Piety and Pain allows you to recreate the race against time to liberate the mausoleum world of Martyr’s Rest. It is a tale of the Drukhari - led by Lelith Hesperax, the Queen of Knives - enacting cruel blood sports on a gigantic scale, and of the vengeful Battle Sisters of the Adepta Sororitas, who seek to expel the xenos from the holy site in a battle that decides the fate of billions.
There is no respite from the corruption that pours out of the Great Rift. The faithful Adepta Sororitas are as besieged as any of the Imperium’s warriors, fighting against heretics, mutants and xenos in system after system.
While defending the cardinal world of Alexistor against the forces of Chaos, Battle Sisters of the Order of Our Martyred Lady took heart as a vile psychic contagion was witnessed to be held back by a miraculous aura. Holy sites dedicated to the long-dead Saint Jheraldine became focuses of adoration, seemingly immune to the soul infection that spread. But the holy emanations were fading, and visions told of the saints spirit being in peril.
Under the command of Palatine Erika Luminas, a mission of the Order of Our Martyred Lady embarked on a crusade to the world of Martyr’s Rest - the site of Jheraldine’s remains and the location of relics sacred to her memory. Luminas’ holy duty was to retrieve a blessed artefact in the hopes of halting the plague’s progress and, if possible, to ruthlessly stamp out any corruption on the world.
What they found, they saw as a sacrilegious invasion of despicable xenos. The Drukhari had turned the capital shrine-city of Martyr’s Rest, Purity, into a deadly gladiatorial arena several miles wide. Its terrified citizens trapped inside were now the quarry for an acrobatic and gruesome hunt, coordinated by the undisputed champion of the Drukhari’s grisly spectacles, Lelith Hesperax. Once contemplative avenues of sombre statuary were now lethal stalking grounds, strewn with diabolical traps. Lelith had promised her sadistic followers a mesmerising display of unsurpassed, gory delights as she sought to expand her influence among her torturous kind. As the outraged and impassioned Luminas led her Sisters in the attack, she vowed to avenge this defilement of such a holy place. Lelith and her warriors gladly swooped on the Battle Sisters, seeing in the Adepta Sororitas’ faith and strength an opportunity to gratify themselves in the breaking of devout convictions.
Warhammer 40,000: Piety and Pain contains two Citadel miniatures collections, each of which forms a complete army. Within this book, you will find rules for using all these models on the battlefield, alongside a showcase of painted examples of them. You will also discover the story of the Battle of Martyr’s Rest, and a series of missions that allow you to recreate it with a friend on the tabletop. Finally, there is a Theatre of War giving additional rules for playing games in a trap-laden urban arena, as well as Battle Traits and Crusade Relics with which you can reward your experienced Drukhari and Adepta Sororitas armies.
Book | Kind | Edition | Version | Last update |
Piety and Pain |
Piety and Pain | Boxset | 9 | Indomitus 1.1 | June 2021 |
Welcome to the rules section of
Warhammer 40,000: Piety and Pain. On the following pages you will find all the content you need to bring the attempted liberation of Martyrs Rest to life on your tabletop battlefields. Maybe you are inspired to dive straight into re-enactments of key missions from the clash between the Drukhari and the Adepta Sororitas, or perhaps you want to incorporate rules to represent veterans of this conflict in
narrative play. Alternatively, you might want to battle in the kinds of environments presented in the narrative presented earlier in this book. Whichever appeals to you - even if it’s a bit of all three - the following pages provide a modular toolbox that allows you to get the most out of the models contained within
Warhammer 40,000: Piety and Pain.
THEATRE OF WAR: URBAN ARENATheatres of War offer a unique and exciting way to represent a wide array of different battlefield environments on the tabletop, some more extreme than others, and can be incorporated into any games of Warhammer 40,000 that you might play. The Piety and Pain Theatre of War is a unique ruleset that allows one player to turn the battlefield itself into a weapon. It is recommended that you use this Theatre of War with the missions presented below, but it is also a suitable addition to games in which one player’s army is at a greater strength than their opponent’s.
MISSION 1: SOUL HUNTSoul Hunt is the first of the narrative missions included in this booklet. It allows both players to use the miniatures found in
Warhammer 40,000: Piety and Pain to recreate the Adepta Sororitas’ counter-attack against the Drukhari raiders, as the Sisters of Battle seek to liberate the populace from torment at xenos hands.
MISSION 2: ENOUGH IS ENOUGHEnough Is Enough is a mission set at a crucial juncture in the campaign. Palatine Erika Luminas bravely steps forward to lure out the Drukhari, a tempting prize Lelith Hesperax is all too eager to seize. As the two forces battle, these mighty champions are left to fight against one another in an epic challenge.
The Drukhari turned the shrine-city of Purity into an immense arena for their Wych Cults to perform within. Every district contained different forms of traps, pitfalls and xenos snares waiting to fell the unwary, or at least debilitate them in an exotic manner. Fighting in such an environment ensured that the forces of the enemy were not a warrior’s only concerns, for every seeming sanctury held the potential for a gruesome end.
Urban Arena is a new Theatre of War for your games of Warhammer 40,000. It adds an exciting new feature where one side has turned the battlefield itself into a weapon with traps and ruses to use on their enemies. It is designed to be used with the missions presented below, but if you and your opponent agree, this Theatre of War can be used in other games of Warhammer 40,000 - even in conjunction with other additional rules and mission packs - in the following manner:
After mustering their armies, each player adds up the
Power Rating of all the units in their army. If the players are playing a
matched play game, or are otherwise using
points values, each player adds up the points values of all the units in their army instead. The table below is then consulted to establish if a player can use Urban Arena Ruses, and how many they can use.
Designer’s Note: While it specifies above when Urban Arena Ruses should be used, players should feel free to introduce them into their games even if their forces are more equally matched. For example, players might decide it is narratively appropriate for one player to have some Ruses, therefore they gain one or two to use during the game. Similarly, players may decide they want to pitch both forces against one another on an equal footing in the crucible of an Urban Arena, therefore they both randomly generate (in secret) an equal number of Urban Arena Ruses.
HIGHEST POWER VALUE/ POINTS VALUE BANDING OF OPPONENT’S ARMY | MAXIMUM POWER VALUE/ POINTS VALUE OF YOUR ARMY IN ORDER TO USE URBAN ARENA RUSES | NUMBER OF RUSES AVAILABLE | 25/500 | 20/400 | 2 | 50/1000 | 40/800 | 3 | 100/2000 | 85/1200 | 4 | 150+/3000+ | 130/2500 | 5 |
|
If a player is using Urban Arena Ruses, after determining deployment zones they must secretly select the Ruses they have available from the following lists. Alternatively, they can declare they will randomly select their Ruses, then secretly roll one D3 to determine the table, and roll a further D3 to determine a Ruse from that table. Either way, they should make a note of which Ruses they have selected. Each Ruse can only be selected once (if randomly determined, re-roll until a new Ruse has been determined).
Each Ruse specifies when it can be used, can only be used once and has no effect on
AIRCRAFT units. A player cannot use more than one Ruse in a phase.
RUSE TABLE 1
D3 | RUSE |
1 | Gas What at first appears to be drifting incense, or oily smoke pooling in dense terrain, is in fact a biohazardous gas that burns the skin and sears the lungs of those unprotected. Use this Ruse in your opponent’s Movement phase. Select one Area Terrain feature. Each player rolls one D6 for each model from their army (excluding VEHICLE models and models with a 2+ Save characteristic) within 1" of that terrain feature. For each roll of 1, that player must select one model from their army (excluding VEHICLE models and models with a 2+ Save characteristic) within 1" of that terrain feature to be destroyed. |
2 | Blaring Cacophony Ear-splitting shrieks and unheard frequencies that trouble the subconscious erupt from hidden emitters, sending those in the vicinity to their knees. Use this Ruse in any phase. Select one terrain feature. Until the end of the following turn, while a model is within that terrain feature:
- Each time it makes an attack, subtract 1 from that attack’s hit roll.
- Its unit cannot fire Overwatch or Set to Defend.
|
3 | Collapsing Charges Weakened by nanoscopic lithovores, well-placed detonations topple part of the dense urban environment, bringing it down upon a nearby unit. Those not crushed by titanic blocks of masonry must pull themselves clear before the enemy pounce. Use this Ruse in your opponent’s Movement phase. Select one Building or Area Terrain feature, then select one enemy unit within 6" of that terrain feature. Roll one D6 for each model in that unit. For each result that is higher than the majority Toughness characteristic of models in that unit, that unit suffers 1 mortal wound. In addition, until the end of the turn, halve the Move characteristic of models in that unit and that unit cannot Advance. |
RUSE TABLE 2
D3 | RUSE |
1 | Proximity Mines Often placed on key routes, explosives are triggered by gene-trace, engine frequency or other variables. Use this Ruse in your opponent’s Movement or Charge phase, when an enemy unit (excluding a CHARACTER unit with a Wounds characteristic of 9 or less) is selected to move. Before that unit moves, unless each model in that unit is within a terrain feature, it suffers D3 mortal wounds, or 3 mortal wounds if it is a VEHICLE or MONSTER unit. |
2 | Tripwire Sometimes rigged across building entrances, these taut lines can easily take off a limb or the head of the unwary. Use this Ruse in your opponent’s Movement or Charge phase, after an enemy INFANTRY, BIKER or CAVALRY unit (excluding a CHARACTER unit) has moved. If a model from that unit is within an Area Terrain feature, and no models from its unit were within that Area Terrain feature when it was selected to move or charge, roll one D6: on a 3+, your opponent must select one model from that unit to be destroyed. |
3 | Decoy Projections Disturbingly realistic hololight imagery draws the foe's fire, allowing the real threat to creep nearer. Use this Ruse in your opponent’s Shooting phase, after an enemy unit has made all of its attacks. Select one INFANTRY unit from your army that had models destroyed by those attacks. Place one marker within 6" of that unit. Set up any models from that unit that were destroyed this phase wholly within 6" of the centre of that marker, more than 6" from any enemy models and within unit coherency of each other. Then remove the remaining models in that unit and set them up within unit coherency of the models returned to that unit and more than 6" from any enemy models. |
RUSE TABLE 3
D3 | RUSE |
1 | Smokescreen A dark shroud of clinging mist suddenly envelops charging warriors, allowing their targets to slip swiftly out of reach. Use this Ruse in your opponent’s Charge phase, when a unit from your army that is not within Engagement Range of any enemy units is selected as the target of a charge. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend, but before the charge roll is made, you can make a Normal Move with that unit up to 2D6". |
2 | Shielding System A sophisticated device emits a broadspectrum energy shield, warping the fabric of reality enough that all but the most powerful munitions are swatted away on harmless trajectories. Use this Ruse at the start of your opponent’s Shooting phase. Select one terrain feature. Until the end of the phase, all models wholly within that terrain feature have a 3+ invulnerable save against ranged attacks with a Strength characteristic of 5 or less, or attacks that don’t have a Strength characteristic (e.g. attacks made by a splinter rifle). |
3 | Sphere of Night An orb of cold, ink-black darkness spreads out, merging with battlefield shadows and shielding those within its embrace from detection. Use this Ruse at the start of your opponent’s Shooting phase. Select one INFANTRY unit from your army. Until the end of the turn, that unit cannot be selected as a target for ranged attacks or charges unless they are within 9" of the shooting or charging unit. |
Palatine Luminas reached the location of Jheraldine’s remains to find death and butchery, and the relics taken. Yet she also discovered hope that they had been sequestered in desperation elsewhere. Now, a search begins and Adepta Sororitas patrols scour the city for traces of the bearer’s route. Yet at every turn the Drukhari haunt their steps, with Lelith Hesperax determined to extract cruel entertainment from them.
THE ARMIESThe Drukhari army consists of:
Lelith Hesperax; 2
Wyches units each containing 5 models; 5
Scourges; 1
Venom.
The Adepta Sororitas army consists of: 1
Palatine; I
Retributor Squad unit containing 5 models; 1
Immolator.
THE BATTLEFIELDUse the deployment map shown below to create a battlefield that is 44"x30". As shown on the map, divide the battlefield into three equal sections and place two
Area Terrain features within each of these sections more than 6" from each other (if this is not possible, place them as far apart as you can). With the exception of any
obstacles, ensure that there is open ground devoid of any terrain features between the Area Terrain features.
DEPLOYMENTThe Adepta Sororitas player sets up their army first. They must set up the Immolator in the location specified on the deployment map as close as possible to their battlefield edge. They must then set up the Palatine and each model in the Retributor Squad unit within 2" of the Immolator and not within an Area Terrain feature.
Then the Drukhari player sets up their army. Each unit in the Drukhari players army must be set up wholly within their deployment zone.
FIRST TURNThe Drukhari player has the first turn.
BATTLE LENGTHThe battle ends if the Adepta Sororitas player successfully completes the Locate Signs
action (see below) three times. Otherwise, the battle ends when all of the
INFANTRY units in the Adepta Sororitas players army have been destroyed.
VICTORY CONDITIONSThe winner is determined depending on how many times the Adepta Sororitas player successfully completes the Locate Signs action:
- Three times - The Adepta Sororitas player achieves a major victory.
- Two times - The Adepta Sororitas player achieves a minor victory.
- One time - The Drukhari player achieves a minor victory.
- Zero times - The Drukhari player achieves a major victory.
CAUTIOUS ADVANCEEach unit from the Adepta Sororitas players army can move no further than 6" in the
Movement phase.
SWEEP AND SEARCHAt the end of each of their Movement phases, if any models from the Adepta Sororitas players army are wholly within a section labelled on the deployment map that has not already been searched, they can search that section. Randomly select one of the Area Terrain features within that section. That Area Terrain feature is the location of hidden Sororitas signs.
LOCATE SIGNSUnits in the Adepta Sororitas players army can perform the following action: ‘
Locate Signs (Action): One
INFANTRY unit from your army can start to
perform this action at the start of your
Command phase if every model in that unit is within an Area Terrain feature that is the location of hidden Sororitas signs. The action is completed at the end of your Command phase. If this action is successfully completed, this action cannot be performed within that section again.’
URBAN ARENAThis mission uses the
Urban Arena Theatre of War. The Drukhari player can use 2 Urban Arena Ruses.
VICTOR BONUSThe victor of this mission gains 2
Requisition points after this battle, instead of just 1. If the victor achieves a major victory, they gain 3 Requisition points, instead of just 1.

St Jheraldine’s mortal remains are finally discovered, but the Battle Sisters must overcome the Drukhari’s barrier encircling Purity if they are to get them to Alexistor. Unable to engage the xenos in open battle, Palatine Luminas offers a prize too great forthem to resist - herself. While Lelith’s obsession with obtaining the relic grows, she prepares her spectacle’s bloody finale with the Palatine's suffering the star attraction.
THE ARMIESThe Drukhari army consists of:
Lelith Hesperax; 2
Wyches units each containing 5 models; 5
Scourges; 1
Venom.
The Adepta Sororitas army consists of: 1
Palatine; 1
Retributor Squad unit containing 5 models; 1
Immolator.
THE BATTLEFIELDUse the deployment map shown below to create a battlefield that is 44"x30".
DEPLOYMENTThe Adepta Sororitas player sets up their army first. Each unit in the Adepta Sororitas players army must be set up wholly within their deployment zone.
Then the Drukhari player sets up their army. Each unit in the Drukhari player’s army must be set up more than 16" from the Adepta Sororitas player’s deployment zone.
FIRST TURNThe Drukhari player has the first turn.
BATTLE LENGTHThe battle ends when one player’s
PRIZE model (see below) has been destroyed.
VICTORY CONDITIONSA player wins the battle if the enemy
PRIZE model (see below) has been destroyed.
A PRIZE TOO GREAT TO RESISTFor this battle, Lelith Hesperax and the Palatine gain the
PRIZE keyword. While an enemy
PRIZE model has not been destroyed and there are other enemy units on the battlefield, the following rules apply:
- Only the PRIZE model from your army can target the enemy PRIZE model with attacks, and the PRIZE model from your army can only target the enemy PRIZE model with attacks.
- Models cannot move within Engagement Range of an enemy PRIZE model unless they are also a PRIZE model, and the PRIZE model from your army can only move within Engagement Range of the enemy PRIZE model.
CHALLENGEWhen a
PRIZE model within Engagement Range of an enemy
PRIZE model is selected to fight, the enemy
PRIZE model is selected to fight at the same time. Players alternate making those attacks, one at a time, starting with the player whose turn is taking place.
BY THE GRACE OF THE EMPEROREach time the Palatine is selected to fight as a result of the Challenge mission rule (see above), you can re-roll one
hit roll, you can re-roll one
wound roll and you can re-roll one
saving throw made for the Palatine.
URBAN ARENAThis mission uses the
Urban Arena Theatre of War. The Drukhari player can use 2 Urban Arena Ruses.
VICTOR BONUSEvery eligible unit in the victor’s army is
Marked for Greatness after the battle, instead of just one unit.
