Adepta Sororitas – Sister Repentia
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3

Sister Repentia

NoNAME  M WS BS S T W A Ld Sv
16
Sister Repentia
4‑9
16
Sister Repentia
6" 3+ 3+ 3 3 1 2 8 7+
This unit contains 4 Sisters Repentia. It can additionally contain up to 5 Sisters Repentia (Power Rating +3). Every model is equipped with: penitent eviscerator.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Penitent eviscerator
Penitent eviscerator
Melee
Melee
x2
-3
2
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.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith, Zealot
Martyrdom: When this unit is destroyed (other than in the Morale phase), gain one Miracle dice.
Solace in Anguish: When a model in this unit would lose a wound, roll one D6; on a 5+ that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, <ORDER>
KEYWORDS: INFANTRY, SISTERS REPENTIA

Datasheet-related Stratagems

1CP

FINAL REDEMPTION

Adepta Sororitas 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 when a SISTERS REPENTIA unit from your army is chosen as the target for an attack made with a melee weapon. Until the end of that phase, roll one D6 when a model in that unit is destroyed as a result of an attack made with a melee weapon by a model in an enemy unit. On a 4+ that enemy unit suffers 1 mortal wound after it has fought.
3CP

DESPERATE FOR REDEMPTION

Adepta Sororitas Stratagem

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

Use this Stratagem at the end of the Fight phase. Select one PENITENT ENGINES, MORTIFIERS or SISTERS REPENTIA unit from your army within 1" of any enemy units; that unit from your army can fight as if it were the Fight phase.
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.
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.
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.
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.
Zealot

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

When resolving an attack made with a melee weapon by a model in this unit, you can re-roll the hit roll if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn.
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 SISTERS REPENTIA keyword is used in following Adepta Sororitas datasheets:

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.

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

Heavy Support

The MORTIFIERS keyword is used in following Adepta Sororitas datasheets:

Heavy Support

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

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