Adepta Sororitas – Retributor Squad
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6

Retributor Squad

NoNAME  M WS BS S T W A Ld Sv Base
12
Retributor (base: 32mm)
4‑9
12
Retributor
6" 4+ 3+ 3 3 1 1 7 3+ 32mm
12
Retributor Superior (base: 32mm)
1
12
Retributor Superior
6" 4+ 3+ 3 3 1 2 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 9. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
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
-
OTHER WARGEAR
ABILITIES 
+10
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, but only once per turn.

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).
+10
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, but only once per turn.

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
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
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.
 • Up to 4 Retributors can each have their boltgun replaced with 1 weapon from the Heavy Weapons list.
 • The Retributor Superior can be equipped with 1 weapon from the Melee Weapons list.
 • The Retributor Superior’s bolt pistol and boltgun can be replaced with one of the following:
  ○ 1 bolt pistol and 1 weapon from the Ranged Weapons list.
  ○ 1 weapon from the Pistols list.
 • 1 Retributor equipped with 1 boltgun can be equipped with 1 simulacrum imperialis. That model’s boltgun cannot be replaced.
 • The unit can have up to 2 armorium cherubs.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith, Armour of Contempt
Storm of Retribution: Each time a model in this unit makes an attack with a Heavy weapon, the target does not gain the benefits of cover against that attack.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, RETRIBUTOR SQUAD

Datasheet-related Stratagems

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).
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).
CLEAR THE FLANKS1CP
Order of the Bloody Rose – Battle Tactic Stratagem

The Order of the Bloody Rose employ disciplined heavy firepower to open up the flank of their enemy, before driving their swift-moving forces into the gap created, and corralling the God-Emperor's foes into a deadly kill zone.

Use this Stratagem at the start of your Shooting phase. Select one enemy unit that is within 6" of a battlefield edge that is not a player’s battlefield edge. Until the end of the phase, each time an ORDER OF THE BLOODY ROSE model makes an attack with a Heavy weapon that targets that enemy unit, re-roll a wound roll of 1.
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.
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.
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).
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.
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.
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.
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.
CATECHISM OF WRATHFUL DEFIANCE1CP/2CP
Order of the Bloody Rose – Strategic Ploy Stratagem

Sisters of the Order of the Bloody Rose bellow hymnals at their foe. Most fighters baulk in the face of such fanatical devotion.

Use this Stratagem in your Command phase. Select one ORDER OF THE BLOODY ROSE INFANTRY unit from your army. Until your next Command phase, that unit gains the following ability:

Wrathful Defiance (Aura): While an enemy unit is within 6" of this unit, each time a model in that enemy unit makes an attack that targets this unit, subtract 1 from that attack’s hit roll.

If you select a unit that has 11 or more models, this Stratagem costs 2CP; otherwise, it costs 1CP.
FUELLED BY RAGE1CP/2CP
Order of the Bloody Rose – Strategic Ploy Stratagem

The Sisters of this Order enter a fanatical rage, continuing to fire their holy weapons into the faithless despite grievous wounds, before finally succumbing, their calling fulfilled.

Use this Stratagem in your opponent’s Shooting phase, when an ORDER OF THE BLOODY ROSE CORE unit from your army is selected as the target of a ranged attack. Until the end of the phase, each time a model in that unit is destroyed by an attack made by an enemy model, 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, shoot with one of its ranged weapons as if it were your Shooting phase. After resolving these attacks, the destroyed model is then removed. If the selected ORDER OF THE BLOODY ROSE unit is a RETRIBUTOR SQUAD unit, this Stratagem costs 2CP, otherwise it costs 1 CP.
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.
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.
SAVAGE TWIST1CP
Order of the Bloody Rose – Wargear Stratagem

The Sisters of this murderous Order are experts with the deadliest tools of their craft. When the sharp edges of their blades pierce armour and flesh, the warriors twist and tear them free, opening gaping, ragged wounds from which the foe's lifeblood pumps out in a flood.

Use this Stratagem in the Fight phase when an ORDER OF THE BLOODY ROSE INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with a melee weapon (excluding a close combat weapon), on an unmodified wound roll of 6, increase the Damage characteristic of that attack by 1.
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).
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.

Optional 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


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+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.
+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.
+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.
+10
Heavy bolter
+10
Heavy bolter
36"
Heavy 3
5
-1
2
-
+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.
+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.
+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.
+5
Ministorum hand flamer
+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.
+10
Ministorum heavy flamer
+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.
+20
Multi-melta
+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.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+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.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
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.
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.
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.

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

Heavy Support
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.
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.
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.

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

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models 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.
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.
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.
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.
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.
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.
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.

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.
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 turn, 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".

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

The NEMESIS DREADKNIGHT keyword is used in the following Grey Knights datasheets:

Heavy Support
Armour of Contempt
Each time an attack is allocated to an ASTRA MILITARUM VEHICLE, ADEPTUS ASTARTES, SANCTIC ASTARTES, HERETIC ASTARTES or ADEPTA SORORITAS model, worsen the Armour Penetration characteristic of that attack by 1.
This rule does not apply to any of the following:
  • Models equipped with a storm shield, a relic shield or a combat shield (or a Relic that replaces one of these shields).
  • Models with either the Sacresant Shield or Force Shielding ability (CELESTIAN SACRESANT and NEMESIS DREADKNIGHT units).
  • Models that are under the effects of any other rule that worsens or reduces the Armour Penetration characteristic of an attack.

Ministorum heavy flamer used in the following datasheets:


– may take Ministorum heavy flamer as an option.

The ORDER OF OUR MARTYRED LADY and PARAGON WARSUITS keywords are used in the 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.

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

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.

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.

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.

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.

The RETRIBUTOR SQUAD keyword is used in the following Adepta Sororitas datasheets:

This datasheet has Heavy Support Battlefield Role. Full list of Adepta Sororitas units sharing same Battlefield Role follows:

Heavy bolter used in the following datasheets:

Dedicated Transport

– may take Heavy bolter as an option.
Pistols
 • Bolt pistol
 • Inferno pistol
+5
 • Ministorum hand flamer1
+5
 • Plasma pistol
+5

1 A Canoness cannot be equipped with this weapon.

Multi-melta used in the following datasheets:


– may take Multi-melta as an option.
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.

Combi-melta used in the following datasheets:


– may take Combi-melta as an option.

Combi-plasma used in the following datasheets:


– may take Combi-plasma as an option.

Ministorum combi-flamer used in the following datasheets:


– may take Ministorum combi-flamer as an option.
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).

Armorium cherub used in the following datasheets:

The RETRIBUTOR SQUAD keyword is used in the following Adepta Sororitas datasheets:

Heavy Weapons
 • Heavy bolter
+10
 • Ministorum heavy flamer
+10
 • Multi-melta
+20
Melee Weapons
 • Chainsword
 • Power maul
+5
 • Power sword
+5
Ranged Weapons
 • Boltgun
 • Combi-melta
+10
 • Combi-plasma
+10
 • Condemnor boltgun
+10
 • Ministorum combi-flamer
+10
© Vyacheslav Maltsev 2013-2022