At the Defence of Ghent’s Gate, Valpurgis strode calmly in front of her squad as an enemy war engine barrelled towards her. In the instant before impact, the Emperor’s own light speared from her pistol, cleaving through the machine and detonating its stored ammunition.

ORDER OF OUR MARTYRED LADY model equipped with an inferno pistol only. This Relic replaces an inferno pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Martyrs’ Vengeance
Martyrs’ Vengeance
12"
Pistol 1
9
-4
D6+3

Order of the Valorous Heart

STOIC ENDURANCE

Like their patron saint, Lucia, those of the Order of the Valorous Heart are willing to bear any agony in the name of atonement. Such is their willingness to suffer for their cause that they can shrug off terrible wounds without breaking stride.

  • Each time a model with this conviction would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • Each time an attack is allocated to a model with this conviction, if that Attack has an Armour Penetration characteristic of -1 or -2, the Armour Penetration characteristic of that attack is reduced by 1.

BLIND FAITH1CP
Order of the Valorous Heart – Battle Tactic Stratagem

When the zeal of battle is upon them, the Sisters of the Valorous Heart will trust the Emperor to guide their aim.

Use this Stratagem in your Shooting phase, when an ORDER OF THE VALOROUS HEART unit from your army is selected to shoot, or in the Fight phase, when an ORDER OF THE VALOROUS HEART unit from your army is selected to fight. Until the end of that phase, each time a model in that unit makes an attack, you can ignore any or all hit roll, Ballistic Skill and Weapon Skill modifiers.

WARLORD TRAIT: IMPERVIOUS TO PAIN

Following the example of Saint Lucia, this leader will endure any suffering, fighting on long past the limits of mortal endurance.

  • Each time this WARLORD performs an Act of Faith, it regains 1 lost wound.
  • Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.

RELIC: CASKET OF PENANCE

Within this unadorned ebonite box lies a relic so suffused with the Emperor’s divine spark that it radiates a ferocious aura. Its holiness is so powerful that it scarifies its guardians’ flesh, yet one worthy enough to carry the casket into battle welcomes the chance to prove the strength of her faith and will. To the unbeliever who approaches too close, it is an incapacitating and sickening draining of the soul.

ORDER OF THE VALOROUS HEART model only. The bearer has the following ability: ‘Casket of Penance (Aura): While an enemy unit is within 3" of the bearer, subtract 1 from the Toughness characteristic of models in that enemy unit (if that unit has the CHAOS keyword, subtract 1 from its Strength characteristic as well).’

Order of the Bloody Rose

QUICK TO ANGER

Once their battle fury is roused, none prosecute the wars of the Adeptus Ministorum with greater fervour than those warriors who belong to the Order of the Bloody Rose.

  • Each time a unit with this conviction fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  • Each time a model with this conviction makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1.

TEAR THEM DOWN1CP
Order of the Bloody Rose – Battle Tactic Stratagem

In the fury of battle, the Sisters of the Bloody Rose channel their rage into devastating blows with gun stocks, fists and blades.

Use this Stratagem in the Fight phase, when an ORDER OF THE BLOODY ROSE unit from your army is selected to fight. Until the end of that phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

WARLORD TRAIT: BLAZING IRE

This warrior was born for battle, and will allow nothing to stay her wrath.

  • Add 1 to the Attacks characteristics of this WARLORD.
  • This WARLORD is eligible to charge in a turn in which it Advanced.

RELIC: BENEFICENCE

This fearsomely savage chainsword is lauded amongst the Order of the Bloody Rose for its perfection of weight and the deepness of its pious bite. As the deep-red armour of its wielder plunges ferociously into dense knots of faithless idolaters, Beneficence sends arterial sprays across the battlefield with each cut of enemy flesh. Terrified mutants and witches fall before its blessing, as ground won for the Emperor is consecrated in viscera.

ORDER OF THE BLOODY ROSE model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Beneficence
Beneficence
Melee
Melee
+2
-2
1
Abilities: Each time the bearer fights, it makes 3 additional attacks with this weapon (if there are 6 or more enemy models within 3" of the bearer when it is selected to fight, it makes D3+3 additional attacks with this weapon instead).

Order of the Ebon Chalice

DAUGHTERS OF THE EMPEROR

The Order of the Ebon Chalice is the oldest of the Orders Militant, and its warriors strive to be exemplars, both martial and spiritual, to the followers of the God-Emperor. Their purity and nobility of spirit can see them perform miraculous acts on the battlefield.

  • If any units in your army have this conviction, when you are determining which sacred rites are active for your army after you have determined your mission, you cannot randomly select two sacred rites. Instead, after you have selected one sacred rite you must then select a second. Both of these sacred rites are active for units from your army with this conviction (only the first is active for other units from your army with the Sacred Rites ability).
  • Each time a model or unit with this conviction performs an Act of Faith, you can first discard 1 Miracle dice. If you do so, 1 Miracle dice you use in that Act of Faith is considered to be a 6 (irrespective of its actual value).

CLEANSING FLAMES1CP
Order of the Ebon Chalice – Wargear Stratagem

When the Ebon Chalice go to war, they bring with them cleansing flames.

Use this Stratagem in your Shooting phase when an ORDER OF THE EBON CHALICE unit from your army is selected to shoot. Until the end of the phase:
  • Add 4" to the range of all flame weapons that models in that unit are equipped with.
  • Each time a model in that unit makes an attack with a flame weapon, on an unmodified wound roll of 4+, the target suffers 1 mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).

WARLORD TRAIT: TERRIBLE KNOWLEDGE

This leader is one of the few that has shared in the terrible knowledge imparted by the Matriarch of the Order after her communion with the Emperor.

  • If this WARLORD is on the battlefield, the Miracle dice you gain at the start of the first battle round is automatically a 6.
  • While this WARLORD is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.

RELIC: ANNUNCIATION OF THE CREED

The traditionalists of the Order of the Ebon Chalice eagerly grasp any opportunity to apply the undeniable letter of the Imperial Creed. Upon the craven heretic who shirks his sentence, or the witch hiding behind her puppets, this weapon announces their deviancy in unavoidable utterances of destructive justice.

ORDER OF THE EBON CHALICE model equipped with a condemnor boltgun only. This Relic replaces a condemnor boltgun and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
Blessed stake
Blessed stake
24"
Assault 1
4
-2
2
Abilities: Before selecting targets, select one or both of the profiles above to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. Each time you select a target for this weapon, ignore the Look Out, Sir rule. Each time an attack with this weapon’s blessed stake profile is allocated to a PSYKER model, that model’s unit suffers 3 mortal wounds in addition to the normal damage.

Order of the Argent Shroud

DEEDS, NOT WORDS

It is the strong belief of those within the Order of the Argent Shroud that one’s conviction is best shown through bold action. Thus is battling the best way to prove their unquenchable faith, for there they may smite the Emperor’s foes and demonstrate the depths of their devotion.

  • Each time a unit with this conviction makes a Normal Move or Advances in your Movement phase, until the end of your Shooting phase, it counts as having Remained Stationary.
  • Each time a unit with this conviction is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.

FAITH IS OUR SHIELD1CP
Order of the Argent Shroud – Strategic Ploy Stratagem

The unwavering faith of the warriors of the Argent Shroud allows them to fight on through the most terrible wounds and psychic onslaughts.

Use this Stratagem in any phase, when an ORDER OF THE ARGENT SHROUD model from your army would lose a wound as a result of a mortal wound. Until the end of that phase, each time that model, or any other model in its unit, would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

WARLORD TRAIT: SELFLESS HEROISM

Rather than allow harm to come to her followers, this leader will bravely take the fight to any foe.

  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this WARLORD makes a Heroic Intervention move, it can move up to 6". All other rules for Heroic Interventions still apply.
  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

RELIC: QUICKSILVER VEIL

Shifting in and out of vision as it catches the fires of battle and the haloes of unearthly light surrounding the faithful, this gossamer-thin nanofibre dazzles the eyes of heretics and baffles the targeting matrices of xenos. As the wearer moves as swift as a silver dart to the enemy’s heart, shots fire wide and blade thrusts miss their mark.

ORDER OF THE ARGENT SHROUD model only.
  • Add 3" to the bearer’s Move characteristic.
  • Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.

Order of the Sacred Rose

DEVOUT SERENITY

The Sisters of the Order of the Sacred Rose are renowned for their calm and implacable resolve in battle. Even in the face of overwhelming odds, the heirs of Saint Arabella stand unyielding.

  • Each time a Combat Attrition test is taken for a unit with this conviction, it is automatically passed.
  • Each time you use a Miracle dice when a model or unit with this conviction performs an Act of Faith, roll one D6: on a 4+, you gain 1 Miracle dice.

THE EMPEROR’S JUDGEMENT1CP
Order of the Sacred Rose – Battle Tactic Stratagem

None may escape the Emperor's gaze, and where he sees wickedness, there will the Sacred Rose punish.

Use this Stratagem in your Shooting phase when an ORDER OF THE SACRED ROSE unit from your army is selected to shoot. Until the end of the phase, each time an attack is made with a ranged weapon by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit.

WARLORD TRAIT: LIGHT OF THE DIVINE

The Emperor's divinity shines from this leader. She strides through the battle with a beatific expression while smiting the Emperor's foes and expunging fear from the minds of her followers.

  • Once per turn, when this WARLORD performs an Act of Faith, 1 Miracle dice used in that Act of Faith is considered to be a 6 (irrespective of its actual value).
  • This WARLORD has the following ability: ‘Light of the Divine (Aura): While a friendly ORDER OF THE SACRED ROSE CORE unit is within 6" of this WARLORD, if that CORE unit Falls Back then is still eligible to shoot this turn.’

RELIC: LIGHT OF SAINT AGNAETHA

Emanating from within a brazier inscribed with the deeds of Arabella, the Light of Saint Agnaetha is a blinding illumination against the shadows of the Great Rift. Laying bare the truth of evil, those who embody the foulness of the daemon are cowed. The touch of its actinic glare, when lifted high with serene grace, causes impure flesh to char and com bust in a conflagration of holy fire.

ORDER OF THE SACRED ROSE model with a brazier of holy fire only. This Relic replaces a brazier of holy fire and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Light of Saint Agnaetha
Light of Saint Agnaetha
12"
Assault D6
*
*
*
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target, and on an unmodified wound roll of 4+ (or 2+ if the target contains any DAEMON models), the target suffers 1 mortal wound and the attack sequence ends.


Minoris Convictions

If your chosen Order Militant does not have an associated Order conviction described here, you must instead create their Order conviction by selecting Order Minoris convictions from the list here. Unless otherwise stated, your Order Militant has two Order Minoris convictions from the following list:

Shield of Aversion

The Sisters of this Order gird themselves with the strength of their faith. It is a shield of repulsion that rejects the hated artifice of their enemies and drives the Sororitas onwards with indomitable fortitude.

Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this conviction, that attack has an Armour Penetration characteristic of 0 instead.

Hallowed 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 if their fallen Sisters shine brightest.

Each time an attack is made by a model with this conviction, if that model’s unit is below its Starting Strength, add 1 to that attack’s hit roll.

Conviction of Faith

The miracles of the God-Emperor are self-evident to those with the iron-hard conviction of true zealots. In the presence of this Order’s warriors, his manifestations of divinity are myriad.

If every unit from your army that has an Order conviction has this conviction, each time you gain a Miracle dice, if the value of that dice is a 1, you can re-roll that dice before adding it to your Miracle dice pool.

Devout Fanaticism

The alien, the mutant and the heretic must be destroyed; face to face if necessary where their evil cannot hide and where the Sisters of Battle can ensure their blows eviscerate their faithless foes.

Each time a unit with this conviction fights, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

You cannot select this conviction if you have already selected the Holy Wrath conviction.

Guided by the Emperor’s Will

The God-Emperor is said to guide the hand of these Sororitas. The Sisters’ unerring strikes ensure no heretic escapes their wrath, nor the divine punishment that such sinful existence deserves.

Each time a unit with this conviction is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.

Holy Wrath

The God-Emperor's faithful deliver his furious judgement in the press of melee. With flurries of fanatical blows, they smite the unbeliever and the heretic with a pure rage.

Each time a model with this conviction makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, improve that attack’s Armour Penetration characteristic by 1.

You cannot select this conviction if you have already selected the Devout Fanaticism conviction.

In the Footsteps of Saints

Many minor Orders Militant cleave to the traditions and practices of one of the Orders Majoris. For some, this is due to their unbroken chain of recognised descent from them, while others extol the virtue of one particular Matriarch or saint.

You cannot select this Order Minoris conviction if you have selected any other Order Minoris conviction, and if you select this conviction you cannot select a second. Select one of the following Orders Militant: Order of Our Martyred Lady, Order of the Valorous Heart, Order of the Bloody Rose, Order of the Ebon Chalice, Order of the Argent Shroud, Order of the Sacred Rose.
  • Use the Order convictions of the Order Militant you selected.
  • If a CHARACTER model with this conviction gains a Warlord Trait, they can have an Orders Militant Warlord Trait associated with the Order Militant you selected, instead of an Adepta Sororitas Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the Order Militant keyword on that Warlord Trait (e.g. ORDER OF OUR MARTYRED LADY), if any, with the name Order Militant that this CHARACTER is from.
  • Unless the only units with this conviction are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, you will gain access to the Orders Militant Stratagems associated with the Order Militant you selected. When using such a Stratagem, replace all instances of the Order Militant keyword on that Stratagem (e.g. ORDER OF OUR MARTYRED LADY) with the Order Militant that the units with this conviction have.

Perfervid Belief

Belief in the God-Emperor is the greatest strength of the Adepta Sororitas. The Sisters of this Order express the force of their belief in every vengeful shot, every excoriating strike and every shouted prayer.

Each time a model or unit with this conviction performs an Act of Faith, you can first discard 1 Miracle dice. If you do so, 1 Miracle dice you use in that Act of Faith is considered to be a 6 (irrespective of its actual value).

Purifying Recitations

Sorcery and the diabolical powers of witches are abominations before the God-Emperor. By invoking his name, these Sisters appear blessed with a measure of his eternal protection.

Each time a Deny the Witch test is taken for a unit with this conviction, add 3 to the result (this is not cumulative with any other rule that adds to the result of a Deny the Witch test, e.g. Pure of Will).

Raging Fervour

These Sisters carry the fiery wrath of the Emperor into the darkest corners of his realm. His immortal anger is made manifest in their extraordinary skill with thermal weaponry.

Each time a model with his conviction makes an attack with a melta weapon the target of that attack is considered to be within half range for the purposes of that weapons abilities if:
  • That weapon has the Pistol or Assault type.
  • That weapon has the Heavy type and the target unit is within 18" of the firing model.
You cannot select this conviction if you have already selected either the Rites of Fire or Unshakable Vengeance convictions.

Rites of Fire

With purifying flame did the great saints of legend purge the enemies of faith from the galaxy. This Order’s sacred rites encapsulate the flame of illumination as a tool of cleansing.

Add 4" to the range of all flame weapons that models with this conviction are equipped with.

You cannot select this conviction if you have already selected either the Raging Fervour or Unshakable Vengeance convictions.

Righteous Suffering

Suffering is the penance by which the faithful affirm their devotions. To share in the agonies suffered by the God-Emperor and his saints without embracing death is the mark of fidelity to the Imperial Creed.

Each time an attack is made against a unit with this conviction, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Slayers of Heretics

Wherever corrupt heretics and vile demagogues oppose the will of the Emperor and the Ecclesiarchy, this Order has vowed to tear out their silvered tongues and sever their poisonous influence.

Each time a model with this conviction makes an attack against a CHARACTER unit, add 1 to that attack’s hit roll.

Unbridled Valour

This Order’s serenity underfire and in the face of overwhelming odds has turned seeming defeat into valorous last stands that bleed the enemy dry.

Each time a Combat Attrition test is taken for a unit with this conviction, add 1 to that Combat Attrition test.

Unshakable Vengeance

These Sisters’ aim with the holy bolter is as unshakable as their faith. The sacred tools of war are gifted by the Emperor himself to deliver his vengeance upon those who turn their face from his light.

Each time a model with this conviction makes an attack with a bolt weapon, you can ignore any or all hit roll and Ballistic Skill modifiers.

You cannot select this conviction if you have already selected either the Raging Fervour or Rites of Fire convictions.

Witch Hunters

Unsanctioned psykers, diabolists and sorcerers; all crave the caress of the Emperor’s judgement that their tainted existence deserves. For so does this Order preach. Burn the witch!

Each time a model with this conviction makes a melee attack against a PSYKER unit, re-roll a hit roll of 1 (if the melee attack is made against a PSYKER CHARACTER unit, re-roll a hit roll of 1 and re-roll a wound roll of 1).


Stratagems by Phase

Before battle

A SACRED BURDEN (Adepta Sororitas – Requisition)

OPEN THE RELIQUARIES (Adepta Sororitas – Requisition)

SAINT IN THE MAKING (Adepta Sororitas – Requisition)

EXEMPLAR OF THE ORDER (Order of Our Martyred Lady – Requisition)

Battle Round

At the start of battle round

BATTLE RITES (Adepta Sororitas – Strategic Ploy)

Command phase

PIOUS MACHINE SPIRIT (Order of Our Martyred Lady – Epic Deed)

Movement phase

ANGELIC ASCENT (Adepta Sororitas – Strategic Ploy)

FIERY ORATORY (Adepta Sororitas – Epic Deed)

JUDGEMENT OF THE FAITHFUL (Adepta Sororitas – Strategic Ploy)

DEADLY DESCENT (Adepta Sororitas – Strategic Ploy)

DEFENDERS OF THE FAITH (Adepta Sororitas – Strategic Ploy)

RITES OF RESTORATION (Adepta Sororitas – Epic Deed)

DEATH BEFORE DISGRACE (Order of Our Martyred Lady – Strategic Ploy)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Enemy Movement phase

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Psychic phase

FIERY ORATORY (Adepta Sororitas – Epic Deed)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Enemy Psychic phase

THRICE-BLESSED HULL (Adepta Sororitas – Wargear)

PURITY OF FAITH (Adepta Sororitas – Strategic Ploy)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Shooting phase

FAITH AND FURY (Adepta Sororitas – Strategic Ploy)

FIERY ORATORY (Adepta Sororitas – Epic Deed)

MOMENT OF GRACE (Adepta Sororitas – Epic Deed)

BLESSED BOLTS (Adepta Sororitas – Wargear)

CLEANSED BY FIRE (Adepta Sororitas – Battle Tactic)

DEVASTATING REFRAIN (Adepta Sororitas – Strategic Ploy)

HOLY TRINITY (Adepta Sororitas – Wargear)

EXCEPTIONAL PROFICIENCY (Adepta Sororitas – Battle Tactic)

SUFFER NOT THE WITCH (Adepta Sororitas – Battle Tactic)

BLIND FAITH (Order of the Valorous Heart – Battle Tactic)

CLEANSING FLAMES (Order of the Ebon Chalice – Wargear)

THE EMPEROR’S JUDGEMENT (Order of the Sacred Rose – Battle Tactic)

MARTYR’S PYRE (Order of Our Martyred Lady – Strategic Ploy)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Enemy Shooting phase

HOLY SMOKESCREEN (Adepta Sororitas – Wargear)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

REJOICE THE FALLEN (Order of Our Martyred Lady – Strategic Ploy)

Being targeted

A MARTYR’S DUTY (Order of Our Martyred Lady – Strategic Ploy)

Charge phase

FIERY ORATORY (Adepta Sororitas – Epic Deed)

HOLY RAGE (Adepta Sororitas – Strategic Ploy)

RIGHTEOUS IMPACT (Adepta Sororitas – Strategic Ploy)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Enemy Charge phase

FAITH AND FURY (Adepta Sororitas – Strategic Ploy)

MOMENT OF GRACE (Adepta Sororitas – Epic Deed)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Fight phase

FAITH AND FURY (Adepta Sororitas – Strategic Ploy)

FIERY ORATORY (Adepta Sororitas – Epic Deed)

INVIOLATE SHIELDWALL (Adepta Sororitas – Wargear)

MOMENT OF GRACE (Adepta Sororitas – Epic Deed)

DESPERATE FOR REDEMPTION (Adepta Sororitas – Strategic Ploy)

EMBODIED PROPHECY (Adepta Sororitas – Battle Tactic)

EXTREMIS TRIGGER WORD (Adepta Sororitas – Battle Tactic)

FINAL REDEMPTION (Adepta Sororitas – Strategic Ploy)

SUFFERING AND SACRIFICE (Adepta Sororitas – Epic Deed)

EXCEPTIONAL PROFICIENCY (Adepta Sororitas – Battle Tactic)

SUFFER NOT THE WITCH (Adepta Sororitas – Battle Tactic)

BLIND FAITH (Order of the Valorous Heart – Battle Tactic)

TEAR THEM DOWN (Order of the Bloody Rose – Battle Tactic)

VENGEANCE FOR ARMAGEDDON (Order of Our Martyred Lady – Battle Tactic)

ZEALOUS DEATH WISH (Order of Our Martyred Lady – Battle Tactic)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Enemy Fight phase

FAITH AND FURY (Adepta Sororitas – Strategic Ploy)

DESPERATE FOR REDEMPTION (Adepta Sororitas – Strategic Ploy)

EXTREMIS TRIGGER WORD (Adepta Sororitas – Battle Tactic)

FINAL REDEMPTION (Adepta Sororitas – Strategic Ploy)

SUFFERING AND SACRIFICE (Adepta Sororitas – Epic Deed)

EXCEPTIONAL PROFICIENCY (Adepta Sororitas – Battle Tactic)

SUFFER NOT THE WITCH (Adepta Sororitas – Battle Tactic)

BLIND FAITH (Order of the Valorous Heart – Battle Tactic)

TEAR THEM DOWN (Order of the Bloody Rose – Battle Tactic)

VENGEANCE FOR ARMAGEDDON (Order of Our Martyred Lady – Battle Tactic)

ZEALOUS DEATH WISH (Order of Our Martyred Lady – Battle Tactic)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Morale phase

FIERY ORATORY (Adepta Sororitas – Epic Deed)

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Enemy Morale phase

FAITH IS OUR SHIELD (Order of the Argent Shroud – Strategic Ploy)

Taking casualties

DIVINE INTERVENTION (Adepta Sororitas – Epic Deed)

MARTYR’S IMMOLATION (Adepta Sororitas – Epic Deed)

MARTYRED (Adepta Sororitas – Epic Deed)

HONOUR THE MARTYRS (Order of Our Martyred Lady – Epic Deed)


Stratagems

If your army indudes any ADEPTA SORORITAS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

CLEANSED BY FIRE2CP
Adepta Sororitas – Battle Tactic Stratagem

Burn the mutant. Burn the heretic. Burn the witch.

Use this Stratagem in your Shooting phase, when an ADEPTUS MINISTORUM unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).
EMBODIED PROPHECY2CP
Adepta Sororitas – Battle Tactic Stratagem

The Zephyrim are said to embody the God-Emperor’s promise. Where they lead, victory must surely follow.

Use this Stratagem in your Fight phase. Select one ZEPHYRIM SQUAD unit from your army. Until the end of that phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.
EXCEPTIONAL PROFICIENCY1CP
Adepta Sororitas – Battle Tactic Stratagem

Celestians are exemplary in their battlecraft.

Use this Stratagem in your Shooting phase, when a CELESTIAN unit from your army is selected to shoot, or in the Fight phase, when a CELESTIAN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
EXTREMIS TRIGGER WORD1CP
Adepta Sororitas – Battle Tactic Stratagem

Arco-flagellants are conditioned with sacred trigger words that release their cerebral inhibitors and unleash their killing rage.

Use this Stratagem in the Fight phase, when an ARCO-FLAGELLANTS unit from your army is selected to fight. Until the end of that phase, change the ability of all arco-flails models in that unit are equipped with to the following: ‘Each time an attack is made with this weapon, make 3 hit rolls instead of 1.’ At the end of the phase, roll one D6 for each model in that unit: for each 1, one model in that unit is destroyed.
SUFFER NOT THE WITCH1CP
Adepta Sororitas – Battle Tactic Stratagem

Those who would wield sorcery against the righteous often find themselves facing the full fury of the Ecclesiarchy.

Use this Stratagem in your Shooting phase, when an ADEPTUS MINISTORUM unit from your army is selected to shoot, or in the Fight phase, when an ADEPTUS MINISTORUM unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a PSYKER unit, add 1 to that attack’s hit roll (if the attack is made by an ADEPTUS MINISTORUM CHARACTER model, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll).
DIVINE INTERVENTION2CP
Adepta Sororitas – Epic Deed Stratagem

Sometimes, a brush with death is so close that the only explanation seems to be divine intervention.

Use this Stratagem when an ADEPTA SORORITAS CHARACTER model (excluding named characters) from your army is destroyed, instead of using any rules that are triggered when a model is destroyed (e.g. Sacrifice or the Chaplet of Sacrifice Relic). Discard 1-3 Miracle dice. At the end of the phase, set that model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models. The model is returned to play with a number of wounds remaining equal to the number of Miracle dice you discarded. You cannot use this Stratagem if you do not have any Miracle dice remaining. This Stratagem can only be used once per battle.
FIERY ORATORY1CP
Adepta Sororitas – Epic Deed Stratagem

The priests of the Adeptus Ministorum can use the power of their oratory to inspire their flocks.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ADEPTUS MINISTORUM PRIEST model from your army that has not intoned a hymn this turn. That model can intone one hymn that it knows that has not already been intoned by a friendly model this turn. That hymn is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
MARTYR’S IMMOLATION1CP
Adepta Sororitas – Epic Deed Stratagem

The inferno claims the martyr and heretic alike in cleansing flames.

Use this Stratagem in any phase, when an IMMOLATOR model from your army that is equipped with immolation flamers is destroyed. Do not roll to see if that model explodes: it does so automatically.
RITES OF RESTORATION1CP
Adepta Sororitas – Epic Deed Stratagem

The ministrations of the Sisters of the Orders Hospitaller have seen many a warrior brought back from the brink of death to return to the fray.

Use this Stratagem at the end of your Movement phase. Select one HOSPITALLER unit from your army and then select one friendly ADEPTUS MINISTORUM CORE INFANTRY unit that is not at its Starting Strength and is within 3" of that HOSPITALLER unit. Up to D3 of the selected friendly unit’s destroyed models are returned to its unit with their full wounds remaining.
MARTYRED1CP
Adepta Sororitas – Epic Deed Stratagem

The Sisters of Battle do not give in to despair when their leaders are slain. Instead, the blood of these martyred heroes only strengthens their resolve.

Use this Stratagem when you gain a Miracle dice due to Sacrifice. You gain 1 additional Miracle dice (if the model that was destroyed was an ADEPTA SORORITAS WARLORD from your army, you instead gain D3+1 additional Miracle dice).
MOMENT OF GRACE1CP
Adepta Sororitas – Epic Deed Stratagem

For a split second, it seems as though the world reshapes itself to the will of a single warrior.

Use this Stratagem after making a hit roll or wound roll for an attack made by an ADEPTA SORORITAS model from your army, or after making a saving throw for an ADEPTA SORORITAS model from your army. Discard 1-2 Miracle dice from your Miracle dice pool. Add 1 to the result of the roll for each Miracle dice you discarded. You cannot use this Stratagem if you do not have any Miracle dice remaining.
SUFFERING AND SACRIFICE1CP
Adepta Sororitas – Epic Deed Stratagem

Suffering is a staple prayer for the Adepta Sororitas, and a martyr’s fate only brings greater glory to the God-Emperor.

Use this Stratagem in the Fight phase. Select one ADEPTA SORORITAS WARLORD, SAINT POTENTIA or LIVING SAINT unit from your army (excluding VEHICLE units): until the end of the phase, that unit is known as your Suffering unit. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that enemy unit is within Engagement Range of your Suffering unit when your opponent is selecting targets for its attacks, those attacks can only target your Suffering unit.
OPEN THE RELIQUARIES1CP
Adepta Sororitas – Requisition Stratagem

In the direst circumstances, even the most sacred of the Ministorum’s holy artefacts are brought forth to aid the faithful.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MINISTORUM keyword. Select one ADEPTUS MINISTORUM CHARACTER model from your army and give them one Relic of the Ecclesiarchy (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
A SACRED BURDEN1CP
Adepta Sororitas – Requisition Stratagem

Those who exemplify the finest qualities of the Order will be entrusted to bear holy relics into battle, a blessing and a burden for the honoured warrior.

Use this Stratagem before the battle. Select one ADEPTA SORORITAS model (excluding CHARACTER models) in your army that has the word ‘Superior’ in their profile. That model can have one of the following Relics of the Ecclesiarchy, even though they are not a CHARACTER model: Blessings of Sebastian Thor; The Ecclesiarch’s Fury; Litanies of Faith; Redemption. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
SAINT IN THE MAKING1CP
Adepta Sororitas – Requisition Stratagem

This warrior stands pre-eminent in the Adeptus Ministorum as a shining example of everything a devout servant of the Emperor aspires to.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MINISTORUM keyword. Select one ADEPTUS MINISTORUM CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ANGELIC ASCENT1CP
Adepta Sororitas – Strategic Ploy Stratagem

On wings of fire do the angelic warriors of the Orders Militant take to the skies to move to where the Emperor needs them.

Use this Stratagem at the start of your Movement phase. Select one ADEPTA SORORITAS JUMP PACK unit from your army. Remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
BATTLE RITES1CP
Adepta Sororitas – Strategic Ploy Stratagem

The observance of battle rites and the chanting of blessed psalms stir the hearts of the faithful.

Use this Stratagem at the start of the battle round if your WARLORD has the ADEPTA SORORITAS keyword and is on the battlefield. Roll one D6 to randomly generate a sacred rite (roll again if the result is a sacred rite that is currently active for your army). Then, you can select one sacred rite that is currently active for your army and replace it with the result you just rolled (the replaced sacred rite is no longer active for your army and the sacred rite just rolled becomes active for your army). You can only use this Stratagem once.
DEADLY DESCENT1CP
Adepta Sororitas – Strategic Ploy Stratagem

Seraphim arrive on the battlefield in a blaze of glory, spreading death from on high to scour the foe as they descend.

Use this Stratagem at the end of your Movement phase. Select one SERAPHIM SQUAD unit from your army that was set up as Reinforcements on the battlefield this turn. That unit can shoot as if it were your Shooting phase.
DEFENDERS OF THE FAITH2CP
Adepta Sororitas – Strategic Ploy Stratagem

Defence of the Emperors realm falls to the Battle Sisters. When it is under threat, they redouble their efforts, rousing their fellow warriors’ spirits with volleys of holy fire and impassioned hymns.

Use this Stratagem at the end of your Movement phase. Select one BATTLE SISTERS SQUAD unit from your army that is within range of an objective marker on the battlefield. Until the start of your next Movement phase:
  • Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks. For the purposes of this Stratagem, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
  • Each time an attack is made against this unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
DESPERATE FOR REDEMPTION2CP
Adepta Sororitas – Strategic Ploy Stratagem

Even the most grievous wound cannot stop a Sister Repentia in her quest to earn redemption in the eyes of the Emperor.

Use this Stratagem in the Fight phase when a SISTERS REPENTIA unit from your army is targeted by a melee attack. Until the end of the phase, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks. After doing so, any other rules that affect this model ‘when it is destroyed’ are triggered (if any), and then the model is removed from play.
DEVASTATING REFRAIN2CP
Adepta Sororitas – Strategic Ploy Stratagem

With a resounding flourish, missiles streak into the skies to bring glorious destruction to the enemies of the God-Emperor.

Use this Stratagem in your Shooting phase, when an EXORCIST model from your army is selected to shoot. Until the end of the phase, that model’s Exorcist missile launcher or Exorcist conflagration rockets can target units that are not visible to the bearer.
HOLY RAGE1CP/2CP
Adepta Sororitas – Strategic Ploy Stratagem

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

Use this Stratagem at the start of your Charge phase. Select one ADEPTA SORORITAS CORE unit from your army. Until the start of your next Command phase, that unit gains either the Zealot ability or the Fanatic ability, as shown below:
  • Zealot: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, you can re-roll that attack’s hit roll.
  • Fanatic: This unit is eligible to declare a charge in a turn in which it Fell Back.
If that unit is within 6" of an ADEPTUS MINISTORUM PRIEST model when this Stratagem is used, this Stratagem costs 1CP; otherwise, it costs 2CP.
PURITY OF FAITH1CP
Adepta Sororitas – Strategic Ploy Stratagem

The faith of the Adepta Sororitas steels their hearts and bodies against psychic assaults.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 24" of any ADEPTA SORORITAS units from your army, roll one D6: on a 4+, that psychic power is denied.
FAITH AND FURY1CP
Adepta Sororitas – Strategic Ploy Stratagem

With the Emperor watching over them, the righteous zeal of the Sisters of Battle burns ever brighter, fuelling their attacks.

Use this Stratagem after an ADEPTA SORORITAS unit from your army has performed an Act of Faith for an attack’s hit roll. You can reuse the same Miracle dice for that attack’s wound roll (this does not count as having performed another Act of Faith).
FINAL REDEMPTION1CP
Adepta Sororitas – Strategic Ploy Stratagem

Those bound to Engines of Redemption have only one hope of end to their torment, and they seek it out with unmatched zeal.

Use this Stratagem in the Fight phase, when an ENGINE OF REDEMPTION unit from your army is targeted by a melee attack. Until the end of the phase, each time a model in this unit is destroyed by a melee attack, roll one D6: on a 4+, after the attacking model’s unit has finished making its attacks, it suffers D3 mortal wounds.
JUDGEMENT OF THE FAITHFUL1CP
Adepta Sororitas – Strategic Ploy Stratagem

Even the most hopeless battle can be turned by a spark of divine inspiration.

Use this Stratagem in your Movement phase, when an ADEPTA SORORITAS CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.
RIGHTEOUS IMPACT1CP
Adepta Sororitas – Strategic Ploy Stratagem

The Ecclesiarchy’s artefact engines crash into the foe with force.

Use this Stratagem in your Charge phase, when a PARAGON WARSUITS or ENGINE OF REDEMPTION unit from your army finishes a charge move. Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound (for each unmodified roll of a 6, that enemy unit instead suffers D3 mortal wounds).
BLESSED BOLTS1CP
Adepta Sororitas – Wargear Stratagem

Said to be imbued with the Emperor's divine vengeance, it takes an artificer a lifetime to produce just one of these blessed bolts.

Use this Stratagem in your Shooting phase, when an ADEPTA SORORITAS unit from your army is selected to shoot. Until the end of the phase, each time an attack is made with an artificer-crafted storm bolter by a model in that unit, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem).
HOLY SMOKESCREEN1CP
Adepta Sororitas – Wargear Stratagem

Deploying thrice-blessed canisters of incensed smoke, the war machines of the Sisters of Battle screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTA SORORITAS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
HOLY TRINITY1CP
Adepta Sororitas – Wargear Stratagem

With bolter, flamer and melta is the foe purged.

Use this Stratagem in your Shooting phase, when an ADEPTA SORORITAS unit from your army is selected to shoot. Select one eligible target for that unit that is within range of, and visible to, at least one model in that unit equipped with a bolt weapon, one model in that unit equipped with a flame weapon and one model in that unit equipped with a melta weapon. Until the end of the phase, models in that unit can only make attacks that target that enemy unit, but each time such an attack is made with a bolt weapon, a flame weapon or a melta weapon, add 1 to that attack’s wound roll.
INVIOLATE SHIELDWALL1CP
Adepta Sororitas – Wargear Stratagem

The faithful stand firm against the worst horrors of the galaxy. Hordes of mutants and heretics crash against their shield walls before being laid low with righteous fury.

Use this Stratagem at the start of the Fight phase. Select one CELESTIAN SACRESANTS or CRUSADERS unit from your army. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s wound roll.
THRICE-BLESSED HULL1CP
Adepta Sororitas – Wargear Stratagem

The hallowed blessings and artefacts built into the hulls of Adepta Sororitas vehicles can cause the unholy to burst into flames.

Use this Stratagem at the start of your opponent’s Psychic phase. Select one HALLOWED model from your army. Until the end of the phase, that model gains the following ability: ‘Thrice-Blessed Hull (Aura): While an enemy PSYKER unit is within 12" of this model, each time a psychic test is taken for that unit and that test is failed, that PSYKER unit suffers Perils of the Warp.’

Blessings of the Faithful

If your army is Battle-forged and includes any ADEPTA SORORITAS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any CANONESS or PALATINE models in your army by giving them one Blessing of the Faithful, chosen from those presented here.

Each time you give a model a Blessing of the Faithful, its Power Rating is increased by the amount shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown on the same table. Make a note on your army roster each time you give a model a Blessing of the Faithful.


Named characters cannot be given Blessings of the Faithful. Each model can only have one Blessing of the Faithful. An army (or a Crusade force) cannot include the same Blessing of the Faithful more than once. A Crusade force cannot start with any models having Blessings of the Faithful - to include one in a Crusade force, you must use the Saintly Benedictions Requisition.

Each Blessing of the Faithful has two associated abilities. The first is an ability that the model with this Blessing of the Faithful gains. The second is a Miraculous ability (see below).

To use a Blessing of the Faithful’s Miraculous ability you must, in your Command phase, first discard 1 Miracle dice. That ability is then activated and lasts until the start of your next Command phase. Each Miraculous ability can only be activated once per battle and you cannot activate more than one Miraculous ability per battle round. Miraculous abilities affect enemy models or units within Miracle range - this is determined by the value of the Miracle dice that was discarded, as shown in the table below. Note, that while similar in many regards to Aura abilities, Miraculous abilities are not affected by abilities that affect Aura abilities, and vice versa.

VALUE OF DISCARDED MIRACLE DICEMIRACLE RANGE
11"
2-53"
66"

The Blessings of the Faithful, associated abilities and Miraculous abilities are as follows:

Word 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 Fight phase, you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
  • Miraculous ability: While an enemy unit is within Miracle range of this model, each time a model in a friendly <ORDER> CORE or <ORDER> CHARACTER unit makes a melee attack against that enemy unit, invulnerable saving throws cannot be made against that attack.

Rapturous Blows

As the faithful strike, their foes burst into searing flames as if they have been touched by the Emperor’s own hand.

  • Add 1 to the Strength and Damage characteristics of all melee weapons this model is equipped with (excluding Relics).
  • Miraculous ability: While a friendly <ORDER> CORE or <ORDER> CHARACTER unit is within Miracle range of this model, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, that attack inflicts one mortal wound in addition to the normal damage.

Divine Deliverance

Enemy warlords tremble before the divine majesty of one blessed by the Emperor, and their minions quake before the booming onslaught of such a warrior’s companions.

  • At the start of your opponent’s Command phase, select one enemy unit within 6" of this model and select one Aura ability that unit has. Roll 3D6: if the result is equal to or greater than that enemy unit’s Leadership characteristic, then until the start of your opponent’s next Command phase, that enemy unit loses that Aura ability.
  • Miraculous ability: While a friendly <ORDER> CORE or <ORDER> CHARACTER model is within Miracle range of this model, each time that model makes a ranged attack, if that attack causes an enemy model to be destroyed, until the end of the turn, subtract 1 from that enemy unit’s Leadership characteristic. A unit’s Leadership characteristic cannot be reduced by more than 3 as a result of this Miraculous ability.

The Emperor’s Grace

Flesh that was burned and torn heals anew and blows that should have been fatal miraculously miss their mark.

  • At the start of each of your Command phases, this model is healed and regains D3 lost wounds. Each model can only be healed once per turn.
  • Miraculous ability: While a friendly <ORDER> CORE or <ORDER> CHARACTER unit is within Miracle range of this model, each time an attack is made against that unit, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.

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 you select a target for this model’s ranged weapons, you can ignore the Look Out, Sir rule. Each time this model makes a ranged attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • Miraculous ability: While a friendly <ORDER> CORE or <ORDER> CHARACTER model is within Miracle range of this model, each time that model makes a ranged attack, the target does not receive the benefits of cover against that attack.

Blinding Radiance

The Emperor’s own divinity is made manifest from this warrior’s golden halo, blinding the enemy with holy light.

  • Each time a ranged attack is made against this model, subtract 1 from that attack’s wound roll.
  • Miraculous ability: While a friendly <ORDER> CORE or <ORDER> CHARACTER unit is within Miracle range of this model, each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll.


Warlord Traits

If an ADEPTA SORORITAS CHARACTER model is your WARLORD, you can use the Adepta Sororitas Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If a CULT IMPERIALS PRIEST model is your WARLORD, they can only have the Inspiring Orator, Righteous Rage or Executioner of Heretics Warlord Trait, or you can roll one D3 to randomly generate one of these Warlord Traits. When you have determined a Warlord Trait for an ADEPTA SORORITAS CHARACTER model, replace all instances of the <ORDER> keyword in their Warlord Trait (if any) with the name of the Order Militant that your model is drawn from. If your WARLORD has the SANCTIFIED keyword, replace all instances of the keyword on any Warlord Traits they have (if any) with ADEPTA SORORITAS.

D6WARLORD TRAIT
1

INSPIRING ORATOR

Those who hear this leader’s stirring words are inspired to great feats of bravery.

  • Each time this WARLORD intones a hymn or uses an ability in your Command phase that specifies a range, you can add 3" to the range of that hymn or ability. This does not affect the Miracle range of any abilities.
  • This WARLORD has the following ability: ‘Inspiring Orator (Aura): While a friendly <ORDER> CORE unit is within 6" of this WARLORD, that unit ignores the Combat Attrition penalty for being below Half-strength.’

2

RIGHTEOUS RAGE

This servant of the divine can barely contain their desire to strike down the unfaithful.

Each time this WARLORD makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.

3

EXECUTIONER OF HERETICS (AURA)

This leader hunts down the Ecclesiarchy’s enemies and slays them without mercy.

While an enemy unit is within 6" of this WARLORD:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

4

BEACON OF FAITH

This Adepta Sororitas leader is a shining beacon of faith, whose actions on the battlefield are nothing short of miraculous.

At the start of your Command phase, if this WARLORD is on the battlefield, you gain 1 Miracle dice. This Miracle dice can only be used when your WARLORD performs an Act of Faith or uses a Miraculous ability, and if not used by the start of your next Command phase, it is discarded. This Miracle dice can be used to perform an Act of Faith even if another unit from your army has already performed an Act of Faith this phase.

5

INDOMITABLE BELIEF (AURA)

This chosen champion has such strength of belief that their followers refuse to yield.

While a friendly <ORDER> CORE INFANTRY unit is within 6" of this WARLORD, the invulnerable save models in that unit receive from the Shield of Faith ability is improved by 1 (to a maximum of 4+).

6

PURE OF WILL

With a will of adamant, this devout servant’s faith can turn aside even the most foul witchcraft.

  • This WARLORD can attempt to deny one additional psychic power in your opponent’s Psychic phase, as described in the Shield of Faith ability.
  • Add 3 to Deny the Witch tests taken for this WARLORD.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below (note that Agathae Dolan, Geminae Superia and Kyganil of the Bloody Tears can never have a Warlord Trait).
NAMED CHARACTERWARLORD TRAIT
Aestred Thurga and Agathae DolanBeacon of Faith 
Celestine and Geminae SuperiaIndomitable Belief (Aura) 
Ephrael Stern and Kyganil of the Bloody TearsExecutioner of Heretics (Aura) 
Junith EruitaInspiring Orator 
Morvenn VahlRighteous Rage 
Triumph of Saint KatherinePure of Will 

Hymns of Battle

All ADEPTUS MINISTORUM PRIESTS know War Hymn (see below). In addition, before the battle, generate the additional hymns (if any) for PRIEST models from your army that know hymns from the Hymns of Battle using the table below. If the PRIEST model has the ADEPTA SORORITAS keyword, you can either roll one D6 to generate each hymn randomly (re-rolling duplicate results), or you can select which hymns the PRIEST model knows. If the PRIEST model has the CULT IMPERIALIS keyword, you can either roll one D3 to generate each hymn randomly (re-rolling duplicate results), or you can select one of the following hymns for that priest to know: Refrain of Blazing Piety, Chorus of Spiritual Fortitude, Psalm of Righteous Smiting.

War Hymn

Suffer not the enemies of Mankind to live. Smite them down with all your strength and fury.

If this hymn is inspiring, select one friendly ADEPTUS MINISTORUM CORE, ADEPTUS MINISTORUM CHARACTER or ENGINE OF REDEMPTION unit within 6" of this PRIEST model. Until the start of your next Command phase, add 1 to the attacks characteristic of models in that unit.

D6HYMN
1

REFRAIN OF BLAZING PIETY

The fervent intonations that the God-Emperor will smite down his foes are believed so powerfully that these sacred words can cause heretics to combust.

If this hymn is inspiring, select one enemy unit that is within 12" of and visible to this PRIEST model. That unit suffers D3 mortal wounds (if that unit has the CHAOS keyword, it instead suffers 3 mortal wounds).

2

CHORUS OF SPIRITUAL FORTITUDE

The Emperor protects the faithful from the corruption that lurks in the darkness.

If this hymn is inspiring, select one friendly ADEPTUS MINISTORUM CORE, ADEPTUS MINISTORUM CHARACTER or ENGINE OF REDEMPTION unit within 6" of this PRIEST model.

  • If that unit or its models are being affected by any psychic powers manifested by enemy models, the effects of those psychic powers on that unit and its models end.
  • Until the start of your next Command phase, that unit and the models it contains are not affected by any psychic power manifested by enemy units.

3

PSALM OF RIGHTEOUS SMITING

Invoking the strength of the God-Emperor, divine power flows through the priest as they carve apart their enemies like the warrior-saints of legend.

If this hymn is inspiring:

  • Add 1 to this PRIEST model’s Strength and Attacks characteristics.
  • Improve the Armour Penetration characteristic of melee weapons this PRIEST model is equipped with by 1 (excluding Relics).
  • At the end of the Fight phase, if this PRIEST model is in Engagement Range of any enemy units, it can fight one additional time.

4

LITANY OF ENDURING FAITH

Faith is the shield of the righteous, and the passionate chants of the devout can reinforce the benediction of the God-Emperor.

If this hymn is inspiring, select one friendly ADEPTA SORORITAS CORE or ADEPTA SORORITAS CHARACTER unit within 6" of this PRIEST model. The invulnerable save models in that unit receive from the Shield of Faith ability is improved by 1 (to a maximum of 4+).

5

VERSE OF HOLY PIETY

Pray is stronger than any sword. As the sanctified words of the Order’s holy tenets are roared across the battlefield, the devout are infused with the Emperor’s blessings.

If this hymn is inspiring, select one friendly ADEPTA SORORITAS CORE or ADEPTA SORORITAS CHARACTER unit within 6" of this PRIEST model. Select one sacred rite that is not active for your army. That sacred rite is active for that unit in addition to any others that are active for your army.

6

CATECHISM OF REPUGNANCE

With the holy bolter we shall cleanse the mutant, the alien and the heretic. With the Emperor’s gift do we deliver our hatred of the defiler.

If this hymn is inspiring, select one friendly ADEPTA SORORITAS CORE or ADEPTA SORORITAS CHARACTER unit within 6" of this PRIEST model. Each time a model in that unit makes a ranged attack with a bolt weapon:

  • An unmodified hit roll of 6 automatically wounds the target.
  • If that attack targets a unit within half range, the Armour Penetration characteristic of that attack is improved by 1.



Chapter Approved Rules

If every model in your army (excluding AGENT OF THE IMPERIUM and UNALIGNED units) has the ADEPTUS MINISTORUM keyword, and your WARLORD has the ADEPTA SORORITAS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the ADEPTA SORORITAS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

No Mercy, No Respite

A LEAP OF FAITH
Progressive Objective

Faith alone can overturn the universe.

At the end of each turn, if 2 Acts of Faith were performed during that turn by ADEPTA SORORITAS units from your army, score 1 victory point if it is your turn, or 2 victory points if it is your opponent’s turn. If 3 or more Acts of Faith were performed by ADEPTA SORORITAS units from your army during that turn, score 1 additional victory point. Note that Acts of Faith performed due to Cherub dice bestowed by incensor cherubs do not count towards this secondary objective. You can score no more than 12 victory points from this secondary objective during the mission.

Shadow Operations

SACRED GROUNDS
Progressive Objective

Reclaim the Emperor’s dominion and consecrate it once more.

If you select this objective, then ADEPTA SORORITAS INFANTRY and CULT IMPERIALIS PRIEST units from your army can attempt the following action:

Sacred Grounds (Action): One ADEPTA SORORITAS INFANTRY or CULT IMPERIALIS PRIEST unit from your army can start to perform this action at the end of your Movement phase if it is in range of an objective marker that has not already been consecrated by your army. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT units) in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first, provided the unit performing it is still within range of the same objective marker. If completed, that objective marker is said to have been consecrated by your army, and until the end of the battle, that objective marker gains the Inspiring (ADEPTUS MINISTORUM) terrain trait as if it were a terrain feature (it is not considered a terrain feature for any other purposes).

Each time a unit from your army completes the Sacred Grounds action, if the objective marker that was consecrated by that action was wholly in your own deployment zone, score 1 victory point; otherwise, score 4 victory points.

Purge the Enemy

SLAY THE HERETIC
Progressive Objective

The enemy oppose the will of the Emperor. Show them the error of their blasphemous ways with bolter, flamer and melta.

At the end of each of your Shooting phases, score 1 victory point for each of the following that applies:
  • One or more enemy units were destroyed by an attack made with a bolt weapon by an ADEPTUS MINISTORUM unit from your army.
  • One or more enemy units were destroyed by an attack made with a flame weapon by an ADEPTUS MINISTORUM unit from your army.
  • One or more enemy units were destroyed by an attack made with a melta weapon by an ADEPTUS MINISTORUM unit from your army.
If all three of these apply at the end of your Shooting phase, then you score 1 additional victory point (for a maximum of 4 victory points).

Battlefield Supremacy

DEFEND THE SHRINE
Progressive and End Game Objective

The location of a small but sacred shrine has been identified. Defend this holy tribute lest it be desecrated by the enemy.

If you select this secondary objective, after both sides have finished deploying, your opponent must select one objective marker on the battlefield not within their own deployment zone to be the Sacred Shrine objective marker (if the only objective marker on the battlefield is in the enemy’s deployment zone, then this must be the Sacred Shrine objective marker).
  • At the end of your turn you score 3 victory points if you control the Sacred Shrine objective marker.
  • At the end of the battle, you score 3 additional victory points if you control the Sacred Shrine objective marker.
  • At the end of the battle, reduce the number of victory points you have earned from this secondary objective by 3 (to a minimum of 0) if your opponent controls the Sacred Shrine objective marker.


Crusade Rules

In this section you'll find additional rules for playing Crusade battles with Sisters of Battle, such as Agendas, Battle Traits and Crusade Relics that are bespoke to Adepta Sororitas units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Battle Traits

When an ADEPTUS MINISTORUM unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

ADEPTA SORORITAS INFANTRY AND PARAGON WARSUITS UNITS
D6TRAIT
1Pure of Soul

Resisting the foul sorceries of the enemy is the sacred duty of all who worship the Emperor.

At the end of your opponent’s Psychic phase, if one or more units with this trait passed a Deny the Witch test during that phase, you gain 1 Miracle dice.
2Valour of Saints

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

At the end of the Morale phase, if one or more units with this trait passed a Morale test during that phase, you gain 1 Miracle dice.
3Armoured with Contempt

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

The invulnerable save models in this unit receive from the Shield of Faith ability is improved by 1 (to a maximum of 4+).
4Veteran 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.

Select one model in this unit (if the unit has a unit champion, such as a Sister Superior, Celestian Superior etc., you must select that model). Add 1 to the Attacks and Leadership characteristics of the selected model. In addition, unless the selected model is a CHARACTER, you also add 1 to the selected model’s Wounds characteristic.
5Zealous Devotion

Such is the ardour of their devotion that some Battle Sisters work themselves into a righteous rage when the Emperor's foes are sighted.

This unit gains the Zealot ability. If this unit already has this ability, improve the Weapon Skill characteristic of models in this unit by 1 instead.
6Exemplars of the Creed

Few Battle Sisters show as much devotion to the Fede Imperialis as these.

Once per battle, at the start of your Command phase, select one sacred rite that is not active for your army (or this unit). Until the start of your next Command phase, that sacred rite is active for this unit in addition to any others that are active for your army (or this unit).
CULT IMPERIALIS UNITS
D6TRAIT
1-2Aegis of Belief

The Emperor protects those with the fanaticism and devotion to fight in his name, miraculously shielding them from harm.

This unit has the Shield of Faith ability.
3-4Faithful Devotee

Every moment not persecuting a Crusade of Faith in the Emperor’s name is spent in deep devotion and prayer.

This unit has the Sacred Rites ability. Note that if the Aegis of the Emperor sacred rite is active for your army, it has no benefit to this unit unless it also has the Shield of Faith ability (see Aegis of Belief, above).
5-6Unquenchable Fanaticism

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

This unit loses its Zealot ability and instead, each time a model in this unit makes a melee attack, you can re-roll the hit roll.
HOSPITALLER UNITS
D6TRAIT
1-3Spiritual Healer

This skilled chirurgeon cleanses the soul of her patients with her strength of faith, returning even the most seriously wounded warriors to the field.

If this model is part of your Crusade army, and if it was not destroyed during the battle, then at the end of the battle you can ignore one failed Out of Action test taken for a unit (excluding VEHICLE, SAINT POTENTIA and LIVING SAINT units) - that test is treated as having been passed instead.
4-6Final Rites

The words spoken over a dying comrade remind those still fighting that there is nothing better than to die in battle in the Emperor's name.

This model has the following ability: ‘Last Rites (Aura): While a friendly ADEPTUS MINISTORUM unit is within 6" of this model, each time that unit takes a Morale test, an unmodified roll of 1-3 is always successful.’
ADEPTUS MINISTORUM PRIEST UNITS
D6TRAIT
1-3Solemn in Prayer

This priest never speaks unless it is to exalt the God Emperor.

This model knows one additional hymn from the Hymns of Battle.
4-6Bombastic Projection

The priest roars in fiery expsotulation over the din of battle.

Each time this model intones a hymn, add 1 to the dice roll to see if it is inspiring.

Trials of a Living Saint

If, when you start a Crusade force, there are any ADEPTA SORORITAS CHARACTERS on your Order of Battle (excluding named characters), you can select one of them. That CHARACTER has the potential to become a Living Saint, and gains the SAINT POTENTIA keyword. In addition to gaining experience points as you play through your Crusade battle, this 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.

A SAINT POTENTIA model must undertake a Trial of a Living Saint to gain Saint points. When you first select a model to be a SAINT POTENTIA, select one of the trials listed below. 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 earned 10 or more Saint points, that trial is complete, your Saint points total is reset to 0 and that model gains the Saintly reward associated with that trial. Each time a model gains a Saintly reward, make a note on its Crusade card and increase its Crusade points by 1. If this model has 4 or less Saintly rewards, you can then select a new trial and begin again.

At the end of a battle, a SAINT POTENTIA can abandon their current trial and you can select a new one for them. If you do so, any Saint points they have accrued towards that trial are lost and their Saint points total is reset to 0.

A model cannot have more than 5 Saintly rewards, and you cannot have the same reward more than once. If a model has 5 Saintly rewards, it replaces its SAINT POTENTIA keyword with LIVING SAINT.

The Trials of a Living Saint, the Saintly deeds and the associated Saintly rewards are shown below.

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, after the battle it gains 1 Martyr point and you must take a Martyrdom test for that model. To do so, roll one D6, adding its current number of Martyr points to the result. If the total is greater than this model’s Leadership characteristic, that test is passed and the SAINT POTENTIA or LIVING SAINT has been Martyred and must be removed from your Order of Battle (we recommend writing down the details of her death and against whom on your Order of Battle). Otherwise, nothing happens.

If a SAINT POTENTIA or LIVING SAINT is Martyred, every other unit that was in your Crusade army for that battle gains a number of experience points equal to the number of Saintly rewards the Martyred SAINT POTENTIA or LIVING SAINT had.

Trial of Faith

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

Saintly Deeds
Beacon of Divine Grace: Earn 2 Saint points at the end of a battle if this model performed 3 or more Acts of Faith during that battle.

Miraculous Feat: Earn 1 Saint point at the end of a battle if this model used a Blessing of the Faithful’s Miraculous ability during that battle.

Chorus of War: Earn 1 Saint point at the end of a battle if this model intoned 3 or more inspiring Hymns of Battle during that battle.

Glory to the Emperor: Earn 1 Saint point at the end of a battle if this model is on the battlefield and you have 3 or more Miracle dice remaining in your Miracle dice pool.

Saintly Reward
Boundless Faith: At the start of each battle round, if this model is on the battlefield, you gain 1 Miracle dice. That Miracle dice can only be used by this model when it performs an Act of Faith or uses a Miraculous ability, and if it is not used by the end of the battle round, that Miracle dice is discarded.

Trial of Suffering

Suffering is the greatest prayer a Living Saint can offer the God Emperor.

Saintly Deeds
Scars of the Penitent: Earn 3 Saint points each time this model gains a Battle Scar. Lose 3 Saint points each time this model loses a Battle Scar.

Martyr’s Wounds: Earn 1 Saint point at the end of a battle if this model suffered 1 or more mortal wounds during that battle.

Purification of the Flesh: Earn 1 Saint point at the end of a battle if this model was destroyed or if it has less than half its starting number of wounds remaining.

Tortured Soul: Earn 1 Saint point at the end of a battle if this model was affected by a Malediction psychic power during that battle.

Saintly Reward
Miraculous Recovery: Once per battle, at the start of any phase, this model can regain D3 lost wounds. In addition, any Battle Scars this model has are removed from its Crusade card and any further Battle Scars it gains are ignored.

Trial of Purity

A Living Saint is so pure that malign sorcery cannot touch their soul, and no wound can stay their body.

Saintly Deeds
Suffer Not the Mutant: Earn 2 Saint points at the end of a battle if this model destroyed an enemy PSYKER CHARACTER during that battle.

Deny the Witch: Earn 1 Saint point at the end of a battle if one or more Deny the Witch tests were passed for this model during that battle.

Divine Protection: Earn 1 Saint point at the end of a battle if this model passed one or more invulnerable saves conferred by its Shield of Faith ability during that battle.

Blessed by the Emperor: Earn 1 Saint point at the end of a battle if this model was destroyed during the battle but was subsequently returned to the battlefield because of any rule.

Saintly Reward
Blazing Soulfire: Once per battle, at the end of any phase, this model can unleash a burst of pure soulfire. When it does so, roll one D6 for every enemy unit within 6" of it: on a 2+, that unit suffers 1 mortal wound (if that unit is a PSYKER or CHAOS unit, it suffers D3 mortal wounds instead)

Trial of Righteousness

A Living Saint will smite the enemies of the Emperor wherever they cower.

Saintly Deeds
Slay the Demagogue: Earn 2 Saint points at the end of a battle if this model destroyed the enemy WARLORD during that battle.

Cast Down the Heretic: Earn 1 Saint point at the end of a battle if this model destroyed one or more CHAOS units during that battle.

Smite the Unbelievers: Earn 1 Saint point at the end of a battle if this model destroyed 5 or more enemy models during that battle.

The Emperor’s Wrath: Earn 1 Saint point at the end of a battle if this model inflicted a total of 3 or more mortal wounds on enemy units during that battle.

Saintly Reward
Righteous Wrath: Once per battle, at the end of the Fight phase, if this model is within Engagement Range of one or more enemy units, it can fight again.

Trial of Valour

A Living Saint will lead their flock to glorious victories, even when all hope seems lost.

Saintly Deeds
Holy Crusader: Earn 2 Saint points at the end of a battle if this model is within range of an objective marker that is within your opponent’s deployment zone.

Selfless in the Face of Danger: Earn 1 Saint point at the end of a battle if this model performed one or more Heroic interventions during that battle.

Mighty Deeds: Earn 1 Saint point at the end of a battle if this model used 2 or more Epic Deed Stratagems during that battle.

Pious Reputation: Earn 1 Saint point at the end of a battle if this model earned more experience points than any other unit from your Crusade army during that battle.

Saintly Reward
Serene Heroism: This model gains the Objective Secured ability. In addition, once per battle, when this model uses an Epic Deed Stratagem, that Stratagem costs 0CP.

Agendas

If your Crusade army includes any ADEPTA SORORITAS units, you can select an Agenda from the Adepta Sororitas Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

TEST OF FAITH
Adepta Sororitas Agenda

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

Keep a Test of Faith tally for each ADEPTA SORORITAS unit in your army. Each time a unit performs an Act of Faith using a Miracle dice, add 1 to its tally. If a unit fails a Morale test, reset its tally back to 0. At the end of the battle, each unit gains 1 experience point for every mark on its Test of Faith tally (to a maximum of 3 experience points per unit).
BURN THE WITCH
Adepta Sororitas Agenda

Some psykers - such as Navigators who can see the Emperor’s blessed light, or Astropaths who have communed with the Emperor himself- are reverent figures. However, rogue psykers who oppose the Ecclesiarchy deserve only one fate...

Keep a Burn the Witch tally for each ADEPTUS MINISTORUM unit from your army. Add 1 to a unit’s Burn the Witch tally each time it destroys an enemy PSYKER unit (add 3 instead if that enemy unit was destroyed by an attack made with a flame weapon). Each unit gains a number of experience points equal to their Burn the Witch tally (to a maximum of 5 experience points per unit).
ATONEMENT IN BATTLE
Adepta Sororitas Agenda

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

When you select this Agenda, select one SISTERS REPENTIA unit from your Crusade force or one ADEPTA SORORITAS unit from your Crusade force that has one of the following Battle Scars: Loss of Reputation, Disgraced, Mark of Shame or Battle-weary. At the end of the battle, if a melee attack made by this unit during the battle destroyed an enemy unit whose Power Rating was greater than this unit’s, then this unit loses one of the aforementioned Battle Scars (if it had one of them), it gains 5 experience points and, if it is a SISTERS REPENTIA unit, it gains 1 Redemption point (make a note on its Crusade card - see Glorious Redemption).
THE SEED OF THE IMPERIUM
Adepta Sororitas Agenda

It is said that the blood of martyrs is the seed of the Imperium. Where it falls, repugnance and vengeance blossom, and the furious reprisals of the faithful thrive.

At the end of the battle, make a Seed of the Imperium tally for up to three ADEPTA SORORITAS units in your Crusade army that either destroyed one or more enemy units during that battle, or that ended the battle within range of an objective marker. Add 1 to each of these unit’s tallies for each of the following that apply: that unit is not at its Starting Strength; that unit is below Half-strength; that unit is destroyed. Subtract 1 from each of these unit’s tallies if you lost the battle. Each unit gains a number of experience points equal to their Seed of the Imperium tally.

Example: An ADEPTA SORORITAS unit with a Seed of the Imperium tally was destroyed, earning 3 marks on its tally. 1 is subtracted from its tally as the unit’s controlling player lost the battle, therefore the unit earns a total of 2 experience points.
RECLAIM THE RELIC
Adepta Sororitas Agenda

The location of an irreplaceable holy relic has been identified. Reclaim this sacred artefact lest it be lost to the Adeptus Ministorum forever.

If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker anywhere on the battlefield that is not within their own deployment zone. This objective marker represents a Holy Relic, but does not count as an objective marker for any rules purposes other than for this Agenda. ADEPTUS MINISTORUM CHARACTER units in your army can attempt the following action:

Recover Relic (Action): At the end of your Movement phase, one ADEPTUS MINISTORUM CHARACTER unit from your army that is within 3" of the Holy Relic objective marker can start to perform this action if no enemy units (excluding AIRCRAFT units) are within 3" of that objective marker. The Action is completed at the end of your turn. If completed, remove the Holy Relic objective marker from the battlefield.

A unit gains 3 experience points if it completed this action, and you can additionally use the Relic Requisition to give that CHARACTER unit a Relic as if it had gained a rank, without spending a Requisition point (that unit must be able to take a Relic - if it cannot then make a note on your Order of Battle and the next time you use the Relic Requisition that Requisition costs 0RP).

Requisitions

A Crusade army that includes any ADEPTA SORORITAS units can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

SAINTLY BENEDICTIONS1RP

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

Purchase this Requisition when a CANONESS or PALATINE model from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to have a Blessing of the Faithful; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
DEVOUT WARRIOR1RP

Even as one saintly figure is martyred at the hands of the enemy, another devout young hopeful will rise to stand in her stead.

Purchase this Requisition if your Crusade force does not contain a SAINT POTENTIA model. Select an ADEPTA SORORITAS CHARACTER model (excluding named characters and LIVING SAINT models) from your army. That model becomes a prospective new Living Saint and gains the SAINT POTENTIA, keyword, as described here.
HOLY PILGRIMAGE1-3RP

At times, the path of a potential saint will see them undergo a holy pilgrimage, so that they might better understand the Emperor’s domains and pursue their appointed trial.

Purchase this Requisition when a SAINT POTENTIA unit from your army gains a rank. That model gains 1 Saint point for each Requisition point you spent on this Requisition.
THE PENITENT PATH1RP

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 either when a BATTLE SISTERS SQUAD, DOMINION SQUAD or RETRIBUTOR SQUAD unit from your Crusade force suffers a Devastating Blow, or when one of these units gains the Disgraced, Mark of Shame or Battle-weary Battle Scars. Replace that unit with a SISTERS REPENTIA unit drawn from the same Order Militant (the new unit cannot contain more models than the unit it replaced). You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

The new unit has the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a Weapon Enhancement for a weapon that a SISTERS REPENTIA model cannot be equipped with), select a new Battle Honour to replace it. Add 1 to that unit’s Crusade points and each time that unit uses the Desperate For Redemption Stratagem, that Stratagem costs 0CP.
GLORIOUS REDEMPTION1RP

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

Purchase this Requisition at any time. Select a SISTERS REPENTIA unit from your Crusade force that has 3 or more Redemption points (see the Atonement in Battle Agenda). Replace that unit with one of the following units: CELESTIAN SQUAD, CELESTIAN SACRESANTS, SERAPHIM SQUAD, ZEPHYRIM SQUAD. The new unit must be drawn from the same Order Militant as the unit it replaced (the new unit cannot contain more models than the unit it replaced). You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

The new unit has the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a Weapon Enhancement for a weapon that a model in the new unit cannot be equipped with), select a new Battle Honour to replace it. Add 1 to that unit’s Crusade points and each time that unit uses the Exceptional Proficiency, Embodied Prophecy or Deadly Descent Stratagems, that Stratagem costs 0CP.

Crusade Relics

When an ADEPTUS MINISTORUM CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

An ADEPTUS MINISTORUM CHARACTER can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Phial of Dolan

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

Add 1 to the bearer’s Strength, Attacks and Leadership characteristics.

Praesidium Rosarius

This ancient rosarius was crafted during the Age of Apostasy, and it has been blessed by the Prioresses of both the Covent Sanctorum and the Convent Prioris.

  • The bearer has a 4+ invulnerable save.
  • Each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

Tears of the Emperor

There are many stories of statues of the Emperor that weep blood-like tears. These are collected in ornate flasks, for they are potent weapons against the forces of Chaos.

This Relic has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Tears of the Emperor
Tears of the Emperor
6"
Grenade 1
*
*
*
Abilities: Each time an attack is made with this weapon, if the target is hit, it suffers 1 mortal wound and the attack sequence ends (if the target has the CHAOS keyword, it instead suffers D3 mortal wounds and the attack sequence ends).


Antiquity Relics

An ADEPTUS MINISTORUM CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Mace of Valaan

The Mace of Valaan was wielded in many crusades of faith by Arch-confessor Kyrinov. The weapon glows with a shimmering field of force, and can smash apart armour and bone.

WEAPON
RANGE
TYPE
S
AP
D
Mace of Valaan
Mace of Valaan
Melee
Melee
x2
-3
3
Abilities: Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Icon of Sanctity

Foes who see this icon are filled with awe and dread, while the faithful who gaze upon it fight for the honour of the Emperor.

The bearer has the following abilities:

  • Holy Dread (Aura): While a friendly ADEPTUS MINISTORUM CHARACTER or ADEPTUS MINISTORUM CORE unit is within 3" of the bearer, subtract 2 from charge rolls made for any unit that declares a charge against that friendly unit.’
  • Holy Fervour (Aura): While a friendly ADEPTUS MINISTORUM CHARACTER or ADEPTUS MINISTORUM CORE unit is within 3" of the bearer, each time a model in that friendly unit makes a pile in or consolidation move, it can move up to an additional 3".’


Legendary Relics

An ADEPTUS MINISTORUM CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Rod of Grace

Once carried by Helena the Virtuous, Prioress of the Convent Sanctorum, the Rod of Grace was almost lost following the desecration of her tomb by Orks, but the Sisters of the Argent Shroud prevented its destruction. Helena’s wisdom permeates the rod, and one who holds it speaks with her voice to stir the faithful to battle.

ADEPTA SORORITAS model only.

  • If a DIALOGUS or DOGMATA model has this Relic, they know all hymns from the Hymns of Battle.
  • If another model has this Relic, that model gains the PRIEST keyword and knows War Hymn and one other hymn from the Hymns of Battle. In your Command phase, if this model is on the battlefield, it can intone one hymn it knows that has not already been intoned by a friendly model this turn. Roll one D6: on a 3+, the intoned hymn is inspiring and takes effect until the start of your next Command phase.

Blade of Admonition

This blessed power sword is the very blade carried into battle by Alicia Dominica - the founding saint of the Adepta Sororitas - and was famously used to cut the head from the traitor Goge Vandire and bring an end to the Reign of Blood. Saint Dominica wielded this blade in the decades following the reformation of the Ecclesiarchy, and a thousand more false prophets and heretics were slain upon its razor edge before Alicia’s eventual martyrdom.

ADEPTA SORORITAS model equipped with a blessed blade or power sword only. This Relic replaces a blessed blade or power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Admonition
Blade of Admonition
Melee
Melee
+3
-3
3
Abilities: Each time an attack is made with this weapon against a CHARACTER unit, that attack automatically hits the target.



Codex Supplement: Order of Our Martyred Lady

Below you will find Warlord Traits, Relics and Stratagems for Adepta Sororitas units that are are drawn from the Order of Our Martyred Lady.

Codex: Adepta Sororitas describes how certain Adepta Sororitas units belong to an Order Militant, and how you can use the <ORDER> keyword to specify where such a unit is drawn from. The rules in the following section are for units that are drawn from the ORDER OF OUR MARTYRED LADY.

Some rules in this section refer to an ORDER OF OUR MARTYRED LADY Detachment. This is one that only includes units with the ORDER OF OUR MARTYRED LADY keyword (excluding models with the SANCTIFIED, CULT IMPERIALIS, OUTCASTS, AGENT OF THE IMPERIUM or UNALIGNED keyword).

Our Martyred Lady Warlord Traits

If an ORDER OF OUR MARTYRED LADY CHARACTER model gains a Warlord Trait, you can use the Order of Our Martyred Lady Traits table below to determine what Warlord Trait they have instead of one from another source. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

SAINTLY EXAMPLE

With her final breath is another heroine elevated to the ranks of sainthood, her death stirring her greatest companions to step up in her stead, and finish what she has started.

  • In addition to this Warlord Trait, this WARLORD has one randomly generated Warlord Trait from the Adepta Sororitas Warlord traits table in Codex: Adepta Sororitas. Each Warlord Trait in your army must be unique, so re-roll duplicate results.
  • If this WARLORD is destroyed, you can immediately select another ORDER OF OUR MARTYRED LADY CHARACTER model from your army that does not have a Warlord Trait. Then, select a Warlord Trait that no model in your army has (this must be a Warlord Trait that the model you just selected can have, and it cannot be Saintly Example). Until the end of the battle, that model gains that Warlord Trait and for all rules purposes now counts as your WARLORD. If any mission objectives, secondary objective or Agenda rules are triggered when your WARLORD is destroyed, those rules are not triggered until after the new WARLORD is destroyed.

2

SAINT KATHERINE’S LEGACY

The martyrdom of Saint Katherine, and the need for vengeance, has left an ever-lasting legacy amongst those that follow in her footsteps.

  • The Spirit of the Martyr sacred rite is active for this WARLORD in addition to any others that are active for your army.
  • This WARLORD has the following ability: ‘Saint Katherine's Legacy (Aura): While a friendly ORDER OF OUR MARTYRED LADY unit is within 6" of this WARLORD, if the Spirit of the Martyr sacred rite is active for your army, or for that unit, each time you roll a D6 when a model in that unit is destroyed, the attacking model suffers a mortal wound on a 5+.’

3

MARTYR’S STRENGTH

With every wound inflicted on their mortal form does a true martyr's strength grow, their suffering a prayer to the God-Emperor.

For each wound this WARLORD has lost, add 1 to its Strength and Attacks characteristic (to a maximum of +2 each).


Order of Our Martyred Lady Relics

If your WARLORD is MORVENN VAHL, TRIUMPH OF SAINT KATHERINE, CELESTINE or an ORDER OF OUR MARTYRED LADY CHARACTER, you can, when mustering your army, give one of the following Relics of the Ecclesiarchy to an ORDER OF OUR MARTYRED LADY CHARACTER model from your army.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of the Ecclesiarchy your models have on your army roster.

BLADE OF SACRIFICE

This sword has been wielded by a hundred martyrs, and in the hour of need glows with blinding radiance as it consumes the bearer’s soul. So empowered, it carves down even the mightiest foes, at the cost of reducing its wielder to another martyred husk.

Model equipped with a power sword only. This Relic replaces a power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Sacrifice
Blade of Sacrifice
Melee
Melee
+1
-3
1
Abilities: Each time the bearer is selected to fight, you can channel the bearer’s soul. If you do, the bearer loses between 1-2 wounds (you cannot lose more wounds than this model has remaining). If the bearer channelled their soul, then until that fight is resolved, each time an attack is made with this weapon, on a successful wound roll, the target suffers a number of mortal wounds equal to the number of wounds this model lost when channelling their soul, and the attack sequence ends.


HELM OF THE FIERY HEART

This venerated helm was blessed by Saint Katherine herself, and still bears the heraldry of the Order of the Fiery Heart. It bestows upon the bearer a portion of Katherine's own saintly protection, yet all but guarantees the wearer will share her eve ntual fate.

Once per battle, before making a saving throw for the bearer, this Relic's Saintly blessings can be activated. If they are activated, then until the end of the phase, the bearer has a 2+ invulnerable save. This invulnerable saving throw can never be re-rolled.

SCEPTRE OF VENGEANCE

The Sceptre of Vengeance was once wielded by Saint Praxedes of Ophelia VII to smite the swarms of Hive Fleet Kraken. It is a huge and heavy mace, its head wreathed in cleansing flames that leave a trail of fiery sparks as it is swung through the air.

DOGMATA model only. This Relic replaces a mace of the righteous and has the following profile.
WEAPON
RANGE
TYPE
S
AP
D
Sceptre of Vengeance
Sceptre of Vengeance
Melee
Melee
x2
-2
2
Abilities: Each time an attack is made with this weapon against a TYRANIDS unit, add 1 to that attack’s wound roll.


CANDELA S’CROLL

Believed to contain the only record detailing the martyrdom of Saint Katherine, this fragment of parchment is one of the Order's most holy relics. Battle Sisters of the Order are filled with fiery wrath in its presence.

IMAGIFIER model only. Once per battle, in your Command phase, the bearer can unveil the Candela Scroll. If it does so, then until the start of your next Command phase, the bearer gains the following ability:

Candela Scroll (Aura): While a friendly ORDER OF OUR MARTYRED LADY CHARACTER or ORDER OF OUR MARTYRED LADY CORE unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.

Order of Our Martyred Lady Stratagems

If your army includes any ORDER OF OUR MARTYRED LADY Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

VENGEANCE FOR ARMAGEDDON1CP
Order of Our Martyred Lady – Battle Tactic Stratagem

The Order of Our Martyred Lady have sworn a mighty oath of vengeance following the loss of the Sanctorum of Saint Katherine and the many heroic Battle Sisters who defended it against the greenskin hordes during the Third War for Armageddon.

Use this Stratagem in the Fight phase, when an ORDER OF OUR MARTYRED LADY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an ORK unit, you can re-roll the hit roll.
ZEALOUS DEATH WISH1CP
Order of Our Martyred Lady – Battle Tactic Stratagem

The spiritual descendants of Saint Katherine care nothing for their own survival. ~ deed, many throw themselves into insurmountable battles, coveting a martyr's fate upon the field of war.

Use this Stratagem in the Fight phase, when an ORDER OF OUR MARTYRED LADY unit from your army is selected to fight. Each time a model in that unit makes a melee attack against a unit that contained at least 5 more models than the attacker’s unit when it was selected to fight, add 1 to that attack's hit roll. For the purposes of this Stratagem, VEHICLE models each count as 5 models.
PIOUS MACHINE SPIRIT1CP
Order of Our Martyred Lady – Epic Deed Stratagem

The war engines fielded by the Order of Our Martyred Lady are every bit as intractable as the Battle Sisters who crew them. No matter the odds, their machine spirits will not yield.

Use this Stratagem in your Command phase. Select one ORDER OF OUR MARTYRED LADY VEHICLE model from your army that has a wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
REJOICE THE FALLEN2CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

The death of their fellow Battle Sisters only stirs the survivors to fight harder in order to exact swift vengeance.

Use this Stratagem at the end of your opponent’s Shooting phase. Select one ORDER OF OUR MARTYRED LADY unit from your army that was not below Half-strength at the start of this phase, but which is now below Half-strength. That unit can shoot as if it were your Shooting phase.
MARTYR’S PYRE1CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

The enemy must perish, even if we perish with them. The enemy must burn, even if we burn with them.

Use this Stratagem in your Shooting phase. Select one ORDER OF OUR MARTYRED LADY INFANTRY unit from your army that is within Engagement Range of one or more enemy units. Until the end of that phase:
  • The type of all flame weapons models in that unit are equipped with is changed to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).
  • After this unit has resolved its attacks, roll one D6 for each model in that unit that fired a flame weapon: for each roll of a 1, one of those models (of your choosing) can shoot again with its flame weapon, but after this second shooting attack is resolved, and whether it shot or not, that model is destroyed.
DEATH BEFORE DISGRACE1CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

When the Battle Sisters of the Order of Our Martyred Lady have a holy task set before them, they would rather die than fail in their duty.

Use this Stratagem at the start of your Movement phase. Select one ORDER OF OUR MARTYRED LADY INFANTRY or ORDER OF OUR MARTYRED LADY PARAGON WARSUIT unit from your army. Until the start of your next Movement phase:
  • That unit cannot Fall Back.
  • That unit has the Objective Secured ability. If that unit already has the Objective Secured ability, then for the purposes of determining which player controls an objective marker, each model in that unit counts as one additional model.
A MARTYR’S DUTY1CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

With the Emperor watching over them, the Sisters of the Order of Our Martyred Lady summon the strength for one final act of hatred against the Emperor's foes before death claims them.

Use this Stratagem in any phase, when an ORDER OF OUR MARTYRED LADY CORE unit from your army is selected as the target of an attack. Until the end of the phase, each time a model in this unit is destroyed, roll one D6. On a 4+, do not remove the destroyed model from play; it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase or make one attack with one of its melee weapons as if it were the Fight phase. When resolving these attacks, your model is considered to have 1 wound remaining. If the Spirit of the Martyr sacred rite is active for your army, or for that unit, resolve these attacks before resolving that sacred rite’s effects. After resolving these attacks, the destroyed model is then removed.
EXEMPLAR OF THE ORDER1CP
Order of Our Martyred Lady – Requisition Stratagem

It should come as no surprise that an Order Militant that so greatly lauds death in the Emperor's name has produced more than its share of saints.

Use this Stratagem after nominating an ORDER OF OUR MARTYRED LADY model (excluding named characters) to be your WARLORD. That model gains one additional Warlord Trait; this must be from the Order of Our Martyred Lady Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.


Relics of the Ecclesiarchy

If your army is led by an ADEPTA SORORITAS WARLORD, you can, when mustering your army, give one of the following Relics of the Ecclesiarchy to an ADEPTUS MINISTORUM CHARACTER model from your army. Named characters cannot be givey any of the following Relics.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics of the Ecclesiarchy your models have on your army roster.

BLADE OF SAINT ELLYNOR

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

Model equipped with a blessed blade only. This Relic replaces a blessed blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of Saint Ellynor
Blade of Saint Ellynor
Melee
Melee
+2
-3
3

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, filling them with righteous might.

ADEPTA SORORITAS model only. Before you determine which sacred rite(s) are active for your army, select two sacred rites. Until the end of the battle, these sacred rites are active for the bearer’s unit instead of those that are active for the rest of your army.

BOOK OF SAINT LUCIUS

This tome contains the complete writings of Saint Lucius of Agathea, the first Arch-confessor. Such was Saint Lucius’ zeal and devotion that his book was penned with his own blood. Even now, centuries after his death, it is believed that a fraction of his essence still pervades the book’s pages, and whoever holds the revered relic speaks with all the deceased Arch-confessor’s holy authority.

Add 3" to the range of the bearer’s aura abilities (to a maximum of 12").

BRAZIER OF ETERNAL FLAME

The Brazier of Eternal Flame burns above the faithful, its blazing light driving back the darkness and protecting the true servants of the Emperor from foul sorceries and unholy abominations.

Model with a brazier of holy fire only.
  • Each time an enemy DAEMON model makes an attack against the bearer, subtract 1 from that attack’s hit roll.
  • The bearer gains the following ability: ‘Eternal Flame (Aura): While an enemy PSYKER unit is within 18" of the bearer, each time a Psychic test is taken for that unit that contains any double, that unit suffers Perils of the Warp.’

CHAPLET OF SACRIFICE

This chaplet ecclesiasticus has been handed down through the Adepta Sororitas, each bead added having been made from the power armour of the previous owner, every one of whom died a martyred hero of the Orders Militant. Such a relic is a mighty burden, for it carries the righteousness of those who uphold everything the Adepta Sororitas stand for. It stirs the bearer to mighty deeds, and they will not yield easily while the Emperor’s work remains unfinished.

ADEPTA SORORITAS model only.
  • Once per battle, if the bearer is selected to use an Epic Deed Stratagem (excluding Divine Intervention), that Stratagem costs 0CP.
  • Each time the bearer makes an attack, you can re-roll the hit roll.
  • When the bearer is destroyed, do not remove that model from play. At the end of the phase, it can either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. After resolving the destroyed model’s attacks, it is then removed.

IRON SURPLICE OF SAINT ISTAELA

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. Saint Istaela was the last surviving member of her Order, a minor Sisterhood whose very name has passed beyond recall. Scorched and dented, her armour was recovered still intact from the battlefield and may be granted to a Sister whose faith is held to be strong enough.

ADEPTA SORORITAS model only.
  • Add 1 to the bearer’s Wounds characteristic.
  • Each time an attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • The bearer has a Save characteristic of 2+.

LITANIES OF FAITH

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

ADEPTA SORORITAS model only. Once per battle round, if the bearer is on the battlefield when you gain a Miracle dice, you can re-roll that dice before adding it to your pool.

MANTLE OF OPHELIA

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 model only. Each time an attack is allocated to the bearer, the Damage characteristic of that attack is changed to 1.

REDEMPTION

The sacred light of the Emperor is believed to emanate from this relic plasma pistol. The searing bolts it fires cleanse the unholy in body and spirit, their raging heat and illumination lancing through flesh and armour in a blazing instant. This holy sidearm was named Redemption after it slew the apostate Cardinal P’ra Tiberis, his rosarius failing to activate in a moment seen as the Emperor levelling his judgement.

ADEPTA SORORITAS model equipped with a plasma pistol only. This Relic replaces a plasma pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Redemption
Redemption
12"
Pistol 1
8
-3
2
Abilities: Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest part of this model’s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over.

SIMULACRUM SANCTORUM

The graven image atop this minutely detailed stave contains the bones of over a dozen martyred saints. The statue represents them all - their heroism bound together in service to the Emperor - and the Imagifier must know the legendary tales of each of them. To hear the deeds of so many glorious saints in the midst of battle fills the hearts of the Sororitas with renewed purpose.

IMAGIFIER model only. At the start of the battle, before the first turn begins, you must select two tales for the bearer to recount instead of just one. You cannot select a tale that another model from your army is already recounting unless all three tales are being recounted by models from your army.

THE ECCLESIARCH’S FURY

This enormous chainsword was gifted to the Convent Prioris at the commencement of the Argoyle Crusade. Placed before the Pulpit of Woe as Ecclesiarch Reprecht II delivered his sermon to formally announce the thirty-year conflict, it is said to have absorbed his fiery wrath and unwavering hatred of the heretics his crusade would utterly extinguish. Every tooth is inscribed with the names of martyred clergy and fallen Sisters, and those who bear this sanctified blade thirst for vengeance against those who strike down the faithful.

Model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Ecclesiarch’s Fury
The Ecclesiarch’s Fury
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon, subtract one from that attack’s hit roll and add 1 to that attack’s wound roll.

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. Such individuals speak with the authority and inspiring rhetoric of the legendary Great Confessor himself.

PRIEST model only.
  • The bearer knows one additional hymn from the Hymns of Battle.
  • In your Command phase, the bearer can intone one additional hymn that it knows that has not already been intoned by a friendly model that turn.

TRIPTYCH OF THE MACHARIAN CRUSADE

The Macharian Crusade reilluminated vast stretches of the Emperors domain that had not seen his light in generations. The Lord Commander Solar was accompanied by thousands of members of the Missionarius Galaxia, each a devout proselytiser who was hardened to life on the fringes of Imperial space. This ancient triptych, the only one to survive the internecine warfare that followed the crusade, glorifies three Missionaries who together saved the souls of millions. Carried onto the most isolated and fire-swept of battlefields, the images of the Macharian Trinity embodied by the small adamantine-sheathed relic remind the bearer that faith alone can weather the most grievous of adversities.

SANCTIFIED or CULT IMPERIALIS model only.
  • Add 1 to the bearer’s Toughness characteristic.
  • The bearer has a 4+ invulnerable save.
  • Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.

WRATH OF THE EMPEROR

The highly ornate bolt pistol known as the Wrath of the Emperor fires shells imbued with incendiary charges. Upon detonation, these immolate their unfortunate victims in a flash of holy flame. Senior Sisters who have been granted dispensation to unleash the Wrath of the Emperor upon the enemies of faith have testified that its shining flurries of vengeance have leapt gladly from the muzzle. The holy weapon yearns to stitch its fiery sermon through the blackest of hearts.

ADEPTA SORORITAS model equipped with a bolt pistol only. This Relic replaces a bolt pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Wrath of the Emperor
Wrath of the Emperor
18"
Pistol 4
5
-1
2


Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Heavy Weapons). When this is the case, the unit may take any item from the appropriate list below.

HEAVY WEAPONS

 • Heavy bolter

 • Ministorum heavy flamer

 • Multi-melta

MELEE WEAPONS

 • Chainsword

 • Power maul

 • Power sword

PISTOLS

 • Bolt pistol

 • Inferno pistol

 • Ministorum hand flamer1

 • Plasma pistol

1 A Canoness cannot be equipped with this weapon.

RANGED WEAPONS

 • Boltgun

 • Combi-melta

 • Combi-plasma

 • Condemnor boltgun

 • Ministorum combi-flamer

SPECIAL WEAPONS

 • Artificer-crafted storm bolter

 • Meltagun

 • Ministorum flamer


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+0..5
Artificer-crafted storm bolter
+0..5
Artificer-crafted storm bolter
24"
Rapid Fire 2
4
0
2
-
Auto pistol
Auto pistol
12"
Pistol 1
3
0
1
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5..10
Brazier of holy fire
+5..10
Brazier of holy fire
12"
Assault D6
*
*
*
One use only. Each time an attack is made with this weapon, that attack automatically hits the target, and on an unmodified wound roll of 4+ (or 2+ if the target contains any DAEMON models), the target suffers 1 mortal wound and the attack sequence ends.
One use only. Each time an attack is made with this weapon, that attack automatically hits the target, and on an unmodified wound roll of 4+ (or 2+ if the target contains any DAEMON models), the target suffers 1 mortal wound and the attack sequence ends.
Castigator autocannons
Castigator autocannons
48"
Heavy 4D3
7
-1
2
-
+5
Castigator battle cannon
Before selecting targets, select one of the profiles below to make attacks with:
+5
Castigator battle cannon
Before selecting targets, select one of the profiles below to make attacks with:
 - Sanctified shell
 - Sanctified shell
72"
Heavy D6
9
-3
3
Blast
Blast
 - Pyre shell
 - Pyre shell
72"
Heavy 3D3
6
-1
1
Blast. Each time an attack is made with this weapon profile, the target does not receive the benefits of cover against that attack.
Blast. Each time an attack is made with this weapon profile, the target does not receive the benefits of cover against that attack.
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+0..10
Condemnor boltgun
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+0..10
Condemnor boltgun
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Condemnor stake
 - Condemnor stake
24"
Assault 1
4
-1
2
Each time an attack made with this weapon profile is allocated to a PSYKER model, that model’s unit suffers D3 mortal wounds in addition to the normal damage.
Each time an attack made with this weapon profile is allocated to a PSYKER model, that model’s unit suffers D3 mortal wounds in addition to the normal damage.
Exorcist conflagration rockets
Exorcist conflagration rockets
48"
Heavy 3D6
5
-1
1
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
+30
Exorcist missile launcher
+30
Exorcist missile launcher
48"
Heavy 3D3
8
-2
D6
-
Fidelis
Fidelis
36"
Heavy 3
6
-1
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
+0..10
Heavy bolter
+0..10
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+10
Immolation flamers
+10
Immolation flamers
18"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Inferno pistol
+5
Inferno pistol
6"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
+10
Meltagun
+10
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+0..10
Ministorum combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+0..10
Ministorum combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Ministorum flamer
 - Ministorum flamer
12"
Assault D6
5
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+0..5
Ministorum flamer
+0..5
Ministorum flamer
12"
Assault D6
5
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+0..5
Ministorum hand flamer
+0..5
Ministorum hand flamer
12"
Pistol D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+0..10
Ministorum heavy flamer
+0..10
Ministorum heavy flamer
12"
Heavy D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Ministorum shotgun
Ministorum shotgun
12"
Assault 2
4
0
1
-
+0..20
Multi-melta
+0..20
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Paragon grenade launcher
Paragon grenade launcher
24"
Assault 2
6
-1
D3
-
Paragon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Paragon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Sanctorum missile
 - Sanctorum missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Prioris missile
 - Prioris missile
36"
Heavy 2
8
-2
D6
-
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
+13
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+13
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+0..5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+0..5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+15
Repressor heavy flamer
+15
Repressor heavy flamer
12"
Heavy D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Servo-stubber
Servo-stubber
12"
Pistol 3
4
0
1
-
+0..5
Storm bolter
+0..5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
The Ardent Blade (shooting)
The Ardent Blade (shooting)
12"
Assault D6
6
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
The Redeemer
The Redeemer
24"
Assault 2
4
-1
1
When resolving an attack made with this weapon, on a wound roll of 6+, this weapon has a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+, this weapon has a Damage characteristic of 2 for that attack.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin multi-melta
+30
Twin multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+2.
+5
Zealot’s vindictor (shooting)
+5
Zealot’s vindictor (shooting)
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Anointed halberd
Anointed halberd
Melee
Melee
+3
-3
1
-
Arco-flails
Arco-flails
Melee
Melee
+1
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Blade of Vigil
Blade of Vigil
Melee
Melee
+2
-2
2
Each time an attack made by this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
Each time an attack made by this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
+0..10
Blessed blade
+0..10
Blessed blade
Melee
Melee
+2
-3
2
-
Chainsword
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Chirurgeon’s tools
Chirurgeon’s tools
Melee
Melee
User
-1
1
-
Death Cult power blades
Death Cult power blades
Melee
Melee
User
-3
1
-
Dialogus staff
Dialogus staff
Melee
Melee
+1
0
1
-
Dozer ram (IA)
Dozer ram (IA)
Melee
Melee
User
-1
1
Each time an attack is made with this weapon against an INFANTRY or SWARM unit, a successful hit roll scores 3 hits instead of 1.
Each time an attack is made with this weapon against an INFANTRY or SWARM unit, a successful hit roll scores 3 hits instead of 1.
+11
Eviscerator
+11
Eviscerator
Melee
Melee
x2
-4
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Hallowed mace
Hallowed mace
Melee
Melee
+2
-1
2
-
Kyganil’s kiss
Kyganil’s kiss
Melee
Melee
+1
-1
2
-
Lance of Illumination
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Lance of Illumination
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Sweeping blow
 - Sweeping blow
Melee
Melee
User
-2
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Lunging strike
 - Lunging strike
Melee
Melee
+3
-3
3
Each time an attack is made with this weapon profile, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.
Each time an attack is made with this weapon profile, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.
Mace of Castigation
Mace of Castigation
Melee
Melee
+3
-2
2
-
Mace of the righteous
Mace of the righteous
Melee
Melee
+2
-2
2
-
Mace of Valaan
Mace of Valaan
Melee
Melee
+2
-3
2
-
Neural whips
Neural whips
Melee
Melee
User
-2
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE units), if no model in that unit has a Leadership characteristic of 8 or more, add 1 to that attack’s wound roll.
Each time an attack is made with this weapon against a unit (excluding VEHICLE units), if no model in that unit has a Leadership characteristic of 8 or more, add 1 to that attack’s wound roll.
Paragon war blade
Paragon war blade
Melee
Melee
+1
-3
2
Each time the bearer fights, it can make one additional attack with this weapon.
Each time the bearer fights, it can make one additional attack with this weapon.
Paragon war mace
Paragon war mace
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Penitent buzz-blade
Penitent buzz-blade
Melee
Melee
+3
-4
2
-
Penitent eviscerator
Penitent eviscerator
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Penitent flail
Penitent flail
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+0..5
Power maul
+0..5
Power maul
Melee
Melee
+3
-1
1
-
+0..5
Power sword
+0..5
Power sword
Melee
Melee
+1
-3
1
-
Relic weapons
Relic weapons
Melee
Melee
+2
-1
1
-
Sanctity
Sanctity
Melee
Melee
+2
-3
2
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Scribe’s staff
Scribe’s staff
Melee
Melee
+1
0
1
-
+5
Spear of the faithful
+5
Spear of the faithful
Melee
Melee
+3
-3
2
-
The Ardent Blade (melee)
The Ardent Blade (melee)
Melee
Melee
+4
-4
2
Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.
Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.
The Martyr’s Sword
The Martyr’s Sword
Melee
Melee
+3
-3
2
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
The Outcast’s Blades
The Outcast’s Blades
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
+5
Zealot’s vindictor (melee)
+5
Zealot’s vindictor (melee)
Melee
Melee
+2
-2
2
-

Other Wargear

OTHER WARGEAR
ABILITIES 
Anchorite sarcophagus
The bearer has a Save characteristic of 3+.
Anchorite sarcophagus
The bearer has a Save characteristic of 3+.
+0..5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again. If this unit has two armorium cherubs, it can use this ability twice per battle.

We recommend placing one Armorium Cherub model next to the unit for each it is equipped with as a reminder, removing one each time this ability is used (an Armorium Cherub does not count as a model for any rules purposes).
+0..5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again. If this unit has two armorium cherubs, it can use this ability twice per battle.

We recommend placing one Armorium Cherub model next to the unit for each it is equipped with as a reminder, removing one each time this ability is used (an Armorium Cherub does not count as a model for any rules purposes).
+5..10
Brazier of Holy Fire
Whilst any models from your army that have braziers of holy fire are within 6" of any enemy DAEMON units, subtract 1 from the Leadership characteristic of each of those enemy units. In addition, if this model has a brazier of holy fire, then once per battle, when this model fires Overwatch or is chosen to shoot with, it can unleash the brazier’s holy flames. When it does, select one enemy unit within 12" of this model (if firing Overwatch, you must select the unit that has declared a charge against this model) and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds (if that enemy unit is a DAEMON, it suffers D6 mortal wounds instead).
+5..10
Brazier of Holy Fire
Whilst any models from your army that have braziers of holy fire are within 6" of any enemy DAEMON units, subtract 1 from the Leadership characteristic of each of those enemy units. In addition, if this model has a brazier of holy fire, then once per battle, when this model fires Overwatch or is chosen to shoot with, it can unleash the brazier’s holy flames. When it does, select one enemy unit within 12" of this model (if firing Overwatch, you must select the unit that has declared a charge against this model) and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds (if that enemy unit is a DAEMON, it suffers D6 mortal wounds instead).
+5
Endurant implants
The bearer has an Attacks characteristic of 3 and a Strength characteristic of 5.
+5
Endurant implants
The bearer has an Attacks characteristic of 3 and a Strength characteristic of 5.
+0..5
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
+0..5
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
+0..10
Null rod
The bearer’s unit cannot be targeted or affected by psychic powers. In addition, the bearer has the following ability: ‘Null Rod (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.’
+0..10
Null rod
The bearer’s unit cannot be targeted or affected by psychic powers. In addition, the bearer has the following ability: ‘Null Rod (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.’
+0..5
Rod of Office
In your Command phase, select one friendly <ORDER> CORE or <ORDER> CHARACTER unit within 12" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
+0..5
Rod of Office
In your Command phase, select one friendly <ORDER> CORE or <ORDER> CHARACTER unit within 12" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
+0..5
Simulacrum imperialis
Once per phase, the bearer’s unit can perform one Act of Faith even if another unit from your army has already performed an Act of Faith during this phase.
+0..5
Simulacrum imperialis
Once per phase, the bearer’s unit can perform one Act of Faith even if another unit from your army has already performed an Act of Faith during this phase.
+5
Zephyrim pennant
The bearer has the following ability: ‘The Righteous Path (Aura): While a friendly <ORDER> CORE unit is within 6" of this model, you can re-roll charge rolls made for that unit.’
+5
Zephyrim pennant
The bearer has the following ability: ‘The Righteous Path (Aura): While a friendly <ORDER> CORE unit is within 6" of this model, you can re-roll charge rolls made for that unit.’

The SANCTIFIED keyword is used in following Adepta Sororitas datasheets:

The ORDER OF THE BLOODY ROSE and CORE keywords are used in following Adepta Sororitas datasheets:

Heavy Support
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 equal to or greater than the attacking model’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 attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The CULT IMPERIALIS keyword is used in following Adepta Sororitas datasheets:

Heavy Support
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than 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 made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
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 (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

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.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The CULT IMPERIALIS keyword is used in following Adepta Sororitas datasheets:

Heavy Support

The OUTCASTS keyword is used in following Adepta Sororitas datasheets:

Heavy Support
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The CANONESS keyword is used in following Adepta Sororitas datasheets:

The MISSIONARY keyword is used in following Adepta Sororitas datasheets:

The CULT IMPERIALIS and PRIEST keywords are used in following Adepta Sororitas datasheets:

Elites

The ADEPTA SORORITAS, <ORDER> and CHARACTER keywords are used in following Adepta Sororitas datasheets:

Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

The ORDER OF THE BLOODY ROSE and CHARACTER keywords are used in following Adepta Sororitas datasheets:

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Acts of Faith

Through the prayers of the faithful is the Emperor’s will made manifest.

Once per phase, one unit from your army with this ability can perform one Act of Faith. To do so, you will use Miracle dice.

Gaining Miracle Dice
If every unit from your army has the ADEPTA SORORITAS keyword (excluding models with the CULT IMPERIALIS, AGENT OF THE IMPERIUM or UNALIGNED keywords), then:
  • At the start of each battle round, you gain 1 Miracle dice.
  • At the end of a phase in which any of the following conditions were met, you gain 1 Miracle dice:

Vengeance
Any ADEPTA SORORITAS units from your army destroy one or more enemy units.

Sacrifice
Any ADEPTA SORORITAS CHARACTER units from your army are destroyed.

Note that Miracle dice can also be gained via other rules. No matter the source, you can only gain Miracle dice from such a rule if every unit from your army has the ADEPTA SORORITAS keyword (excluding models with the CULT IMPERIALIS, AGENT OF THE IMPERIUM or UNALIGNED keywords).

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.

Designer’s Note: We recommend using differently coloured or marked dice for your Miracle dice pool, and placing them to one side of the battle.field, or some place else where you will not accidentally pick them up midgame. It is perfectly fine, if you wish, to write down the values of the Miracle dice in your pool, or to keep track of them in any other way, just so long as both players can see them.

Performing an Act of Faith
Before making a dice roll for a model or a 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. To do so, select one or more of the dice from your Miracle dice pool, instead of making any or all of those dice rolls. For each individual dice that is being rolled as part of the dice roll, you can select 1 Miracle dice from your Miracle dice pool to be substituted in place of that dice. The dice that it is being substituted for is not rolled, and instead the value of the selected Miracle dice is used as if it had been rolled. 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 any 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:
A Miracle dice is not a modifier or an inherently modified dice (so, for example, if you use a Miracle dice with a value of 1 for a Morale test, that is considered to be an unmodified roll of 1). A Miracle dice that has been used for a substitution can never be re-rolled. This means that if any re-rolls occur, the number and values of any Miracle dice that have already been substituted in the dice roll remain the same for the re-roll (for example, if a single Miracle dice was used to substitute one of the values of a charge roll, and the charge roll was re-rolled, only the unsubstituted dice can be re-rolled).

Example 1: Instead of rolling one D6 to see what value is added to a unit’s Move characteristic when that unit Advances, you could use a dice from your Miracle dice pool. If the value of that dice was 5, you would add 5" to the Move characteristic of every model in that unit for that Movement phase.

Example 2: Instead of rolling 2D6 to see what a unit’s charge distance is when making a charge roll, you could use either one or two dice from your Miracle dice pool. If you chose 2 Miracle dice, and the values of those dice were a 6 and a 3, the unit’s charge distance would be 9".
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

The ORDER OF OUR MARTYRED LADY and CHARACTER keywords are used in following Adepta Sororitas datasheets:

DIVINE INTERVENTION2CP
Adepta Sororitas – Epic Deed Stratagem

Sometimes, a brush with death is so close that the only explanation seems to be divine intervention.

Use this Stratagem when an ADEPTA SORORITAS CHARACTER model (excluding named characters) from your army is destroyed, instead of using any rules that are triggered when a model is destroyed (e.g. Sacrifice or the Chaplet of Sacrifice Relic). Discard 1-3 Miracle dice. At the end of the phase, set that model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models. The model is returned to play with a number of wounds remaining equal to the number of Miracle dice you discarded. You cannot use this Stratagem if you do not have any Miracle dice remaining. This Stratagem can only be used once per battle.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ORDER OF THE SACRED ROSE and CORE keywords are used in following Adepta Sororitas datasheets:

Heavy Support
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
A SACRED BURDEN1CP
Adepta Sororitas – Requisition Stratagem

Those who exemplify the finest qualities of the Order will be entrusted to bear holy relics into battle, a blessing and a burden for the honoured warrior.

Use this Stratagem before the battle. Select one ADEPTA SORORITAS model (excluding CHARACTER models) in your army that has the word ‘Superior’ in their profile. That model can have one of the following Relics of the Ecclesiarchy, even though they are not a CHARACTER model: Blessings of Sebastian Thor; The Ecclesiarch’s Fury; Litanies of Faith; Redemption. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
OPEN THE RELIQUARIES1CP
Adepta Sororitas – Requisition Stratagem

In the direst circumstances, even the most sacred of the Ministorum’s holy artefacts are brought forth to aid the faithful.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MINISTORUM keyword. Select one ADEPTUS MINISTORUM CHARACTER model from your army and give them one Relic of the Ecclesiarchy (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
SAINT IN THE MAKING1CP
Adepta Sororitas – Requisition Stratagem

This warrior stands pre-eminent in the Adeptus Ministorum as a shining example of everything a devout servant of the Emperor aspires to.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS MINISTORUM keyword. Select one ADEPTUS MINISTORUM CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
EXEMPLAR OF THE ORDER1CP
Order of Our Martyred Lady – Requisition Stratagem

It should come as no surprise that an Order Militant that so greatly lauds death in the Emperor's name has produced more than its share of saints.

Use this Stratagem after nominating an ORDER OF OUR MARTYRED LADY model (excluding named characters) to be your WARLORD. That model gains one additional Warlord Trait; this must be from the Order of Our Martyred Lady Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
BATTLE RITES1CP
Adepta Sororitas – Strategic Ploy Stratagem

The observance of battle rites and the chanting of blessed psalms stir the hearts of the faithful.

Use this Stratagem at the start of the battle round if your WARLORD has the ADEPTA SORORITAS keyword and is on the battlefield. Roll one D6 to randomly generate a sacred rite (roll again if the result is a sacred rite that is currently active for your army). Then, you can select one sacred rite that is currently active for your army and replace it with the result you just rolled (the replaced sacred rite is no longer active for your army and the sacred rite just rolled becomes active for your army). You can only use this Stratagem once.

The ORDER OF OUR MARTYRED LADY and VEHICLE keywords are used in following Adepta Sororitas datasheets:

Heavy Support
PIOUS MACHINE SPIRIT1CP
Order of Our Martyred Lady – Epic Deed Stratagem

The war engines fielded by the Order of Our Martyred Lady are every bit as intractable as the Battle Sisters who crew them. No matter the odds, their machine spirits will not yield.

Use this Stratagem in your Command phase. Select one ORDER OF OUR MARTYRED LADY VEHICLE model from your army that has a wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

The ADEPTA SORORITAS and JUMP PACK keywords are used in following Adepta Sororitas datasheets:

ANGELIC ASCENT1CP
Adepta Sororitas – Strategic Ploy Stratagem

On wings of fire do the angelic warriors of the Orders Militant take to the skies to move to where the Emperor needs them.

Use this Stratagem at the start of your Movement phase. Select one ADEPTA SORORITAS JUMP PACK unit from your army. Remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.

The ADEPTUS MINISTORUM and PRIEST keywords are used in following Adepta Sororitas datasheets:

FIERY ORATORY1CP
Adepta Sororitas – Epic Deed Stratagem

The priests of the Adeptus Ministorum can use the power of their oratory to inspire their flocks.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ADEPTUS MINISTORUM PRIEST model from your army that has not intoned a hymn this turn. That model can intone one hymn that it knows that has not already been intoned by a friendly model this turn. That hymn is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.

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

Heavy Support
JUDGEMENT OF THE FAITHFUL1CP
Adepta Sororitas – Strategic Ploy Stratagem

Even the most hopeless battle can be turned by a spark of divine inspiration.

Use this Stratagem in your Movement phase, when an ADEPTA SORORITAS CORE unit from your army Falls Back. That unit is still eligible to shoot this turn even though it Fell Back.

The SERAPHIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack
DEADLY DESCENT1CP
Adepta Sororitas – Strategic Ploy Stratagem

Seraphim arrive on the battlefield in a blaze of glory, spreading death from on high to scour the foe as they descend.

Use this Stratagem at the end of your Movement phase. Select one SERAPHIM SQUAD unit from your army that was set up as Reinforcements on the battlefield this turn. That unit can shoot as if it were your Shooting phase.

The BATTLE SISTERS SQUAD keyword is used in following Adepta Sororitas datasheets:

DEFENDERS OF THE FAITH2CP
Adepta Sororitas – Strategic Ploy Stratagem

Defence of the Emperors realm falls to the Battle Sisters. When it is under threat, they redouble their efforts, rousing their fellow warriors’ spirits with volleys of holy fire and impassioned hymns.

Use this Stratagem at the end of your Movement phase. Select one BATTLE SISTERS SQUAD unit from your army that is within range of an objective marker on the battlefield. Until the start of your next Movement phase:
  • Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks. For the purposes of this Stratagem, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
  • Each time an attack is made against this unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

The HOSPITALLER keyword is used in following Adepta Sororitas datasheets:

RITES OF RESTORATION1CP
Adepta Sororitas – Epic Deed Stratagem

The ministrations of the Sisters of the Orders Hospitaller have seen many a warrior brought back from the brink of death to return to the fray.

Use this Stratagem at the end of your Movement phase. Select one HOSPITALLER unit from your army and then select one friendly ADEPTUS MINISTORUM CORE INFANTRY unit that is not at its Starting Strength and is within 3" of that HOSPITALLER unit. Up to D3 of the selected friendly unit’s destroyed models are returned to its unit with their full wounds remaining.

The ORDER OF OUR MARTYRED LADY and PARAGON WARSUITS keywords are used in following Adepta Sororitas datasheets:

DEATH BEFORE DISGRACE1CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

When the Battle Sisters of the Order of Our Martyred Lady have a holy task set before them, they would rather die than fail in their duty.

Use this Stratagem at the start of your Movement phase. Select one ORDER OF OUR MARTYRED LADY INFANTRY or ORDER OF OUR MARTYRED LADY PARAGON WARSUIT unit from your army. Until the start of your next Movement phase:
  • That unit cannot Fall Back.
  • That unit has the Objective Secured ability. If that unit already has the Objective Secured ability, then for the purposes of determining which player controls an objective marker, each model in that unit counts as one additional model.
FAITH IS OUR SHIELD1CP
Order of the Argent Shroud – Strategic Ploy Stratagem

The unwavering faith of the warriors of the Argent Shroud allows them to fight on through the most terrible wounds and psychic onslaughts.

Use this Stratagem in any phase, when an ORDER OF THE ARGENT SHROUD model from your army would lose a wound as a result of a mortal wound. Until the end of that phase, each time that model, or any other model in its unit, would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

The HALLOWED keyword is used in following Adepta Sororitas datasheets:

Dedicated Transport
Heavy Support
THRICE-BLESSED HULL1CP
Adepta Sororitas – Wargear Stratagem

The hallowed blessings and artefacts built into the hulls of Adepta Sororitas vehicles can cause the unholy to burst into flames.

Use this Stratagem at the start of your opponent’s Psychic phase. Select one HALLOWED model from your army. Until the end of the phase, that model gains the following ability: ‘Thrice-Blessed Hull (Aura): While an enemy PSYKER unit is within 12" of this model, each time a psychic test is taken for that unit and that test is failed, that PSYKER unit suffers Perils of the Warp.’
PURITY OF FAITH1CP
Adepta Sororitas – Strategic Ploy Stratagem

The faith of the Adepta Sororitas steels their hearts and bodies against psychic assaults.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 24" of any ADEPTA SORORITAS units from your army, roll one D6: on a 4+, that psychic power is denied.
FAITH AND FURY1CP
Adepta Sororitas – Strategic Ploy Stratagem

With the Emperor watching over them, the righteous zeal of the Sisters of Battle burns ever brighter, fuelling their attacks.

Use this Stratagem after an ADEPTA SORORITAS unit from your army has performed an Act of Faith for an attack’s hit roll. You can reuse the same Miracle dice for that attack’s wound roll (this does not count as having performed another Act of Faith).
MOMENT OF GRACE1CP
Adepta Sororitas – Epic Deed Stratagem

For a split second, it seems as though the world reshapes itself to the will of a single warrior.

Use this Stratagem after making a hit roll or wound roll for an attack made by an ADEPTA SORORITAS model from your army, or after making a saving throw for an ADEPTA SORORITAS model from your army. Discard 1-2 Miracle dice from your Miracle dice pool. Add 1 to the result of the roll for each Miracle dice you discarded. You cannot use this Stratagem if you do not have any Miracle dice remaining.
BLESSED BOLTS1CP
Adepta Sororitas – Wargear Stratagem

Said to be imbued with the Emperor's divine vengeance, it takes an artificer a lifetime to produce just one of these blessed bolts.

Use this Stratagem in your Shooting phase, when an ADEPTA SORORITAS unit from your army is selected to shoot. Until the end of the phase, each time an attack is made with an artificer-crafted storm bolter by a model in that unit, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem).
CLEANSED BY FIRE2CP
Adepta Sororitas – Battle Tactic Stratagem

Burn the mutant. Burn the heretic. Burn the witch.

Use this Stratagem in your Shooting phase, when an ADEPTUS MINISTORUM unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).

The EXORCIST keyword is used in following Adepta Sororitas datasheets:

Heavy Support
DEVASTATING REFRAIN2CP
Adepta Sororitas – Strategic Ploy Stratagem

With a resounding flourish, missiles streak into the skies to bring glorious destruction to the enemies of the God-Emperor.

Use this Stratagem in your Shooting phase, when an EXORCIST model from your army is selected to shoot. Until the end of the phase, that model’s Exorcist missile launcher or Exorcist conflagration rockets can target units that are not visible to the bearer.
HOLY TRINITY1CP
Adepta Sororitas – Wargear Stratagem

With bolter, flamer and melta is the foe purged.

Use this Stratagem in your Shooting phase, when an ADEPTA SORORITAS unit from your army is selected to shoot. Select one eligible target for that unit that is within range of, and visible to, at least one model in that unit equipped with a bolt weapon, one model in that unit equipped with a flame weapon and one model in that unit equipped with a melta weapon. Until the end of the phase, models in that unit can only make attacks that target that enemy unit, but each time such an attack is made with a bolt weapon, a flame weapon or a melta weapon, add 1 to that attack’s wound roll.

The CELESTIAN keyword is used in following Adepta Sororitas datasheets:

EXCEPTIONAL PROFICIENCY1CP
Adepta Sororitas – Battle Tactic Stratagem

Celestians are exemplary in their battlecraft.

Use this Stratagem in your Shooting phase, when a CELESTIAN unit from your army is selected to shoot, or in the Fight phase, when a CELESTIAN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
SUFFER NOT THE WITCH1CP
Adepta Sororitas – Battle Tactic Stratagem

Those who would wield sorcery against the righteous often find themselves facing the full fury of the Ecclesiarchy.

Use this Stratagem in your Shooting phase, when an ADEPTUS MINISTORUM unit from your army is selected to shoot, or in the Fight phase, when an ADEPTUS MINISTORUM unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a PSYKER unit, add 1 to that attack’s hit roll (if the attack is made by an ADEPTUS MINISTORUM CHARACTER model, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll).
BLIND FAITH1CP
Order of the Valorous Heart – Battle Tactic Stratagem

When the zeal of battle is upon them, the Sisters of the Valorous Heart will trust the Emperor to guide their aim.

Use this Stratagem in your Shooting phase, when an ORDER OF THE VALOROUS HEART unit from your army is selected to shoot, or in the Fight phase, when an ORDER OF THE VALOROUS HEART unit from your army is selected to fight. Until the end of that phase, each time a model in that unit makes an attack, you can ignore any or all hit roll, Ballistic Skill and Weapon Skill modifiers.
CLEANSING FLAMES1CP
Order of the Ebon Chalice – Wargear Stratagem

When the Ebon Chalice go to war, they bring with them cleansing flames.

Use this Stratagem in your Shooting phase when an ORDER OF THE EBON CHALICE unit from your army is selected to shoot. Until the end of the phase:
  • Add 4" to the range of all flame weapons that models in that unit are equipped with.
  • Each time a model in that unit makes an attack with a flame weapon, on an unmodified wound roll of 4+, the target suffers 1 mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
THE EMPEROR’S JUDGEMENT1CP
Order of the Sacred Rose – Battle Tactic Stratagem

None may escape the Emperor's gaze, and where he sees wickedness, there will the Sacred Rose punish.

Use this Stratagem in your Shooting phase when an ORDER OF THE SACRED ROSE unit from your army is selected to shoot. Until the end of the phase, each time an attack is made with a ranged weapon by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit.
MARTYR’S PYRE1CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

The enemy must perish, even if we perish with them. The enemy must burn, even if we burn with them.

Use this Stratagem in your Shooting phase. Select one ORDER OF OUR MARTYRED LADY INFANTRY unit from your army that is within Engagement Range of one or more enemy units. Until the end of that phase:
  • The type of all flame weapons models in that unit are equipped with is changed to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).
  • After this unit has resolved its attacks, roll one D6 for each model in that unit that fired a flame weapon: for each roll of a 1, one of those models (of your choosing) can shoot again with its flame weapon, but after this second shooting attack is resolved, and whether it shot or not, that model is destroyed.

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

Dedicated Transport
Heavy Support
HOLY SMOKESCREEN1CP
Adepta Sororitas – Wargear Stratagem

Deploying thrice-blessed canisters of incensed smoke, the war machines of the Sisters of Battle screen themselves from the enemy.

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTA SORORITAS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
REJOICE THE FALLEN2CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

The death of their fellow Battle Sisters only stirs the survivors to fight harder in order to exact swift vengeance.

Use this Stratagem at the end of your opponent’s Shooting phase. Select one ORDER OF OUR MARTYRED LADY unit from your army that was not below Half-strength at the start of this phase, but which is now below Half-strength. That unit can shoot as if it were your Shooting phase.

The ORDER OF OUR MARTYRED LADY and CORE keywords are used in following Adepta Sororitas datasheets:

Heavy Support
A MARTYR’S DUTY1CP
Order of Our Martyred Lady – Strategic Ploy Stratagem

With the Emperor watching over them, the Sisters of the Order of Our Martyred Lady summon the strength for one final act of hatred against the Emperor's foes before death claims them.

Use this Stratagem in any phase, when an ORDER OF OUR MARTYRED LADY CORE unit from your army is selected as the target of an attack. Until the end of the phase, each time a model in this unit is destroyed, roll one D6. On a 4+, do not remove the destroyed model from play; it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase or make one attack with one of its melee weapons as if it were the Fight phase. When resolving these attacks, your model is considered to have 1 wound remaining. If the Spirit of the Martyr sacred rite is active for your army, or for that unit, resolve these attacks before resolving that sacred rite’s effects. After resolving these attacks, the destroyed model is then removed.
HOLY RAGE1CP/2CP
Adepta Sororitas – Strategic Ploy Stratagem

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

Use this Stratagem at the start of your Charge phase. Select one ADEPTA SORORITAS CORE unit from your army. Until the start of your next Command phase, that unit gains either the Zealot ability or the Fanatic ability, as shown below:
If that unit is within 6" of an ADEPTUS MINISTORUM PRIEST model when this Stratagem is used, this Stratagem costs 1CP; otherwise, it costs 2CP.

The PARAGON WARSUITS keyword is used in following Adepta Sororitas datasheets:

The ENGINE OF REDEMPTION keyword is used in following Adepta Sororitas datasheets:

RIGHTEOUS IMPACT1CP
Adepta Sororitas – Strategic Ploy Stratagem

The Ecclesiarchy’s artefact engines crash into the foe with force.

Use this Stratagem in your Charge phase, when a PARAGON WARSUITS or ENGINE OF REDEMPTION unit from your army finishes a charge move. Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound (for each unmodified roll of a 6, that enemy unit instead suffers D3 mortal wounds).

The CELESTIAN SACRESANTS keyword is used in following Adepta Sororitas datasheets:

The CRUSADERS keyword is used in following Adepta Sororitas datasheets:

Elites
INVIOLATE SHIELDWALL1CP
Adepta Sororitas – Wargear Stratagem

The faithful stand firm against the worst horrors of the galaxy. Hordes of mutants and heretics crash against their shield walls before being laid low with righteous fury.

Use this Stratagem at the start of the Fight phase. Select one CELESTIAN SACRESANTS or CRUSADERS unit from your army. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s wound roll.

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

DESPERATE FOR REDEMPTION2CP
Adepta Sororitas – Strategic Ploy Stratagem

Even the most grievous wound cannot stop a Sister Repentia in her quest to earn redemption in the eyes of the Emperor.

Use this Stratagem in the Fight phase when a SISTERS REPENTIA unit from your army is targeted by a melee attack. Until the end of the phase, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks. After doing so, any other rules that affect this model ‘when it is destroyed’ are triggered (if any), and then the model is removed from play.

The ZEPHYRIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack
EMBODIED PROPHECY2CP
Adepta Sororitas – Battle Tactic Stratagem

The Zephyrim are said to embody the God-Emperor’s promise. Where they lead, victory must surely follow.

Use this Stratagem in your Fight phase. Select one ZEPHYRIM SQUAD unit from your army. Until the end of that phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

The ARCO-FLAGELLANTS keyword is used in following Adepta Sororitas datasheets:

EXTREMIS TRIGGER WORD1CP
Adepta Sororitas – Battle Tactic Stratagem

Arco-flagellants are conditioned with sacred trigger words that release their cerebral inhibitors and unleash their killing rage.

Use this Stratagem in the Fight phase, when an ARCO-FLAGELLANTS unit from your army is selected to fight. Until the end of that phase, change the ability of all arco-flails models in that unit are equipped with to the following: ‘Each time an attack is made with this weapon, make 3 hit rolls instead of 1.’ At the end of the phase, roll one D6 for each model in that unit: for each 1, one model in that unit is destroyed.

The ENGINE OF REDEMPTION keyword is used in following Adepta Sororitas datasheets:

FINAL REDEMPTION1CP
Adepta Sororitas – Strategic Ploy Stratagem

Those bound to Engines of Redemption have only one hope of end to their torment, and they seek it out with unmatched zeal.

Use this Stratagem in the Fight phase, when an ENGINE OF REDEMPTION unit from your army is targeted by a melee attack. Until the end of the phase, each time a model in this unit is destroyed by a melee attack, roll one D6: on a 4+, after the attacking model’s unit has finished making its attacks, it suffers D3 mortal wounds.

The LIVING SAINT keyword is used in following Adepta Sororitas datasheets:

SUFFERING AND SACRIFICE1CP
Adepta Sororitas – Epic Deed Stratagem

Suffering is a staple prayer for the Adepta Sororitas, and a martyr’s fate only brings greater glory to the God-Emperor.

Use this Stratagem in the Fight phase. Select one ADEPTA SORORITAS WARLORD, SAINT POTENTIA or LIVING SAINT unit from your army (excluding VEHICLE units): until the end of the phase, that unit is known as your Suffering unit. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that enemy unit is within Engagement Range of your Suffering unit when your opponent is selecting targets for its attacks, those attacks can only target your Suffering unit.

The CELESTIAN keyword is used in following Adepta Sororitas datasheets:

EXCEPTIONAL PROFICIENCY1CP
Adepta Sororitas – Battle Tactic Stratagem

Celestians are exemplary in their battlecraft.

Use this Stratagem in your Shooting phase, when a CELESTIAN unit from your army is selected to shoot, or in the Fight phase, when a CELESTIAN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
TEAR THEM DOWN1CP
Order of the Bloody Rose – Battle Tactic Stratagem

In the fury of battle, the Sisters of the Bloody Rose channel their rage into devastating blows with gun stocks, fists and blades.

Use this Stratagem in the Fight phase, when an ORDER OF THE BLOODY ROSE unit from your army is selected to fight. Until the end of that phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
VENGEANCE FOR ARMAGEDDON1CP
Order of Our Martyred Lady – Battle Tactic Stratagem

The Order of Our Martyred Lady have sworn a mighty oath of vengeance following the loss of the Sanctorum of Saint Katherine and the many heroic Battle Sisters who defended it against the greenskin hordes during the Third War for Armageddon.

Use this Stratagem in the Fight phase, when an ORDER OF OUR MARTYRED LADY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against an ORK unit, you can re-roll the hit roll.
ZEALOUS DEATH WISH1CP
Order of Our Martyred Lady – Battle Tactic Stratagem

The spiritual descendants of Saint Katherine care nothing for their own survival. ~ deed, many throw themselves into insurmountable battles, coveting a martyr's fate upon the field of war.

Use this Stratagem in the Fight phase, when an ORDER OF OUR MARTYRED LADY unit from your army is selected to fight. Each time a model in that unit makes a melee attack against a unit that contained at least 5 more models than the attacker’s unit when it was selected to fight, add 1 to that attack's hit roll. For the purposes of this Stratagem, VEHICLE models each count as 5 models.

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

DESPERATE FOR REDEMPTION2CP
Adepta Sororitas – Strategic Ploy Stratagem

Even the most grievous wound cannot stop a Sister Repentia in her quest to earn redemption in the eyes of the Emperor.

Use this Stratagem in the Fight phase when a SISTERS REPENTIA unit from your army is targeted by a melee attack. Until the end of the phase, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks. After doing so, any other rules that affect this model ‘when it is destroyed’ are triggered (if any), and then the model is removed from play.

The ARCO-FLAGELLANTS keyword is used in following Adepta Sororitas datasheets:

EXTREMIS TRIGGER WORD1CP
Adepta Sororitas – Battle Tactic Stratagem

Arco-flagellants are conditioned with sacred trigger words that release their cerebral inhibitors and unleash their killing rage.

Use this Stratagem in the Fight phase, when an ARCO-FLAGELLANTS unit from your army is selected to fight. Until the end of that phase, change the ability of all arco-flails models in that unit are equipped with to the following: ‘Each time an attack is made with this weapon, make 3 hit rolls instead of 1.’ At the end of the phase, roll one D6 for each model in that unit: for each 1, one model in that unit is destroyed.

The ENGINE OF REDEMPTION keyword is used in following Adepta Sororitas datasheets:

FINAL REDEMPTION1CP
Adepta Sororitas – Strategic Ploy Stratagem

Those bound to Engines of Redemption have only one hope of end to their torment, and they seek it out with unmatched zeal.

Use this Stratagem in the Fight phase, when an ENGINE OF REDEMPTION unit from your army is targeted by a melee attack. Until the end of the phase, each time a model in this unit is destroyed by a melee attack, roll one D6: on a 4+, after the attacking model’s unit has finished making its attacks, it suffers D3 mortal wounds.

The LIVING SAINT keyword is used in following Adepta Sororitas datasheets:

SUFFERING AND SACRIFICE1CP
Adepta Sororitas – Epic Deed Stratagem

Suffering is a staple prayer for the Adepta Sororitas, and a martyr’s fate only brings greater glory to the God-Emperor.

Use this Stratagem in the Fight phase. Select one ADEPTA SORORITAS WARLORD, SAINT POTENTIA or LIVING SAINT unit from your army (excluding VEHICLE units): until the end of the phase, that unit is known as your Suffering unit. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that enemy unit is within Engagement Range of your Suffering unit when your opponent is selecting targets for its attacks, those attacks can only target your Suffering unit.

The CELESTIAN keyword is used in following Adepta Sororitas datasheets:

EXCEPTIONAL PROFICIENCY1CP
Adepta Sororitas – Battle Tactic Stratagem

Celestians are exemplary in their battlecraft.

Use this Stratagem in your Shooting phase, when a CELESTIAN unit from your army is selected to shoot, or in the Fight phase, when a CELESTIAN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

The IMMOLATOR keyword is used in following Adepta Sororitas datasheets:

Dedicated Transport
MARTYR’S IMMOLATION1CP
Adepta Sororitas – Epic Deed Stratagem

The inferno claims the martyr and heretic alike in cleansing flames.

Use this Stratagem in any phase, when an IMMOLATOR model from your army that is equipped with immolation flamers is destroyed. Do not roll to see if that model explodes: it does so automatically.
MARTYRED1CP
Adepta Sororitas – Epic Deed Stratagem

The Sisters of Battle do not give in to despair when their leaders are slain. Instead, the blood of these martyred heroes only strengthens their resolve.

Use this Stratagem when you gain a Miracle dice due to Sacrifice. You gain 1 additional Miracle dice (if the model that was destroyed was an ADEPTA SORORITAS WARLORD from your army, you instead gain D3+1 additional Miracle dice).
HONOUR THE MARTYRS1CP
Order of Our Martyred Lady – Epic Deed Stratagem

When a leader of the Order of Our Martyred Lady dies in battle, those who remain only become more determined.

Use this Stratagem at the end of a phase in which an ORDER OF OUR MARTYRED LADY CHARACTER model from your army was destroyed by an enemy unit (excluding models that were destroyed and subsequently returned to the battlefield that phase due to any rules, e.g. the Divine Intervention Stratagem). Until the end of the battle, each time an ORDER OF OUR MARTYRED LADY model makes an attack against that enemy unit, add 1 to that attack’s wound roll.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The ZEPHYRIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack

The CELESTIAN keyword is used in following Adepta Sororitas datasheets:

The ARCO-FLAGELLANTS keyword is used in 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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The IMMOLATOR keyword is used in following Adepta Sororitas datasheets:

Dedicated Transport

The HOSPITALLER keyword is used in following Adepta Sororitas datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The LIVING SAINT keyword is used in 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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

The SERAPHIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack

The BATTLE SISTERS SQUAD keyword is used in following Adepta Sororitas datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

The EXORCIST keyword is used in following Adepta Sororitas datasheets:

Heavy Support
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The ENGINE OF REDEMPTION keyword is used in following Adepta Sororitas datasheets:

The PARAGON WARSUITS keyword is used in following Adepta Sororitas datasheets:

The ENGINE OF REDEMPTION keyword is used in 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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The CELESTIAN SACRESANTS keyword is used in following Adepta Sororitas datasheets:

The CRUSADERS keyword is used in following Adepta Sororitas datasheets:

Elites
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.

The CANONESS keyword is used in following Adepta Sororitas datasheets:

The PALATINE keyword is used in following Adepta Sororitas datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.

The CANONESS keyword is used in following Adepta Sororitas datasheets:

The PALATINE keyword is used in following Adepta Sororitas datasheets:

SAINTLY BENEDICTIONS1RP

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

Purchase this Requisition when a CANONESS or PALATINE model from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to have a Blessing of the Faithful; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

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

Heavy Support

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

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CULT IMPERIALIS and PRIEST keywords are used in following Adepta Sororitas datasheets:

Elites

The <ORDER>, CORE and INFANTRY keywords are used in following Adepta Sororitas datasheets:

Heavy Support
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The ENGINE OF REDEMPTION keyword is used in following Adepta Sororitas datasheets:

The ENGINE OF REDEMPTION keyword is used in following Adepta Sororitas datasheets:

Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CULT IMPERIALIS and PRIEST keywords are used in following Adepta Sororitas datasheets:

Elites
Inspiring
Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The PARAGON WARSUITS keyword is used in following Adepta Sororitas datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Zealot

With righteous fervour, the Emperor’s faithful deliver his furious judgement.

Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, you can re-roll that attack’s hit roll.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

Zealot

With righteous fervour, the Emperor’s faithful deliver his furious judgement.

Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, you can re-roll that attack’s hit roll.

The HOSPITALLER keyword is used in following Adepta Sororitas datasheets:

The VEHICLE keyword is used in following Adepta Sororitas datasheets:

The LIVING SAINT keyword is used in following Adepta Sororitas datasheets:

Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

The CELESTIAN SQUAD keyword is used in following Adepta Sororitas datasheets:

The CELESTIAN SACRESANTS keyword is used in following Adepta Sororitas datasheets:

The SERAPHIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack

The ZEPHYRIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack
GLORIOUS REDEMPTION1RP

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

Purchase this Requisition at any time. Select a SISTERS REPENTIA unit from your Crusade force that has 3 or more Redemption points (see the Atonement in Battle Agenda). Replace that unit with one of the following units: CELESTIAN SQUAD, CELESTIAN SACRESANTS, SERAPHIM SQUAD, ZEPHYRIM SQUAD. The new unit must be drawn from the same Order Militant as the unit it replaced (the new unit cannot contain more models than the unit it replaced). You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

The new unit has the same number of experience points and the same Battle Honours and Battle Scars as the unit it replaced. If a Battle Honour cannot be applied (e.g. a Weapon Enhancement for a weapon that a model in the new unit cannot be equipped with), select a new Battle Honour to replace it. Add 1 to that unit’s Crusade points and each time that unit uses the Exceptional Proficiency, Embodied Prophecy or Deadly Descent Stratagems, that Stratagem costs 0CP.
RELIC1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic (excluding Crusade Relics). This must still be a Relic it can have, and it cannot be a Relic that replaces a weapon this CHARACTER is equipped with if the weapon in question has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Relic on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This upgrade is permanent to this unit, and cannot be removed or changed. No model can have more than one Relic and the same Relic cannot be included more than once by any model in your Order of Battle.*
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).

The CANONESS keyword is used in following Adepta Sororitas datasheets:

The PALATINE keyword is used in following Adepta Sororitas datasheets:

Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).

The LIVING SAINT keyword is used in following Adepta Sororitas datasheets:

The BATTLE SISTERS SQUAD keyword is used in following Adepta Sororitas datasheets:

The DOMINION SQUAD keyword is used in following Adepta Sororitas datasheets:

The RETRIBUTOR SQUAD keyword is used in following Adepta Sororitas datasheets:

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

DESPERATE FOR REDEMPTION2CP
Adepta Sororitas – Strategic Ploy Stratagem

Even the most grievous wound cannot stop a Sister Repentia in her quest to earn redemption in the eyes of the Emperor.

Use this Stratagem in the Fight phase when a SISTERS REPENTIA unit from your army is targeted by a melee attack. Until the end of the phase, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks. After doing so, any other rules that affect this model ‘when it is destroyed’ are triggered (if any), and then the model is removed from play.

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

The SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

ATONEMENT IN BATTLE
Adepta Sororitas Agenda

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

When you select this Agenda, select one SISTERS REPENTIA unit from your Crusade force or one ADEPTA SORORITAS unit from your Crusade force that has one of the following Battle Scars: Loss of Reputation, Disgraced, Mark of Shame or Battle-weary. At the end of the battle, if a melee attack made by this unit during the battle destroyed an enemy unit whose Power Rating was greater than this unit’s, then this unit loses one of the aforementioned Battle Scars (if it had one of them), it gains 5 experience points and, if it is a SISTERS REPENTIA unit, it gains 1 Redemption point (make a note on its Crusade card - see Glorious Redemption).

The CELESTIAN SQUAD keyword is used in following Adepta Sororitas datasheets:

The CELESTIAN SACRESANTS keyword is used in following Adepta Sororitas datasheets:

The SERAPHIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack

The ZEPHYRIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

The CELESTIAN keyword is used in following Adepta Sororitas datasheets:

EXCEPTIONAL PROFICIENCY1CP
Adepta Sororitas – Battle Tactic Stratagem

Celestians are exemplary in their battlecraft.

Use this Stratagem in your Shooting phase, when a CELESTIAN unit from your army is selected to shoot, or in the Fight phase, when a CELESTIAN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

The ZEPHYRIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack
EMBODIED PROPHECY2CP
Adepta Sororitas – Battle Tactic Stratagem

The Zephyrim are said to embody the God-Emperor’s promise. Where they lead, victory must surely follow.

Use this Stratagem in your Fight phase. Select one ZEPHYRIM SQUAD unit from your army. Until the end of that phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

The SERAPHIM SQUAD keyword is used in following Adepta Sororitas datasheets:

Fast Attack
DEADLY DESCENT1CP
Adepta Sororitas – Strategic Ploy Stratagem

Seraphim arrive on the battlefield in a blaze of glory, spreading death from on high to scour the foe as they descend.

Use this Stratagem at the end of your Movement phase. Select one SERAPHIM SQUAD unit from your army that was set up as Reinforcements on the battlefield this turn. That unit can shoot as if it were your Shooting phase.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The DIALOGUS keyword is used in following Adepta Sororitas datasheets:

Elites

The DOGMATA keyword is used in following Adepta Sororitas datasheets:

Elites

The OUTCASTS keyword is used in following Adepta Sororitas datasheets:

Heavy Support

The AGENT OF THE IMPERIUM keyword is used in 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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

The MORVENN VAHL keyword is used in following Adepta Sororitas datasheets:

The TRIUMPH OF SAINT KATHERINE keyword is used in following Adepta Sororitas datasheets:

The CELESTINE keyword is used in following Adepta Sororitas datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The IMAGIFIER keyword is used in following Adepta Sororitas datasheets:

Elites

The DOGMATA keyword is used in following Adepta Sororitas datasheets:

Elites
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The ORDER OF OUR MARTYRED LADY and PARAGON WARSUITS keywords are used in following Adepta Sororitas datasheets:

Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shield of Faith

Conviction is the greatest armour.

  • Models in this unit have a 6+ invulnerable save.
  • In your opponent’s Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER. Each time a Deny the Witch test is taken for this unit, roll one D6 instead of 2D6: if the result of that test was an unmodified result of 6, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Sacred Rites

The Adepta Sororitas pray for the Emperor to guide them and fill them with strength.

This unit gains a bonus depending on which sacred rites are active for your army. After players have determined their mission, you must select one sacred rite from the following table to be active for your army. Alternatively, you can randomly determine two sacred rites from the table to be active for your army by rolling two D6 and looking up the results (if a double is rolled, roll both dice again until two different results are rolled). In either case, these sacred rites are active for your army until the end of the battle. Some rules can make additional sacred rites become active for a unit during the battle. Duplicated active sacred rites on that unit have no additional effect.
D6SACRED RITE
1

Hand of the Emperor

The Sororitas are imbued with boundless font of vigour.

While this sacred rite is active, add 1 to Advance rolls and charge rolls made for this unit.

2

Spirit of the Martyr

Even with their dying act the Sororitas mete out the Emperor’s judgement.

While this sacred rite is active, each time a model in this unit is destroyed by a melee attack and does not explode, roll one D6: on a 6, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).

3

Aegis of the Emperor

The Sororitas do not suffer the vile trickery of witches.

While this sacred rite is active, each time this unit uses its Shield of Faith ability to take a Deny the Witch test, if the result of that test was an unmodified result of 5+, or if it was greater than the result of the Psychic test, that Deny the Witch test is passed.

4

Divine Guidance

Seeing the weak points in their enemies’ armour, the Sisters of Battle strike out to shatter it with contemptuous ease.

While this sacred rite is active, each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, the Armour Penetration characteristic of that attack is improved by 1.

5

The Passion

The Sororitas are filled with a burning passion to inflict suffering upon the faithless.

While this sacred rite is active, each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

6

Light of the Emperor

The Emperor’s radiance shines upon his warriors, emboldening them amidst the thick of battle.

While this sacred rite is active, you can ignore any or all modifiers to this unit’s Leadership characteristic, and each time a Combat Attrition test is taken for this unit, you can ignore any or all modifiers.

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The CANONESS keyword is used in following Adepta Sororitas datasheets:

The IMAGIFIER keyword is used in following Adepta Sororitas datasheets:

Elites

The PRIEST keyword is used in following Adepta Sororitas datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Artificer-crafted storm bolter used in following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Auto pistol used in following datasheets:

Elites

Autogun used in following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.