Adepta Sororitas – Sisters Repentia
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3

Sisters Repentia

NoNAME  M WS BS S T W A Ld Sv Base
14
Sister Repentia (base: 28mm)
4‑10
14
Sister Repentia
6" 3+ 3+ 3 3 1 2 8 7+ 28mm
If this unit contains 5 or more models, it has Power Rating 6. Every model is equipped with: penitent eviscerator.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith, Zealot, Armour of Contempt
Solace in Anguish: Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
Martyrdom: If this unit is destroyed during any phase other than the Morale phase, then at the end of that phase, you gain 1 Miracle dice.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, SISTERS REPENTIA

Datasheet-related Stratagems

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).
SCOURGE OF THE PENITENT1CP/2CP
Order of the Bloody Rose – Battle Tactic Stratagem

Neural whips lashing, the Repentia Superior of the Order of the Bloody Rose are a particularly vicious breed, driving their charges into their enemies in a rush of holy anger.

Use this Stratagem in your Command phase. Select one ORDER OF THE BLOODY ROSE REPENTIA SUPERIOR model from your army and one SISTERS REPENTIA unit within 6" of that model. Until the end of the turn, add 1 to charge rolls made for that SISTERS REPENTIA unit. If the SISTERS REPENTIA unit contains 5 or fewer models, this Stratagem costs 1 CP; otherwise, it costs 2CP.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 CULT IMPERIALIS keyword is used in the 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.
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.

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.

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

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:

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

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

© Vyacheslav Maltsev 2013-2022