Adepta Sororitas – Imagifier
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3

Imagifier

NoNAME  M WS BS S T W A Ld Sv
45
Imagifier
1
45
Imagifier
6" 3+ 3+ 3 3 4 3 8 3+
An Imagifier is a single model equipped with a bolt pistol, boltgun, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Litany of Deeds: During deployment, after you have set up this model on the battlefield, select one of the following tales. This model has that ability until the end of the battle.
  • Tale of the Faithful: You can re-roll Deny the Witch tests taken for models in <ORDER> units whilst their unit is within 6" of any friendly models with this ability.
  • Tale of the Stoic: Weapons with an Armour Penetration characteristic of -1 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against <ORDER> units whilst they are within 6" of any friendly models with this ability.
  • Tale of the Warrior: Add 1 to the Strength characteristic of models in <ORDER> units whilst their unit is within 6" of any friendly models with this ability.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>
KEYWORDS: CHARACTER, INFANTRY, IMAGIFIER

Datasheet-related Stratagems

1CP

HEROINE IN THE MAKING

Adepta Sororitas Stratagem

This warrior stands pre-eminent in her Order as a shining example of everything a devout Sister aspires to.

Use this Stratagem before the battle, after nominating your WARLORD. Select one ADEPTA SORORITAS CHARACTER (other than your WARLORD, Celestine, Junith Eruita, EPHRAEL STERN or the Triumph of Saint Katherine) and generate one Warlord Trait for it; it is 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). You can only use this Stratagem once per battle.
2CP

DIVINE INTERVENTION

Adepta Sororitas Stratagem

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

Use this Stratagem when an ADEPTA SORORITAS CHARACTER model (other than Celestine, EPHRAEL STERN, a Geminae Superia, Junith Eruita or the Triumph of Saint Katherine) from your army is destroyed (before any Miracle dice are gained as a result). Discard 1-3 Miracle dice. At the end of the phase, return that model to play with a number of wounds remaining equal to the number of Miracle dice you discarded, placing it as close as possible to its previous position and more than 1" away from any enemy models. You do not gain a Miracle dice for the destruction of that model this turn. Each ADEPTA SORORITAS CHARACTER model can only returned to the battlefield by this Stratagem once per battle.
1CP

MARTYRED

Adepta Sororitas 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 at the end of any phase in which your WARLORD was destroyed, if your WARLORD is an ADEPTA SORORITAS CHARACTER model. If your Warlord is Celestine, perform any rolls for the model’s Miraculous Intervention ability before using this Stratagem. This Stratagem may not be used if your WARLORD is returned to the battlefield using the Miraculous Intervention ability or the Divine Intervention Stratagem. You gain D3 Command Points.
1CP

VENERATED SAINT

Adepta Sororitas Stratagem

This Imagifier bears the remains of a venerated saint of the Imperium, and exhorts her comrades to follow their example.

Use this Stratagem during deployment, after you have set up an IMAGIFIER model from your army. You can select two different tales for that model’s Litany of Deeds ability, instead of one. You can only use this Stratagem once per battle.
1CP

VESSEL OF THE EMPEROR’S WILL

Adepta Sororitas Stratagem

The Emperor’s grace extends from his chosen leaders to those who follow them into battle.

Use this Stratagem after you perform an Act of Faith for an ADEPTA SORORITAS CHARACTER unit from your army. Gain one Miracle dice.
1CP

HONOUR THE MARTYRS

Order of Our Martyred Lady Stratagem

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

Use this Stratagem when an ORDER OF OUR MARTYRED LADY CHARACTER model from your army is destroyed as a result of an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by a model in an ORDER OF OUR MARTYRED LADY unit from your army against that enemy unit, re-roll a hit roll of 1.
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.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.
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.
Acts of Faith

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

If your army contains at least one unit with this ability, you can perform one Act of Faith in each phase. To do so, you will use Miracle dice.
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.
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.
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.
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.
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.
Sacred Rites

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

If every unit in your army has the ADEPTA SORORITAS and/or ADEPTUS MINISTORUM Faction keywords, this unit gains an ability depending on which Sacred Rite is active for your army. Determine which Sacred Rite is active for all units from your army with this ability at the start of the battle. To do so, after deployment, but before the first battle round begins, select one Sacred Rite from the following table to be active. Alternatively, you can roll two D6 to randomly generate two Sacred Rites to be active (a duplicate result has no additional effect, but is considered to be active for the purposes of the Battle Rites Stratagem). In either case, Sacred Rites are active until the end of the battle.
D6Sacred Rite
1Hand of the Emperor:

The Sororitas are imbued with a boundless font of vigour.

When a unit with this Sacred Rite Advances, add 1 to the Advance roll. When you make a charge roll for a unit with this Sacred Rite, add 1 to the result. 
2Spirit of the Martyr:

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

When a model with this Sacred Rite is destroyed, roll one D6 before removing the model from play. On a 5+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (if the model has a damage table, use the bottom row of that table when shooting with that ranged weapon or resolving that attack with a melee weapon). 
3Aegis of the Emperor:

The Sororitas do not suffer the vile trickery of witches.

When a Deny the Witch test is taken for a unit with this Sacred Rite, add 3 to the total. 
4Divine Guidance:

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

When resolving an attack made with a ranged weapon by a model with this Sacred Rite, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1). 
5The Passion:

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

When resolving an attack made with a melee weapon by a model with this Sacred Rite, an unmodified hit roll of 6 scores 1 additional hit. 
6Light of the Emperor:

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

When a Morale test is taken for a unit with this Sacred Rite, you can re-roll the dice. 
Shield of Faith

Conviction is the greatest armour.

Models in this unit have a 6+ invulnerable save.

In addition, one model in this unit can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test, if that model is within 24" of the enemy model manifesting that psychic power. When taking that Deny the Witch test, roll one D6 instead of 2D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.
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 EPHRAEL STERN keyword is used in following Adepta Sororitas datasheets:

The EPHRAEL STERN keyword is used in following Adepta Sororitas datasheets:

Gaining Miracle Dice
You gain one Miracle dice at the beginning of each battle round, and you gain one at the end of a phase if one or more of the following conditions are met one or more times during that phase:

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

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

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

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

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

The IMAGIFIER keyword is used in following Adepta Sororitas datasheets:

Elites
Performing an Act of Faith
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, you can choose to use one or more of the dice from your Miracle dice pool instead. For each individual dice that is being rolled as part of the dice roll, you can select one Miracle dice from your Miracle dice pool to be substituted in place of that dice. The dice that it is being substituted for is not rolled, and instead the value of the chosen Miracle dice is used as if it had been rolled. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll any remaining, unsubstituted dice that are a part of the dice roll.

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

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

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

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

When re-rolling a dice roll, no new Miracle dice may be substituted. The number and values of any Miracle dice that have already been substituted in the dice roll remain the same for the re-roll.

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

© Vyacheslav Maltsev 2013-2021