Adepta Sororitas – Datasheets
 ]

HQ


3

Canoness

NoNAME  M WS BS S T W A Ld Sv Base
50
Canoness (base: 32mm)
1
50
Canoness
6" 2+ 2+ 3 3 5 4 9 3+ 32mm
A Canoness is equipped with: plasma pistol; power sword; rod of office; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Brazier of holy fire
+5
Brazier of holy fire
12"
Assault D6
*
*
*
One use only. Each time an attack is made with this weapon, that attack automatically hits the target, and on an unmodified wound roll of 4+ (or 2+ if the target contains any DAEMON models), the target suffers 1 mortal wound and the attack sequence ends.
One use only. Each time an attack is made with this weapon, that attack automatically hits the target, and on an unmodified wound roll of 4+ (or 2+ if the target contains any DAEMON models), the target suffers 1 mortal wound and the attack sequence ends.
+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.
+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.
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 sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+10
Blessed blade
+10
Blessed blade
Melee
Melee
+2
-3
2
-
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
Null rod
The bearer’s unit cannot be targeted or affected by psychic powers. In addition, the bearer has the following ability: ‘Null Rod (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.’
+10
Null rod
The bearer’s unit cannot be targeted or affected by psychic powers. In addition, the bearer has the following ability: ‘Null Rod (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.’
+5
Rod of Office
In your Command phase, select one friendly CORE or CHARACTER unit within 12" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
+5
Rod of Office
In your Command phase, select one friendly CORE or CHARACTER unit within 12" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s plasma pistol, power sword and rod of office can be replaced with one of the following:
  ○ 1 condemnor boltgun and one of the following: 1 blessed blade; 1 chainsword, 1 power sword,
  ○ 1 weapon from the Pistols list and one of the following: 1 blessed blade; 1 chainsword; 1 power sword.
 • If this model is equipped with a chainsword, it can be equipped with one of the following: 1 brazier of holy fire; 1 null rod.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Rosarius: This model has a 4+ invulnerable save.
Lead the Righteous (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CHARACTER, CANONESS


10

Celestine and Geminae Superia

NoNAME  M WS BS S T W A Ld Sv Base
Celestine (base: 40mm)
1Celestine 12" 2+ 2+ 3 3 6 6 9 2+ 40mm
Geminae Superia (base: 32mm)
2Geminae Superia 12" 3+ 3+ 3 3 2 3 8 2+ 32mm
Celestine is equipped with: the Ardent Blade. Each Geminae Superia is equipped with: bolt pistol; power sword; frag grenades; krak grenades. Your army can only include 1 CELESTINE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
The Ardent Blade (shooting)
The Ardent Blade (shooting)
12"
Assault D6
6
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
The Ardent Blade (melee)
The Ardent Blade (melee)
Melee
Melee
+4
-4
2
Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.
Each time an attack is made with this weapon, on an unmodified hit roll of 6, the target suffers 2 mortal wounds and the attack sequence ends.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Lifewards: While this unit contains any GEMINAE SUPERIA models, each time an attack successfully wounds this unit, that attack must be allocated to one of those models. The destruction of GEMINAE SUPERIA models is ignored for the purposes of Morale tests. If CELESTINE is ever destroyed, any remaining GEMINAE SUPERIA models in this unit are also destroyed.
Divine Guardians: GEMINAE SUPERIA models have a 4+ invulnerable save.
The Armour of Saint Katherine: CELESTINE has a 4+ invulnerable save. Each time an attack is allocated to CELESTINE, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Miraculous Intervention: The first time CELESTINE is destroyed, roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. Sacrifice). On a 1, this unit counts as having been destroyed for the purposes of Sacrifice; on a 2+, set CELESTINE back up on the battlefield as close as possible to where she was destroyed and not within Engagement Range of any enemy units, with all her wounds remaining.
Saintly Blessings (Aura): While a friendly IMPERIUM INFANTRY unit is within 6" of CELESTINE, models in that unit have a 6+ invulnerable save.
Sky Strike: During deployment, you can set up this unit in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Angelic Saviour: This unit is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this unit makes a Heroic Intervention move, its models can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
Healing Tears: While a model in this unit has any lost wounds, or while this unit is below its Starting Strength, CELESTINE can attempt the following action:

Healing Tears (Action): This unit can start this action at the end of your Command phase. The action is completed at the end of your Shooting phase provided CELESTINE is still on the battlefield. Once completed:
  • If a model in this unit has any lost wounds, all of that model’s lost wounds are restored.
  • If this unit is below its Starting Strength, 1 GEMINAE SUPERIA model is returned to the unit with their full wounds remaining.’
Designer's Note: A GEMINAE SUPERIA counts as a named character for all rules purposes.
WARLORD TRAIT!
WARLORD TRAIT!
Indomitable Belief (Aura): While a friendly ADEPTA SORORITAS CORE INFANTRY unit is within 6" of this WARLORD, the invulnerable save models in that unit receive from the Shield of Faith ability is improved by 1 (to a maximum of 4+).
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS (Celestine): INFANTRY, CHARACTER, FLY, LIVING SAINT, SANCTIFIED, JUMP PACK, CELESTINE
KEYWORDS (Geminae Superia): INFANTRY, CHARACTER, FLY, SANCTIFIED, JUMP PACK, GEMINAE SUPERIA


6

Ephrael Stern and Kyganil of the Bloody Tears

NoNAME  M WS BS S T W A Ld Sv Base
Ephrael Stern (base: 32mm)
1Ephrael Stern 8" 2+ 3+ 4 3 6 5 9 3+ 32mm
Kyganil (base: 32mm)
1Kyganil 8" 2+ 3+ 3 3 5 4 8 6+ 32mm
Ephrael Stern is equipped with: bolt pistol; Sanctity; frag grenades; krak grenades. Kyganil is equipped with: Kyganil’s kiss; the Outcast’s blades; plasma grenades. Your army can only include 1 EPHRAEL STERN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Kyganil’s kiss
Kyganil’s kiss
Melee
Melee
+1
-1
2
-
The Outcast’s Blades
The Outcast’s Blades
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Sanctity
Sanctity
Melee
Melee
+2
-3
2
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
ABILITIES
ABILITIES
Zealot
Wanderers: During deployment, you can set up this unit in the webway instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Divine Protection: Models in this unit have a 4+ invulnerable save. Each time an attack is made against this unit, subtract 1 from that attack’s hit roll and subtract 1 from that attack’s wound roll.
Mysterious Saviour: While this unit contains KYGANIL, each time an attack successfully wounds this unit, that attack must be allocated to KYGANIL. Each time KYGANIL would lose a wound, roll one D6: on a 5+ that wound is not lost. The destruction of KYGANIL is ignored for the purposes of Morale tests. If EPHRAEL STERN is ever destroyed, KYGANIL is also destroyed.
Knight of Shadows: While this unit contains KYGANIL, at the start of the Fight phase, if this unit is within Engagement Range of any enemy units, it can fight first that phase.
Daemonifuge (Aura): While a CHAOS unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit, and each time that unit fails a Morale test, one additional model automatically flees from that unit.
Bolts of Holy Judgement: At the start of your Shooting phase, roll 2D6, adding 2 to the result if there are any CHAOS units within 18" of EPHRAEL STERN. On a 5+, the nearest enemy unit that is within 18" of and visible to EPHRAEL STERN suffers D3 mortal wounds (if the result is 10 or more, that unit instead suffers D6 mortal wounds).
Unexpected Allies: This unit can only be included in an ADEPTA SORORITAS Detachment or in an Auxiliary Support Detachment. EPHRAEL STERN cannot be selected as your WARLORD if she is included in an Auxiliary Support Detachment.
WARLORD TRAIT!
WARLORD TRAIT!
Executioner of Heretics (Aura): While an enemy unit is within 6" of this WARLORD:
  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS (Ephrael Stern): INFANTRY, CHARACTER, AGENT OF THE IMPERIUM, OUTCASTS, EPHRAEL STERN
KEYWORDS (Kyganil): INFANTRY, CHARACTER, AELDARI, AGENT OF THE IMPERIUM, OUTCASTS, KYGANIL


7

Junith Eruita

NoNAME  M WS BS S T W A Ld Sv Base
130
Junith Eruita (base: 50mm)
1
130
Junith Eruita
10" 2+ 2+ 3 4 7 4 9 3+ 50mm
Junith Eruita is equipped with: 2 Ministorum heavy flamers; Mace of Castigation. Your army can only include 1 JUNITH ERUITA model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ministorum heavy flamer
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.
Mace of Castigation
Mace of Castigation
Melee
Melee
+3
-2
2
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Rosarius: This model has a 4+ invulnerable save.
Fiery Conviction: In your Command phase, select one friendly ORDER OF OUR MARTYRED LADY CORE or ORDER OF OUR MARTYRED LADY CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
The Pulpit of Saint Holline’s Basilica (Aura): While a friendly ADEPTA SORORITAS INFANTRY unit is wholly within 6" of this model, each time a ranged attack is made against that unit, it is treated as having the benefits of Light Cover against that attack.
Lead the Righteous (Aura): While a friendly ORDER OF OUR MARTYRED LADY CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Orator:
  • Each time this WARLORD intones a hymn or uses an ability in your Command phase that specifies a range, you can add 3" to the range of that hymn or ability. This does not affect the Miracle range of any abilities.
  • This WARLORD has the following ability: ‘Inspiring Orator (Aura): While a friendly ORDER OF OUR MARTYRED LADY CORE unit is within 6" of this WARLORD, that unit ignores the Combat Attrition penalty for being below Half-strength.’
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, ORDER OF OUR MARTYRED LADY
KEYWORDS: CHARIOT, VEHICLE, CHARACTER, FLY, CANONESS SUPERIOR, JUNITH ERUITA


3

Missionary

NoNAME  M WS BS S T W A Ld Sv Base
40
Missionary (base: 25mm)
1
40
Missionary
6" 4+ 4+ 3 3 4 3 8 6+ 25mm
A Missionary is equipped with: auto pistol; servo-stubber; power maul; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Auto pistol
Auto pistol
12"
Pistol 1
3
0
1
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Ministorum shotgun
Ministorum shotgun
12"
Assault 2
4
0
1
-
Servo-stubber
Servo-stubber
12"
Pistol 3
4
0
1
-
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.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s auto pistol, servo-stubber and power maul can be replaced with one of the following:
  ○ 1 autogun, 1 auto pistol and 1 chainsword.
  ○ 1 bolt pistol, 1 Ministorum shotgun and 1 chainsword.
ABILITIES
ABILITIES
Zealot
Rosarius: This model has a 4+ invulnerable save.
Emboldened by Prayer (Aura): While a friendly ADEPTUS MINISTORUM CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
PRIEST
PRIEST
This model knows War Hymn and one other hymn from the Hymns of Battle. In your Command phase, if this model is on the battlefield, it can intone one hymn it knows that has not already been intoned by a friendly model this turn. Roll one D6: on a 3+, the intoned hymn is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: INFANTRY, CHARACTER, CULT IMPERIALIS, PRIEST, MISSIONARY


13

Morvenn Vahl

NoNAME  M WS BS S T W A Ld Sv Base
265
Morvenn Vahl (base: 60mm)
1
265
Morvenn Vahl
8" 2+ 2+ 5 5 8 5 9 2+ 60mm
Morvenn Vahl is equipped with: Fidelis; Paragon missile launcher; Lance of Illumination. Your army can only include 1 MORVENN VAHL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fidelis
Fidelis
36"
Heavy 3
6
-1
2
-
Paragon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Paragon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Sanctorum missile
 - Sanctorum missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Prioris missile
 - Prioris missile
36"
Heavy 2
8
-2
D6
-
Lance of Illumination
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Lance of Illumination
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Sweeping blow
 - Sweeping blow
Melee
Melee
User
-2
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Lunging strike
 - Lunging strike
Melee
Melee
+3
-3
3
Each time an attack is made with this weapon profile, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.
Each time an attack is made with this weapon profile, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Purgator Mirabilis Warsuit: This model has a 4+ invulnerable save. Each time this model would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
Holy Aegis: Each time an attack is allocated to this model, halve the Damage characteristic of that attack (rounding up).
Righteous Repugnance: Once per battle, at the end of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight again.
High Lord of the Imperium: If your army is Battle-forged, this model must be your army’s WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD.
Abbess Sanctorum (Aura): While a friendly ADEPTA SORORITAS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.
Commander of the Adepta Sororitas: In your Command phase, select one friendly ADEPTA SORORITAS CORE or ADEPTA SORORITAS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll and you can re-roll the wound roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
WARLORD TRAIT!
WARLORD TRAIT!
Righteous Rage: Each time this WARLORD makes a melee attack, you can re-roll the hit roll and you can re-roll the wound roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS: VEHICLE, CHARACTER, SANCTIFIED, SUPREME COMMANDER, ABBESS, PARAGON WARSUITS, MORVENN VAHL


3

Palatine

NoNAME  M WS BS S T W A Ld Sv Base
45
Palatine (base: 32mm)
1
45
Palatine
6" 2+ 2+ 3 3 4 3 8 3+ 32mm
A Palatine is equipped with: bolt pistol; power sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+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.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s bolt pistol can be replaced with 1 plasma pistol.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Rosarius: This model has a 4+ invulnerable save.
Fury of the Righteous (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CHARACTER, PALATINE


11

Triumph of Saint Katherine

NoNAME  M WS BS S T W! A Ld Sv Base
220
Triumph of Saint Katherine (base: 120 x 92mm)
1
220
Triumph of Saint Katherine
6" 3+ 3+ 3 3 10-18 10 9 3+ 120 x 92mm
6" 3+ 3+ 3 3 5-9 4 9 3+
6" 3+ 3+ 3 3 1-4 2 9 3+
The Triumph of Saint Katherine is equipped with: 6 bolt pistols; Martyr’s Sword; relic weapons; frag grenades; krak grenades. Your army can only include 1 TRIUMPH OF SAINT KATHERINE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
The Martyr’s Sword
The Martyr’s Sword
Melee
Melee
+3
-3
2
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
Relic weapons
Relic weapons
Melee
Melee
+2
-1
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Praesidium Protectiva: This model has a 4+ invulnerable save. Each time an attack is made against this unit, subtract 1 from that attack’s hit roll.
Solemn Procession: This model cannot embark aboard a TRANSPORT. For the purposes of the Look Out, Sir rule and any terrain traits (e.g. Dense Cover, Obscuring etc.), this model is considered to have a Wounds characteristic of 9, instead of 18.
Relics of the Matriarchs: This model has a number of Relics of the Matriarchs as detailed in the following table:

Wounds RemainingRelics of the Matriarch
10+6
5-94
1-42

This model can only have one of each Relics of the Matriarchs, below (The Fiery Heart, Censer of the Sacred Rose, Simulacrum of the Ebon Chalice, Petals of the Bloody Rose, Icon of the Valorous Heart and Simulacrum of the Argent Shroud). When this model suffers damage that reduces its number of relics, select which of the Relics of the Matriarchs this model no longer has. If this model regains lost wounds that increase its number of Relics of the Matriarchs, select which of the Relics of the Matriarchs this model regains.
The Fiery Heart: The bearer has the following ability: ‘The Fiery Heart (Aura): While a friendly ADEPTA SORORITAS CORE unit is within 6" of this model, Morale tests taken for that unit are automatically passed.’
Censer of the Sacred Rose: At the start of each battle round, you gain 1 Miracle dice.
Simulacrum of the Ebon Chalice: The bearer has the following ability: ‘Simulacrum of the Ebon Chalice (Aura): While an enemy unit is within 6" of this model, at the start of your Shooting phase, roll one D6 for that unit, adding 1 to the result if that enemy unit is a PSYKER, and adding 1 to the result if that enemy unit has the CHAOS keyword (these additions are cumulative): on a 5+, that enemy unit suffers D3 mortal wounds.’
Petals of the Bloody Rose: The bearer has the following ability: ‘Petals of the Bloody Rose (Aura): While a friendly ADEPTA SORORITAS CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.’
Icon of the Valorous Heart: All 6 sacred rites are active for the bearer.
Simulacrum of the Argent Shroud: Once per battle round, before you perform an Act of Faith for a friendly ADEPTA SORORITAS CORE or friendly ADEPTA SORORITAS CHARACTER unit within 6" of this model, you can change the value of 1 Miracle dice to a 6 before using that dice for that Act of Faith.
WARLORD TRAIT!
WARLORD TRAIT!
Pure of Will:
  • This WARLORD can attempt to deny one additional psychic power in your opponent’s Psychic phase, as described in the Shield of Faith ability.
  • Add 3 to Deny the Witch tests taken for this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS: INFANTRY, CHARACTER, SANCTIFIED, TRIUMPH OF SAINT KATHERINE


3

Taddeus the Purifier

NoNAME  M WS BS S T W A Ld Sv Base
55
Taddeus the Purifier (base: 32mm)
1
55
Taddeus the Purifier
6" 4+ 4+ 3 3 4 3 7 6+ 32mm
Taddeus the Purifier is a single model armed with a laspistol, servo-stubber and power maul. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Servo-stubber
Servo-stubber
12"
Pistol 3
4
0
1
-
Power maul
Power maul
Melee
Melee
+3
-1
1
-
ABILITIES
ABILITIES
Zealot: You can re-roll failed hit rolls for Taddeus the Purifier in a turn it which he made a charge move, performed a Heroic Intervention, or was charged by an enemy unit.
Rosarius: Taddeus the Purifier has a 4+ invulnerable save.
War Hymns: Add 1 to the Attacks characteristic of friendly ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units that are within 6" of any friendly MINISTORUM PRIESTS.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: CHARACTER, INFANTRY, MINISTORUM PRIEST, TADDEUS THE PURIFIER


3

Arch-Confessor Kyrinov

NoNAME  M WS BS S T W A Ld Sv Base
60
Arch-Confessor Kyrinov (base: 32mm)
1
60
Arch-Confessor Kyrinov
6" 3+ 3+ 3 3 5 4 8 5+ 32mm
Arch-Confessor Kyrinov is a single model equipped with: bolt pistol; Mace of Valaan; frag grenades; krak grenades. Only one ARCH-CONFESSOR KYRINOV model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Mace of Valaan
Mace of Valaan
Melee
Melee
+2
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Zealot
Icon of Chiros: When a Morale test is taken for a friendly ADEPTUS MINISTORUM or ASTRA MILITARUM unit whilst they are within 6" of this model, roll one additional D6 and discard one of the dice.
Rosarius: This model has a 4+ invulnerable save.
War Hymns: Add 1 to the Attacks characteristic of models in ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units whilst their unit is within 6" of any friendly models with this ability.
Word of the Emperor: Roll one D6 when an ADEPTUS MINISTORUM model flees whilst its unit is within 6" of any friendly models with this ability. On a 4+ that model does not flee.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: CHARACTER, INFANTRY, MINISTORUM PRIEST, ARCH-CONFESSOR KYRINOV


3

Canoness (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
45
Canoness (base: 25mm)
1
45
Canoness
6" 2+ 2+ 3 3 5 4 9 3+ 25mm
A Canoness is a single model equipped with: bolt pistol; chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+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.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
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.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
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.
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
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Blessed blade
Blessed blade
Melee
Melee
+2
-3
2
-
Chainsword
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+11
Eviscerator
+11
Eviscerator
Melee
Melee
x2
-4
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
Power maul
Power maul
Melee
Melee
+3
-1
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
Brazier of Holy Fire
Whilst any models from your army that have braziers of holy fire are within 6" of any enemy DAEMON units, subtract 1 from the Leadership characteristic of each of those enemy units. In addition, if this model has a brazier of holy fire, then once per battle, when this model fires Overwatch or is chosen to shoot with, it can unleash the brazier’s holy flames. When it does, select one enemy unit within 12" of this model (if firing Overwatch, you must select the unit that has declared a charge against this model) and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds (if that enemy unit is a DAEMON, it suffers D6 mortal wounds instead).
+10
Brazier of Holy Fire
Whilst any models from your army that have braziers of holy fire are within 6" of any enemy DAEMON units, subtract 1 from the Leadership characteristic of each of those enemy units. In addition, if this model has a brazier of holy fire, then once per battle, when this model fires Overwatch or is chosen to shoot with, it can unleash the brazier’s holy flames. When it does, select one enemy unit within 12" of this model (if firing Overwatch, you must select the unit that has declared a charge against this model) and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds (if that enemy unit is a DAEMON, it suffers D6 mortal wounds instead).
Rod of Office
In your Command phase, select one friendly CORE or CHARACTER unit within 12" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Rod of Office
In your Command phase, select one friendly CORE or CHARACTER unit within 12" of the bearer. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Null rod
The bearer’s unit cannot be targeted or affected by psychic powers. In addition, the bearer has the following ability: ‘Null Rod (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.’
Null rod
The bearer’s unit cannot be targeted or affected by psychic powers. In addition, the bearer has the following ability: ‘Null Rod (Aura): Whilst an enemy PSYKER unit is within 12" of the bearer, subtract 1 from Psychic tests taken for that unit.’
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 boltgun and 1 power sword instead of 1 bolt pistol and 1 chainsword. If this model is equipped with 1 boltgun and 1 power sword, it additionally has a rod of office.
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 condemnor boltgun; 1 weapon from the Pistols list.
 • This model can be equipped with one of the following instead of 1 chainsword: 1 power sword; 1 blessed blade.
 • If this model is equipped with 1 chainsword, it can have a brazier of holy fire or a null rod.
 • This model can be equipped with 1 boltgun instead of 1 bolt pistol.
 • This model can be equipped with one of the following instead of 1 chainsword: 1 eviscerator; 1 power axe; 1 power maul.
 • This model can be equipped with one of the following instead of either 1 bolt pistol or 1 chainsword: 1 boltgun; 1 combi-flamer; 1 combi-melta; 1 combi-plasma; 1 condemnor boltgun; 1 inferno pistol; 1 plasma pistol; 1 storm bolter.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Rosarius: This model has a 4+ invulnerable save.
Lead the Righteous (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: CHARACTER, INFANTRY, CANONESS


3

Uriah Jacobus

NoNAME  M WS BS S T W A Ld Sv Base
50
Uriah Jacobus (base: 32mm)
1
50
Uriah Jacobus
6" 3+ 3+ 3 3 5 4 8 6+ 32mm
Uriah Jacobus is a single model equipped with: bolt pistol; Redeemer; chainsword; frag grenades; krak grenades. Only one URIAH JACOBUS model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
The Redeemer
The Redeemer
24"
Assault 2
4
-1
1
When resolving an attack made with this weapon, on a wound roll of 6+, this weapon has a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+, this weapon has a Damage characteristic of 2 for that attack.
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.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Zealot
Banner of Sanctity: Add 1 to the Leadership characteristic of friendly ADEPTUS MINISTORUM and ASTRA MILITARUM units whilst they are within 6" of this model.
Rosarius: This model has a 4+ invulnerable save.
War Hymns: Add 1 to the Attacks characteristic of models in ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units whilst their unit is within 6" of any friendly models with this ability.
Word of the Emperor: Roll one D6 when an ADEPTUS MINISTORUM model flees whilst its unit is within 6" of any friendly models with this ability. On a 4+ that model does not flee.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: CHARACTER, INFANTRY, MINISTORUM PRIEST, URIAH JACOBUS


Troops


3

Battle Sisters Squad

NoNAME  M WS BS S T W A Ld Sv Base
11
Battle Sister (base: 32mm)
4‑19
11
Battle Sister
6" 4+ 3+ 3 3 1 1 7 3+ 32mm
11
Sister Superior (base: 32mm)
1
11
Sister Superior
6" 4+ 3+ 3 3 1 2 8 3+ 32mm
If this unit contains between 6-10 models, it has Power Rating 6. If this unit contains between 11-15 models, it has Power Rating 9. If this unit contains 16 or more models, it has Power Rating 12. 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 
+5
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

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

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If this unit contains 9 or fewer models, 1 Battle Sister’s boltgun can be replaced with one of the following; 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • For every 10 models in this unit, 1 Battle Sister’s boltgun can be replaced with 1 weapon from the Special Weapons list.
 • For every 10 models in this unit, 1 Battle Sister’s boltgun can be replaced with one of the following: 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • The Sister Superior can be equipped with 1 weapon from the Melee Weapons list.
 • The Sister Superior’s bolt pistol and boltgun can be replaced with one of the following:
  ○ 1 bolt pistol and 1 one weapon from the Ranged Weapons list.
  ○ 1 weapon from the Pistols list.
 • 1 Battle Sister equipped with 1 boltgun can be equipped with 1 simulacrum imperialis. That model’s boltgun cannot be replaced.
 • The unit can have an incensor cherub.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, BATTLE SISTERS SQUAD


4

Sisters Novitiate

NoNAME  M WS BS S T W A Ld Sv Base
Sister Novitiate (base: 28mm)
9Sister Novitiate 6" 4+ 3+ 3 3 1 1 7 4+ 28mm
Novitiate Superior (base: 32mm)
1Novitiate Superior 6" 4+ 3+ 3 3 1 2 8 3+ 32mm
Every Sister Novitiate is equipped with: auto pistol; autogun; frag grenades; krak grenades. A Novitiate Superior is equipped
with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Auto pistol
Auto pistol
12"
Pistol 1
3
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5
Ministorum flamer
+5
Ministorum flamer
12"
Assault D6
5
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+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.
Novitiate melee weapons
Novitiate melee weapons
Melee
Melee
+1
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 sword
+5
Power sword
Melee
Melee
+1
-3
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 
+5
Sacred banner
You can re-roll Advance and Charge rolls made for the bearer's unit.
+5
Sacred banner
You can re-roll Advance and Charge rolls made for the bearer's unit.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Novitiate Superior’s boltgun and bolt pistol can be replaced with one of the following: 1 bolt pistol and 1 power sword; 1 plasma pistol and 1 power sword.
 • 1 Sister Novitiate’s autogun can be replaced with 1 sacred banner.
 • 1 Sister Novitiate’s autogun can be replaced with 1 Simulacrum Imperialis.
 • Up to 2 Sisters Novitiate can each have their autogun replaced with 1 Ministorum flamer.
 • Any number of Sisters Novitiate can each have their autogun replaced with Novitiate melee weapons.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Impetuous Fervour: Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of all models in this unit.
Sisters Novitiate: If your army is Battle-forged, you cannot include more SISTERS NOVITIATE units than BATTLE SISTERS SQUAD units in each ADEPTA SORORITAS Detachment in your army.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, SISTERS NOVITIATE


4

Battle Sister Squad (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
9
Battle Sister (base: 25mm)
4‑14
9
Battle Sister
6" 4+ 3+ 3 3 1 1 7 3+ 25mm
9
Sister Superior (base: 25mm)
1
9
Sister Superior
6" 4+ 3+ 3 3 1 2 8 3+ 25mm
This unit contains 1 Sister Superior and 4 Battle Sisters. It can additionally contain up to 5 Battle Sisters (Power Rating +2) or up to 10 Battle Sisters (Power Rating +4). 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
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
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 
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.
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.
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

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

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 1 Battle Sister can be equipped with 1 weapon from the Special Weapons list instead of 1 boltgun.
 • 1 Battle Sister can be equipped with one of the following instead of 1 boltgun: 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • 1 Battle Sister equipped with 1 boltgun can have a Simulacrum Imperialis.
 • The Sister Superior can additionally be equipped with 1 weapon from the Melee Weapons list, or can be equipped with 1 weapon from the Melee Weapons list instead of 1 boltgun.
 • The Sister Superior can be equipped with 1 weapon from the Ranged Weapons list instead of 1 boltgun.
 • The Sister Superior can be equipped with 1 weapon from the Pistols list instead of 1 bolt pistol.
 • The unit can have an Incensor Cherub.
 • The Sister Superior can additionally be equipped with 1 power axe.
 • The Sister Superior can be equipped with one of the following instead of 1 boltgun: 1 storm bolter; 1 power axe.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, BATTLE SISTER SQUAD


Dedicated Transport


7

Immolator

NoNAME  M WS BS S T W! A Ld Sv Base
120
Immolator (base: Use model)
1
120
Immolator
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
An Immolator is equipped with: immolation flamers; heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+10
Immolation flamers
+10
Immolation flamers
18"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin multi-melta
+30
Twin multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a damage characteristic of D6+2.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s immolation flamers can be replaced with one of the following: 1 twin heavy bolter; 1 twin multi-melta.
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 INFANTRY, CULT IMPERIALIS INFANTRY or SANCTIFIED INFANTRY models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: VEHICLE, TRANSPORT, HALLOWED, SMOKESCREEN, IMMOLATOR


4

Sororitas Rhino

NoNAME  M WS BS S T W! A Ld Sv Base
80
Sororitas Rhino (base: Use model)
1
80
Sororitas Rhino
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Sororitas Rhino is equipped with: storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY, CULT IMPERIALIS INFANTRY or SANCTIFIED INFANTRY models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: VEHICLE, TRANSPORT, HALLOWED, SMOKESCREEN, SORORITAS RHINO


5

Repressor

NoNAME  M WS BS S T W! A Ld Sv Base
85
Repressor (base: Use model)
1
85
Repressor
12" 5+ 3+ 6 7 7-12 3 8 3+ Use model
6" 5+ 4+ 6 7 4-6 D3 8 3+
3" 5+ 5+ 6 7 1-3 1 8 3+
A Repressor is equipped with: Repressor heavy flamer; storm bolter; dozer ram.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Repressor heavy flamer
+15
Repressor heavy flamer
12"
Heavy D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Dozer ram
Dozer ram
Melee
Melee
User
-1
1
Each time an attack is made with this weapon against an INFANTRY or SWARM unit, a successful hit roll scores 3 hits instead of 1.
Each time an attack is made with this weapon against an INFANTRY or SWARM unit, a successful hit roll scores 3 hits instead of 1.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with one of the following: 1 Repressor heavy flamer; 1 storm bolter.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Firing Points: In your Shooting phase, up to 6 models embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: VEHICLE, TRANSPORT, REPRESSOR


Elites


5

Aestred Thurga and Agathae Dolan

NoNAME  M WS BS S T W A Ld Sv Base
Aestred Thurga (base: 32mm)
1Aestred Thurga 6" 3+ 3+ 3 3 5 3 9 3+ 32mm
Agathae Dolan (base: 25mm)
1Agathae Dolan 6" 4+ 4+ 3 3 4 3 8 6+ 25mm
Aestred Thurga is equipped with: bolt pistol; Blade of Vigil; frag grenades; krak grenades. Agathae Dolan is equipped with: bolt pistol; scribe’s staff. Your army can only include 1 AESTRED THURGA model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Blade of Vigil
Blade of Vigil
Melee
Melee
+2
-2
2
Each time an attack made by this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
Each time an attack made by this weapon is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.
Scribe’s staff
Scribe’s staff
Melee
Melee
+1
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Rosarius: Models in this unit have a 4+ invulnerable save.
Line of Martyrs: While this unit contains AGATHAE DOLAN, each time an attack successfully wounds this unit, that attack must be allocated to AGATHAE DOLAN. The destruction of AGATHAE DOLAN is ignored for the purposes of Morale tests. If AESTRED THURGA is ever destroyed, AGATHAE DOLAN is also destroyed.
Unbridled Ardour: Each time an attack with a Damage characteristic of 1 is allocated to AESTRED THURGA, add 1 to any armour saving throw made against that attack.
Recount the Deeds of the Saints: In your Command phase, select one friendly ADEPTA SORORITAS CHARACTER unit within 9" of AGATHAE DOLAN. Until the start of your next Command phase, each time that unit is selected to fight, you can re-roll one hit roll, one wound roll or one damage roll when resolving that unit’s attacks.
Auto-Tapestry of the Emperor’s Judgement: Once per battle, in your Command phase, AESTRED THURGA can plant this banner. If she does, until the start of your next Command phase, AESTRED THURGA has the following ability: ‘The Emperor Resplendent (Aura): While a friendly ADEPTA SORORITAS CORE unit is within 6" of this model, all 6 sacred rites are active for that unit.’
Order Pronatus: If AESTRED THURGA is included in your army, then the Open the Reliquaries Stratagem costs one fewer Command points to use the first time you use it. If AESTRED THURGA is in your Crusade force, the Relic Requisition costs 0 Requisition points to use.
Hagiolatry: If AGATHAE DOLAN is included in the same Crusade army as a SAINT POTENTIA model, and if AGATHAE DOLAN is on the battlefield at the end of the battle, that SAINT POTENTIA model gains 1 additional Saint point.
WARLORD TRAIT!
WARLORD TRAIT!
Beacon of Faith: At the start of your Command phase, if this WARLORD is on the battlefield, you gain 1 Miracle dice. This Miracle dice can only be used when your WARLORD performs an Act of Faith or uses a Miraculous ability, and if not used by the start of your next Command phase, it is discarded. This Miracle dice can be used to perform an Act of Faith even if another unit from your army has already performed an Act of Faith this phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS (Aestred Thurga): INFANTRY, CHARACTER, SANCTIFIED, AESTRED THURGA
KEYWORDS (Agathae Dolan): INFANTRY, CHARACTER, CULT IMPERIALIS, AGATHAE DOLAN


2

Arco-flagellants

NoNAME  M WS BS S T W A Ld Sv Base
13
Arco-flagellant (base: 25mm)
3‑10
13
Arco-flagellant
7" 4+ - 4 4 2 2 7 7+ 25mm
If this unit contains between 4-6 models, it has Power Rating 4. If this unit contains 7 or more models, it has Power Rating 6. Every model is equipped with: arco-flails.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Arco-flails
Arco-flails
Melee
Melee
+1
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
OTHER WARGEAR
ABILITIES 
+5
Endurant implants
The bearer has an Attacks characteristic of 3 and a Strength characteristic of 5.
+5
Endurant implants
The bearer has an Attacks characteristic of 3 and a Strength characteristic of 5.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 1 model can be equipped with 1 endurant implants.
ABILITIES
ABILITIES
Zealot
Ecclesiarchy Battle Conclave: If your army is Battle-forged, then for each Detachment that includes a CULT IMPERIALIS PRIEST unit, one ARCO-FLAGELLANTS unit can be included in that Detachment without taking up a Battlefield Role slot.
Berserk Killing Machines: Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
Instrument of Pain and Penance: This unit cannot perform any actions.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: INFANTRY, CULT IMPERIALIS, CORE, ECCLESIARCHY BATTLE CONCLAVE, ARCO-FLAGELLANTS


3

Celestian Sacresants

NoNAME  M WS BS S T W A Ld Sv Base
14
Celestian Sacresant (base: 32mm)
4‑9
14
Celestian Sacresant
6" 3+ 3+ 3 3 1 2 8 2+ 32mm
14
Sacresant Superior (base: 32mm)
1
14
Sacresant Superior
6" 3+ 3+ 3 3 1 3 9 2+ 32mm
If this unit contains 6 or more models, it has Power Rating 6. Every model is equipped with: bolt pistol; hallowed mace; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Anointed halberd
Anointed halberd
Melee
Melee
+3
-3
1
-
Hallowed mace
Hallowed mace
Melee
Melee
+2
-1
2
-
+5
Spear of the faithful
+5
Spear of the faithful
Melee
Melee
+3
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their hallowed mace replaced with 1 anointed halberd.
 • The Sacresant Superior’s hallowed mace can be replaced with 1 spear of the faithful.
 • The Sacresant Superior’s bolt pistol can be replaced with 1 weapon from the Pistols list.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Bodyguard: While a friendly SANCTIFIED CHARACTER or CHARACTER unit is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
Sacresant Shield: Models in this unit have a 4+ invulnerable save.
Keepers of the Faith: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER. In addition, each time this unit performs a Heroic Intervention or an enemy unit declares a charge against this unit while this unit is not within Engagement Range of any enemy units, this unit can Set to Defend. If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, CELESTIAN, CELESTIAN SACRESANTS


4

Celestian Squad

NoNAME  M WS BS S T W A Ld Sv Base
13
Celestian (base: 32mm)
4‑9
13
Celestian
6" 3+ 3+ 3 3 1 2 8 3+ 32mm
13
Celestian Superior (base: 32mm)
1
13
Celestian Superior
6" 3+ 3+ 3 3 1 3 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 7. 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 
+5
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

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

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 1 Celestian’s boltgun can be replaced with 1 weapon from the Special Weapons list.
 • 1 Celestian’s boltgun can be replaced with one of the following: 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • The Celestian Superior can be equipped with 1 weapon from the Melee Weapons list.
 • The Celestian 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 Celestian equipped with 1 boltgun can be equipped with 1 simulacrum imperialis. That model’s boltgun cannot be replaced.
 • The unit can have an incensor cherub.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Bodyguard: While a friendly SANCTIFIED CHARACTER or CHARACTER unit is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
Sworn Protectors: While this unit is within 6" of a friendly CANONESS SUPERIOR, CANONESS, or PALATINE model, each time a model in this unit makes an attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, CELESTIAN, CELESTIAN SQUAD


1

Crusaders

NoNAME  M WS BS S T W A Ld Sv Base
11
Crusader (base: 25mm)
2‑6
11
Crusader
6" 3+ 4+ 3 3 1 2 7 3+ 25mm
If this unit contains between 3-4 models, it has Power Rating 2. If this unit contains 5 or more models, it has Power Rating 3. Every model is equipped with: power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Power sword
Power sword
Melee
Melee
+1
-3
1
-
ABILITIES
ABILITIES
Zealot
Ecclesiarchy Battle Conclave: If your army is Battle-forged, then for each Detachment that includes a CULT IMPERIALIS PRIEST unit, one CRUSADERS unit can be included in that Detachment without taking up a Battlefield Role slot.
Crusader shield: Models in this unit have a 4+ invulnerable save.
Spiritual Fortitude: Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: INFANTRY, CULT IMPERIALIS, CORE, ECCLESIARCHY BATTLE CONCLAVE, CRUSADERS


1

Death Cult Assassins

NoNAME  M WS BS S T W A Ld Sv Base
13
Death Cult Assassin (base: 25mm)
2‑6
13
Death Cult Assassin
7" 2+ 4+ 4 3 1 4 7 5+ 25mm
If this unit contains between 3-4 models, it has Power Rating 2. If this unit contains 5 or more models, it has Power Rating 3. Every model is equipped with: Death Cult power blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Death Cult power blades
Death Cult power blades
Melee
Melee
User
-3
1
-
ABILITIES
ABILITIES
Zealot
Ecclesiarchy Battle Conclave: If your army is Battle-forged, then for each Detachment that includes a CULT IMPERIALIS PRIEST unit, one DEATH CULT ASSASSINS unit can be included in that Detachment without taking up a Battlefield Role slot.
Uncanny Reflexes: Models in this unit have a 5+ invulnerable save. At the start of the Fight phase, if this unit is within Engagement Range of any enemy units, it can fight first that phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: INFANTRY, CULT IMPERIALIS, CORE, ECCLESIARCHY BATTLE CONCLAVE, DEATH CULT ASSASSINS


3

Dialogus

NoNAME  M WS BS S T W A Ld Sv Base
50
Dialogus (base: 32mm)
1
50
Dialogus
6" 4+ 3+ 3 3 4 3 8 3+ 32mm
A Dialogus is equipped with: bolt pistol; Dialogus staff.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Dialogus staff
Dialogus staff
Melee
Melee
+1
0
1
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Laud Hailer (Aura): While a friendly ADEPTA SORORITAS CORE or ADEPTA SORORITAS CHARACTER unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit.
Non-militant Order: If your army is Battle-forged, then for each Detachment that includes either a CANONESS or CANONESS SUPERIOR unit, one DIALOGUS unit can be included in that Detachment without taking up a Battlefield Role slot.
Stirring Rhetoric (Aura): While a friendly ADEPTA SORORITAS unit is within 6" of this model, each time that unit (or a model in that unit) performs an Act of Faith, you can increase or decrease the value of 1 Miracle dice (or 1 Cherub dice) by 1 before you use it to perform that Act of Faith (to a maximum of 6 and a minimum of 1). This is not cumulative with any other abilities that can increase or decrease the value of a Miracle dice or a Cherub dice.
PRIEST
PRIEST
This model knows War Hymn and one other hymn from the Hymns of Battle. In your Command phase, if this model is on the battlefield, it can intone one hymn it knows that has not already been intoned by a friendly model this turn. Roll one D6: on a 3+, the intoned hymn is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS: INFANTRY, CHARACTER, SANCTIFIED, PRIEST, DIALOGUS


4

Dogmata

NoNAME  M WS BS S T W A Ld Sv Base
65
Dogmata (base: 32mm)
1
65
Dogmata
6" 3+ 3+ 3 3 4 3 8 3+ 32mm
A Dogmata is equipped with: bolt pistol; mace of the righteous; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Mace of the righteous
Mace of the righteous
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Sacred Task (Aura): While a friendly CORE unit that is performing an action is within 6" of this model, that unit can shoot without that action failing.
Unflinching Determination: In your Command phase, you can select one friendly CORE unit within 6" of this model. Until the start of your next Command phase, that unit has the Objective Secured ability. If a model in that unit already has this ability, that model counts as one additional model when determining control of an objective marker.
PRIEST
PRIEST
This model knows War Hymn and one other hymn from the Hymns of Battle. In your Command phase, if this model is on the battlefield, it can intone one hymn it knows that has not already been intoned by a friendly model this turn. Roll one D6: on a 3+, the intoned hymn is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: CHARACTER, INFANTRY, PRIEST, DOGMATA


3

Hospitaller

NoNAME  M WS BS S T W A Ld Sv Base
50
Hospitaller (base: 50mm)
1
50
Hospitaller
6" 4+ 3+ 3 3 4 3 8 3+ 50mm
A Hospitaller is equipped with: bolt pistol; chirurgeen’s tools.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Chirurgeon’s tools
Chirurgeon’s tools
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Non-militant Order: If your army is Battle-forged, then for each Detachment that includes either a CANONESS or CANONESS SUPERIOR unit, one HOSPITALLER unit can be included in that Detachment without taking up a Battlefield Role slot.
Medicus Ministorum (Aura): While a friendly ADEPTUS MINISTORUM INFANTRY unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Sacred Healing: At the end of your Movement phase, this model can heal one friendly ADEPTUS MINISTORUM INFANTRY model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS: INFANTRY, CHARACTER, SANCTIFIED, HOSPITALLER


3

Imagifier

NoNAME  M WS BS S T W A Ld Sv Base
50
Imagifier (base: 32mm)
1
50
Imagifier
6" 3+ 3+ 3 3 4 3 8 3+ 32mm
An Imagifier is equipped with: boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Litany of Deeds: This model gains an ability (see below) depending on which tale it is recounting. At the start of the battle, before the first turn begins, you must select one tale from the following list for this model to recount, and make a note of it on your army roster. You cannot select a tale that another model from your army is already recounting unless all three tales are being recounted by models from your army. Until the end of the battle, this model has the ability associated with that tale.
  • Tale of the Faithful (Aura): While a friendly CORE unit is within 6" of this model, you can re-roll Advance rolls and charge rolls made for that unit.
  • Tale of the Stoic (Aura): While a friendly CORE unit is within 6" of this model, each time an attack with a Strength characteristic of 3 or less is made against that unit, subtract 1 from that attack’s wound roll.
  • Tale of the Warrior (Aura): While a friendly CORE unit is within 6" of this model, add 1 to the Strength characteristic of models in that unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CHARACTER, IMAGIFIER


13

Paragon Warsuits

NoNAME  M WS BS S T W A Ld Sv Base
Paragon (base: 50mm)
2Paragon 8" 3+ 3+ 5 5 4 3 8 2+ 50mm
Paragon Superior (base: 50mm)
1Paragon Superior 8" 3+ 3+ 5 5 4 4 9 2+ 50mm
Every model is equipped with: bolt pistol; heavy bolter; 2 storm bolters; Paragon war blade; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Ministorum heavy flamer
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.
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Paragon grenade launcher
Paragon grenade launcher
24"
Assault 2
6
-1
D3
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Paragon war blade
Paragon war blade
Melee
Melee
+1
-3
2
Each time the bearer fights, it can make one additional attack with this weapon.
Each time the bearer fights, it can make one additional attack with this weapon.
Paragon war mace
Paragon war mace
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their 2 storm bolters replaced with 1 Paragon grenade launcher.
 • Any number of models can each have their heavy bolter replaced with one of the following: 1 Ministorum heavy flamer; 1 multi-melta.
 • Any number of models can each have their Paragon war blade replaced with 1 Paragon war mace.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Paragon Warsuit: Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: VEHICLE, CORE, CELESTIAN, PARAGON WARSUITS


2

Preacher

NoNAME  M WS BS S T W A Ld Sv Base
25
Preacher (base: 25mm)
1
25
Preacher
6" 4+ 4+ 3 3 4 3 7 6+ 25mm
A Preacher is equipped with: zealot’s vindictor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Auto pistol
Auto pistol
12"
Pistol 1
3
0
1
-
+5
Zealot’s vindictor (shooting)
+5
Zealot’s vindictor (shooting)
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
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
Zealot’s vindictor (melee)
+5
Zealot’s vindictor (melee)
Melee
Melee
+2
-2
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s zealot’s vindictor can be replaced with 1 auto pistol and 1 chainsword.
ABILITIES
ABILITIES
Zealot
Priestly Delegation: If your army is Battle-forged, then for each MISSIONARY unit included in a Detachment, one PREACHER unit can be included in that Detachment without taking up a Battlefield Role slot.
Rosarius: This model has a 4+ invulnerable save.
Icon the Ecclesiarchy (Aura): While a CHAOS unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit.
PRIEST
PRIEST
This model knows War Hymn from the Hymns of Battle. In your Command phase, if this model is on the battlefield, it can intone one hymn it knows that has not already been intoned by a friendly model this turn. Roll one D6: on a 3+, the intoned hymn is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: INFANTRY, CHARACTER, CULT IMPERIALIS, PRIEST, PREACHER


2

Repentia Superior

NoNAME  M WS BS S T W A Ld Sv Base
40
Repentia Superior (base: 32mm)
1
40
Repentia Superior
6" 3+ 3+ 3 3 4 5 8 3+ 32mm
A Repentia Superior is equipped with: neural whips; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Neural whips
Neural whips
Melee
Melee
User
-2
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE units), if no model in that unit has a Leadership characteristic of 8 or more, add 1 to that attack’s wound roll.
Each time an attack is made with this weapon against a unit (excluding VEHICLE units), if no model in that unit has a Leadership characteristic of 8 or more, add 1 to that attack’s wound roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 bolt pistol.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Scourge of the Penitent: If your army is Battle-forged, then for each Detachment that includes a SISTERS REPENTIA unit, one REPENTIA SUPERIOR unit can be included in that Detachment without taking up a Battlefield Role slot.
Driven Onwards: In your Command phase, you can select one friendly SISTERS REPENTIA unit within 3" of this model. If you do so, until the end of the turn, this model and that unit are both eligible to declare a charge in a turn in which they Advanced, and, until the end of the turn, each time a charge roll is made for this model or that unit, roll one additional D6 and discard one of the results.
Overseer of Redemption (Aura): While a friendly SISTERS REPENTIA unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the wound roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CHARACTER, REPENTIA SUPERIOR


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
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


2

Gotfret de Montbard

NoNAME  M WS BS S T W A Ld Sv Base
40
Gotfret de Montbard (base: 32mm)
1
40
Gotfret de Montbard
6" 3+ 4+ 3 3 4 4 7 4+ 32mm
Gotfret de Montbard is a single model armed with a power sword and storm shield. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Power sword
Power sword
Melee
Melee
+1
-3
1
-
ABILITIES
ABILITIES
Acts of Faith
Hacking Advance: Each unmodified hit roll of 6 made for Gotfret de Montbard’s attacks in the Fight phase scores 2 hits instead of 1.
Shield of Faith: Gotfret de Montbard can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, if he does so, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.
Zealot: You can re-roll failed hit rolls for Gotfret de Montbard in a turn in which he charged, made a Heroic Intervention, or was charged by an enemy unit.
Storm Shield: The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Ecclesiarchy Battle Conclave: If your army is Battle-forged, this unit does not take up slots in a Detachment that includes any MINISTORUM PRIESTS.
Servant of the Imperium: Gotfret de Montbard can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that Gotfret de Montbard can never benefit from a Regimental Doctrine.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ASTRA MILITARUM
KEYWORDS: CHARACTER, INFANTRY, ECCLESIARCHY BATTLE CONCLAVE, CRUSADER, GOTFRET DE MONTBARD


2

Pious Vorne

NoNAME  M WS BS S T W A Ld Sv Base
30
Pious Vorne (base: 32mm)
1
30
Pious Vorne
6" 3+ 4+ 3 3 3 3 7 7+ 32mm
Pious Vorne is a single model armed with Vindictor. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Vindictor (shooting)
Vindictor (shooting)
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is a CHAOS unit, roll two D6 to determine the number of attacks made with this weapon and discard the lowest result.
This weapon automatically hits its target. If the target is a CHAOS unit, roll two D6 to determine the number of attacks made with this weapon and discard the lowest result.
Vindictor (melee)
Vindictor (melee)
Melee
Melee
+1
-1
1
-
ABILITIES
ABILITIES
Zealot: You can re-roll failed hit rolls for Pious Vorne in a turn in which she made a charge move, performed a Heroic Intervention, or was charged by an enemy unit.
Maniacal Fervour: Roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: CHARACTER, INFANTRY, MISSIONARY ZEALOT, PIOUS VORNE


4

Celestian Squad (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
10
Celestian (base: 25mm)
5‑10
10
Celestian
6" 3+ 3+ 3 3 1 2 8 3+ 25mm
10
Celestian Superior (base: 25mm)
0‑1
10
Celestian Superior
6" 3+ 3+ 3 3 1 3 9 3+ 25mm
This unit contains 5 Celestians. It can additionally contain up to 5 Celestians (Power Rating +2). It can contain 1 Celestian Superior instead of 1 Celestian. 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
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
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 
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.
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.
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

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

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 1 Celestian can be equipped with 1 weapon from the Special Weapons list instead of 1 boltgun.
 • 1 Celestian can be equipped with one of the following instead of 1 boltgun: 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • 1 Celestian equipped with 1 boltgun can have a Simulacrum Imperialis.
 • The Celestian Superior can additionally be equipped with 1 weapon from the Melee Weapons list, or can be equipped with 1 weapon from the Melee Weapons list instead of 1 boltgun.
 • The Celestian Superior can be equipped with 1 weapon from the Ranged Weapons list instead of 1 boltgun.
 • The Celestian Superior can be equipped with 1 weapon from the Pistols list instead of 1 bolt pistol.
 • The unit can have an Incensor Cherub.
 • The Celestian Superior can additionally be equipped with 1 power axe.
 • The Celestian Superior can be equipped with one of the following instead of 1 boltgun: 1 storm bolter; 1 power axe.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Bodyguard: While a friendly SANCTIFIED CHARACTER or CHARACTER unit is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
Sworn Protectors: While this unit is within 6" of a friendly CANONESS SUPERIOR, CANONESS, or PALATINE model, each time a model in this unit makes an attack, add 1 to that attack’s hit roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CELESTIAN SQUAD


1

Preacher (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
30
Preacher (base: 25mm)
1
30
Preacher
6" 4+ 4+ 3 3 4 3 7 6+ 25mm
A Preacher is a single model equipped with: laspistol; chainsword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+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.
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
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.
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
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.
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.
+13
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+13
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
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.
+11
Eviscerator
+11
Eviscerator
Melee
Melee
x2
-4
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can additionally be equipped with frag grenades and krak grenades.
 • This model can be equipped with one of the following instead of 1 chainsword: 1 autogun; 1 boltgun; 1 combi-flamer; 1 combi-melta; 1 combi-plasma; 1 condemnor boltgun; 1 plasma gun; 1 shotgun; 1 storm bolter; 1 eviscerator; 1 power axe; 1 power maul; 1 power sword.
 • This model can be equipped with one of the following instead of 1 laspistol: 1 bolt pistol; 1 inferno pistol; 1 plasma pistol.
ABILITIES
ABILITIES
Zealot
Icon the Ecclesiarchy (Aura): While a CHAOS unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit.
Rosarius: This model has a 4+ invulnerable save.
War Hymns: Add 1 to the Attacks characteristic of models in ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units whilst their unit is within 6" of any friendly models with this ability.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: CHARACTER, INFANTRY, MINISTORUM PRIEST, PREACHER


Fast Attack


4

Dominion Squad

NoNAME  M WS BS S T W A Ld Sv Base
12
Dominion (base: 32mm)
4‑9
12
Dominion
6" 4+ 3+ 3 3 1 1 7 3+ 32mm
12
Dominion Superior (base: 32mm)
1
12
Dominion Superior
6" 4+ 3+ 3 3 1 2 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. 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 
+5
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

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

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 4 Dominions can each have their boltgun replaced with 1 weapon from the Special Weapons list.
 • The Dominion Superior can be equipped with 1 weapon from the Melee Weapons list.
 • The Dominion 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 Dominion equipped with 1 boltgun can be equipped with 1 simulacrum imperialis. That model’s boltgun cannot be replaced.
 • The unit can have an Incensor Cherub.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Holy Vanguard: At the start of the first battle round, before the first turn begins, this unit, or the ADEPTA SORORITAS TRANSPORT it is embarked within, can make a Normal Move of up to 6" as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, DOMINION SQUAD


4

Seraphim Squad

NoNAME  M WS BS S T W A Ld Sv Base
14
Seraphim (base: 32mm)
4‑9
14
Seraphim
12" 3+ 3+ 3 3 1 2 8 3+ 32mm
14
Seraphim Superior (base: 32mm)
1
14
Seraphim Superior
12" 3+ 3+ 3 3 1 3 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: 2 bolt pistols; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+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.
+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.
+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.
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 sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 2 Seraphim can each have their 2 bolt pistols replaced with one of the following: 2 inferno pistols; 2 Ministorum hand flamers.
 • The Seraphim Superior’s 2 bolt pistols can be replaced with one of the following:
  ○ 1 bolt pistol and 1 chainsword.
  ○ 1 bolt pistol and 1 power sword.
  ○ 1 plasma pistol and 1 chainsword.
  ○ 1 plasma pistol and 1 power sword.
  ○ 1 bolt pistol and 1 plasma pistol.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Angelic Visage: The invulnerable save models in this unit receive from the Shield of Faith ability is improved by 1 (to a maximum of 4+).
Sky Strike: During deployment, you can set up this unit in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, JUMP PACK, FLY, SERAPHIM SQUAD


4

Zephyrim Squad

NoNAME  M WS BS S T W A Ld Sv Base
17
Zephyrim (base: 32mm)
4‑9
17
Zephyrim
12" 3+ 3+ 3 3 1 3 8 3+ 32mm
17
Zephyrim Superior (base: 32mm)
1
17
Zephyrim Superior
12" 3+ 3+ 3 3 1 4 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: bolt pistol; power sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+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.
Power sword
Power sword
Melee
Melee
+1
-3
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 
+5
Zephyrim pennant
The bearer has the following ability: ‘The Righteous Path (Aura): While a friendly CORE unit is within 6" of this model, you can re-roll charge rolls made for that unit.’
+5
Zephyrim pennant
The bearer has the following ability: ‘The Righteous Path (Aura): While a friendly CORE unit is within 6" of this model, you can re-roll charge rolls made for that unit.’
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Zephyrim Superior can be equipped with 1 Zephyrim pennant.
 • The Zephyrim Superior’s bolt pistol can be replaced with 1 plasma pistol.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Angelic Visage: The invulnerable save models in this unit receive from the Shield of Faith ability is improved by 1 (to a maximum of 4+).
Sky Strike: During deployment, you can set up this unit in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, CORE, JUMP PACK, FLY, ZEPHYRIM SQUAD


5

Dominion Squad (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
10
Dominion (base: 25mm)
4‑9
10
Dominion
6" 4+ 3+ 3 3 1 1 7 3+ 25mm
10
Dominion Superior (base: 25mm)
1
10
Dominion Superior
6" 4+ 3+ 3 3 1 2 8 3+ 25mm
This unit contains 1 Dominion Superior and 4 Dominions. It can additionally contain up to 5 Dominions (Power Rating +2). 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
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
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 
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.
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.
Incensor cherub
Once per battle, at the start of any phase, you can roll two D6 and discard one of them. The value of the remaining dice is the value of this unit’s Cherub dice. Until the end of the phase, this unit can perform one Act of Faith using that Cherub dice as if it were a Miracle dice. If a unit has a Cherub dice at the end of the phase, it is discarded.

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

We recommend placing an Incensor Cherub model next to the unit as a reminder, removing it once this ability has been used (an Incensor Cherub does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 4 Dominions can be equipped with 1 weapon from the Special Weapons list instead of 1 boltgun.
 • 1 Dominion equipped with 1 boltgun can have a Simulacrum Imperialis.
 • The Dominion Superior can additionally be equipped with 1 weapon from the Melee Weapons list, or can be equipped with 1 weapon from the Melee Weapons list instead of 1 boltgun.
 • The Dominion Superior can be equipped with 1 weapon from the Ranged Weapons list instead of 1 boltgun.
 • The Dominion Superior can be equipped with 1 weapon from the Pistols list instead of 1 bolt pistol.
 • The unit can have an Incensor Cherub.
 • The Dominion Superior can additionally be equipped with 1 power axe.
 • The Dominion Superior can be equipped with one of the following instead of 1 boltgun: 1 storm bolter; 1 power axe.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Vanguard: At the start of the first battle round, before the first turn begins, this unit can move as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, DOMINION SQUAD


Heavy Support


9

Castigator

NoNAME  M WS BS S T W! A Ld Sv Base
160
Castigator (base: Use model)
1
160
Castigator
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Castigator is equipped with: Castigator autocannons; 3 heavy bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Castigator autocannons
Castigator autocannons
48"
Heavy 4D3
7
-1
2
-
+5
Castigator battle cannon
Before selecting targets, select one of the profiles below to make attacks with:
+5
Castigator battle cannon
Before selecting targets, select one of the profiles below to make attacks with:
 - Sanctified shell
 - Sanctified shell
72"
Heavy D6
9
-3
3
Blast
Blast
 - Pyre shell
 - Pyre shell
72"
Heavy 3D3
6
-1
1
Blast. Each time an attack is made with this weapon profile, the target does not receive the benefits of cover against that attack.
Blast. Each time an attack is made with this weapon profile, the target does not receive the benefits of cover against that attack.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Castigator autocannons can be replaced with 1 Castigator battle cannon.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: VEHICLE, HALLOWED, SMOKESCREEN, CASTIGATOR


9

Exorcist

NoNAME  M WS BS S T W! A Ld Sv Base
150
Exorcist (base: Use model)
1
150
Exorcist
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
An Exorcist is equipped with: Exorcist missile launcher; heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Exorcist conflagration rockets
Exorcist conflagration rockets
48"
Heavy 3D6
5
-1
1
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
+30
Exorcist missile launcher
+30
Exorcist missile launcher
48"
Heavy 3D3
8
-2
D6
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Exorcist missile launcher can be replaced with 1 Exorcist conflagration rocket.
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: VEHICLE, HALLOWED, SMOKESCREEN, EXORCIST


3

Mortifiers

NoNAME  M WS BS S T W A Ld Sv Base
60
Mortifier (base: 50mm)
1‑4
60
Mortifier
8" 3+ 3+ 5 5 5 4 8 4+ 50mm
If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. If this unit contains 4 models, it has Power Rating 12. Every model is equipped with: 2 heavy bolters; 2 penitent buzz-blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Ministorum heavy flamer
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.
Penitent buzz-blade
Penitent buzz-blade
Melee
Melee
+3
-4
2
-
Penitent flail
Penitent flail
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
OTHER WARGEAR
ABILITIES 
+5
Anchorite sarcophagus
The bearer has a Save characteristic of 3+.
+5
Anchorite sarcophagus
The bearer has a Save characteristic of 3+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 1 Mortifier can be equipped with 1 Anchorite sarcophagus.
 • Any number of models can each have their 2 heavy bolters replaced with one of the following:
  ○ 1 heavy bolter and 1 Ministorum heavy flamer.
  ○ 2 Ministorum heavy flamers.
 • Any number of models can each have their 2 penitent buzz-blades replaced with one of the following:
  ○ 1 penitent buzz-blade and 1 penitent flail.
  ○ 2 penitent flails.
ABILITIES
ABILITIES
Zealot
Anguish of the Unredeemed: Each time a model in this unit is destroyed by a melee attack, if this unit has not yet been selected to fight this phase, roll one D6 before removing that model from play. On a 4+. 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.
Wrath of the Penitent: If a model is equipped with 2 penitent buzz-blades, it has an Attacks characteristic of 5. If a model is equipped with 2 penitent flails, it has an Attacks characteristic of 5.
Berserk Killing Machines: Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
Instrument of Pain and Penance: This unit cannot perform any actions.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS: VEHICLE, OUTCASTS, ENGINE OF REDEMPTION, MORTIFIERS


3

Penitent Engines

NoNAME  M WS BS S T W A Ld Sv Base
55
Penitent Engine (base: 50mm)
1‑4
55
Penitent Engine
8" 4+ 4+ 5 5 5 4 8 4+ 50mm
If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. If this unit contains 4 models, it has Power Rating 12. Every model is equipped with: 2 Ministorum heavy flamers; 2 penitent buzz-blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ministorum heavy flamer
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.
Penitent buzz-blade
Penitent buzz-blade
Melee
Melee
+3
-4
2
-
Penitent flail
Penitent flail
Melee
Melee
User
-2
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their 2 penitent buzz-blades replaced with one of the following:
  ○ 1 penitent buzz-blade and 1 penitent flail.
  ○ 2 penitent flails.
ABILITIES
ABILITIES
Zealot
Endless Suffering: This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 2".
Berserk Killing Machines: When a model in this unit would lose a wound, roll one D6; on a 5+ that wound is not lost.
Wrath of the Penitent: If a model is equipped with 2 penitent buzz-blades, it has an Attacks characteristic of 5. If a model is equipped with 2 penitent flails, it has an Attacks characteristic of 5.
Instrument of Pain and Penance: This unit cannot perform any actions.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
KEYWORDS: VEHICLE, CULT IMPERIALIS, ENGINE OF REDEMPTION, PENITENT ENGINES


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 
+5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again. If this unit has two armorium cherubs, it can use this ability twice per battle.

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

We recommend placing one Armorium Cherub model next to the unit for each it is equipped with as a reminder, removing one each time this ability is used (an Armorium Cherub does not count as a model for any rules purposes).
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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 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 upto 2 armorium cherubs.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
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


6

Retributor Squad (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
10
Retributor (base: 25mm)
4‑9
10
Retributor
6" 4+ 3+ 3 3 1 1 7 3+ 25mm
10
Retributor Superior (base: 25mm)
1
10
Retributor Superior
6" 4+ 3+ 3 3 1 2 8 3+ 25mm
This unit contains 1 Retributor Superior and 4 Retributors. It can additionally contain up to 5 Retributors (Power Rating +2). 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
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
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 
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.
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.
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again. If this unit has two armorium cherubs, it can use this ability twice per battle.

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

We recommend placing one Armorium Cherub model next to the unit for each it is equipped with as a reminder, removing one each time this ability is used (an Armorium Cherub does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 4 Retributors can be equipped with 1 weapon from the Heavy Weapons list instead of 1 boltgun.
 • 1 Retributor equipped with 1 boltgun can have a Simulacrum Imperialis.
 • The Retributor Superior can additionally be equipped with 1 weapon from the Melee Weapons list, or can be equipped with 1 weapon from the Melee Weapons list instead of 1 boltgun.
 • The Retributor Superior can be equipped with 1 weapon from the Ranged Weapons list instead of 1 boltgun.
 • The Retributor Superior can be equipped with 1 weapon from the Pistols list instead of 1 bolt pistol.
 • This unit can have an Armorium Cherub, or it can have two Armorium Cherubs.
 • The Retributor Superior can additionally be equipped with 1 power axe.
 • The Retributor Superior can be equipped with one of the following instead of 1 boltgun: 1 storm bolter; 1 power axe.
ABILITIES
ABILITIES
Acts of Faith, Sacred Rites, Shield of Faith
Faithful Advance: Models in this unit do not suffer the penalty for moving and firing Heavy weapons.
Rites of Fire: Add 4" to the Range characteristic of heavy flamers models in this unit are equipped with.
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS,
KEYWORDS: INFANTRY, RETRIBUTOR SQUAD


Fortifications


4

Battle Sanctum

NoNAME  M WS BS S T W A Ld Sv Base
80
Battle Sanctum (base: Use model)
1
80
Battle Sanctum
- - - - - - - - - Use model
A Battle Sanctum is a single model.
ABILITIES
ABILITIES
Terrain Feature: After this model is set up, it is treated as an Area terrain feature with the following terrain traits:
Breachable
Defensible
Light Cover
Obscuring
Scalable
Inspiring (ADEPTUS MINISTORUM)
Consecrated Ground (Aura): While a CHAOS unit is within 6" of this terrain feature, subtract 1 from the Leadership characteristic of models in that unit.
Prayers to the Saint: While there are any BATTLE SANCTUM terrain features on the battlefield, CULT IMPERIALIS PRIEST and ADEPTA SORORITAS units in your army can attempt the following action:

Pray to the Saint (Action): At the end of your Movement phase, one CULT IMPERIALIS PRIEST or ADEPTA SORORITAS INFANTRY unit from your army that is wholly within one friendly BATTLE SANCTUM terrain feature can start to perform this action. The action is completed at the end of your turn. Once completed, you gain 1 Miracle dice.’
FACTION KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS
KEYWORDS: TERRAIN, AREA TERRAIN, RUINS, BATTLE SANCTUM

Brazier of holy fire used in the following datasheets:

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.
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.
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.
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.
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.
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.
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.

Blessed blade used in the following datasheets:

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.

Null rod used in the following datasheets:

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.

Rod of Office used in the following datasheets:

Pistols
 • Bolt pistol
 • Inferno pistol
+5
 • Ministorum hand flamer1
 • Plasma pistol
+5

1 A Canoness cannot be equipped with this weapon.

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

Heavy Support
Acts of Faith

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

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

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

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

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

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

Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool.

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

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

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

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

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

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