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Army Roster (Imperium - Adepta Sororitas) (1300 PTS) : Configuration

The document outlines an army roster for the Adepta Sororitas faction in a tabletop game, detailing a total of 1300 points worth of units, characters, and vehicles. It includes specific configurations, rules, and abilities for each unit, such as Acts of Faith and Deep Strike, as well as the overall detachment choice of Hallowed Martyrs. Additionally, it describes the unique abilities and weapons of the characters and units, emphasizing their combat roles and strategic advantages in gameplay.

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0% found this document useful (0 votes)
5 views9 pages

Army Roster (Imperium - Adepta Sororitas) (1300 PTS) : Configuration

The document outlines an army roster for the Adepta Sororitas faction in a tabletop game, detailing a total of 1300 points worth of units, characters, and vehicles. It includes specific configurations, rules, and abilities for each unit, such as Acts of Faith and Deep Strike, as well as the overall detachment choice of Hallowed Martyrs. Additionally, it describes the unique abilities and weapons of the characters and units, emphasizing their combat roles and strategic advantages in gameplay.

Uploaded by

ankatow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Imperium - Adepta Sororitas - 1300 - (1300 pts)

Army Roster (Imperium - Adepta Sororitas) (1300 pts)

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Choice Hallowed Martyrs

Rules: The Blood of Martyrs

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Titans are visible, Legends are visible,
Imperial Knights are visible, Agents of the Imperium are visible

Epic Hero (245 pts)


Daemonifuge (2) • Kyganil of the Bloody Tears
(85 pts) • Ephrael Stern

Rules: Acts of Faith, Fights First, Lone Operative, Deep Strike, Pistol
Abilities: Holy Judgement, Mysterious Savious
Unit: Ephrael Stern, Kyganil of the Bloody Tears
Ranged Weapons: Bolt pistol (x14) (x14)
Melee Weapons: Sanctity, The Outcast's Blades
Abilities: Invulnerable Save[1]

Saint Celestine (3) Warlord


(160 pts) • Saint Celestine
• 2x Geminae Superia

Rules: Acts of Faith, Deep Strike, Leader, Pistol, Torrent, Ignores Cover, Devastating Wounds
Abilities: Healing Tears, Lifewards, Miraculous Intervention, Invulnerable Save[2]
Unit: Geminae Superia (x2) (x2), Saint Celestine
Ranged Weapons: Bolt Pistol, The Ardent Blade
Melee Weapons: Power Weapon, The Ardent Blade
Abilities: Leader[1]

Character (60 pts)


Canoness (1) Condemnor boltgun, Blessed blade, Saintly Example
(60 pts)
Rules: Acts of Faith, Leader, Lethal Hits, Anti-, Devastating Wounds, Precision, Rapid Fire
Unit: Canoness
Abilities: The Emperor's Grace, Sacred Command, Saintly Example
Melee Weapons: Blessed blade
Ranged Weapons: Condemnor boltgun
Abilities: Leader[2]
Abilities: Invulnerable Save[3]

Battleline (105 pts)


Battle Sisters Squad (10) • 6x Battle Sister
(105 pts) • Battle Sister w/ Simulacrum Imperialus
• Battle Sister w/ Special or Heavy Weapon: Multi-melta
• Battle Sister w/ Special Weapon: Meltagun
• Sister Superior: Condemnor boltgun, Chainsword

Rules: Pistol, Anti-, Devastating Wounds, Precision, Rapid Fire, Heavy, Melta
Abilities: Defenders of the Faith, Cherub, Simulacrum Imperialis
Unit: Battle Sister (x10) (x50)
Ranged Weapons: Bolt pistol (x14) (x70), Condemnor boltgun (x2) (x2), Boltgun (x2)[1] (x4), Multi-melta,
Meltagun[1]
Melee Weapons: Close combat weapon (x9) (x45), Chainsword
Abilities: Invulnerable Save[4]

Infantry (215 pts)


Dominion Squad (10) • 4x Dominion
(125 pts) • Dominion w/ Simulacrum Imperialis
• 4x Dominion w/ Special Weapon: Meltagun
• Dominion Superior: Condemnor boltgun, Power weapon

Rules: Acts of Faith, Scouts 6", Pistol, Anti-, Devastating Wounds, Precision, Rapid Fire, Assault, Melta
Abilities: Holy Vanguard, Righteous Awareness, Cherub, Simulacrum Imperialis
Unit: Dominion Superior, Dominion (x9) (x27)
Ranged Weapons: Bolt pistol (x14) (x56), Condemnor boltgun (x2) (x2), Boltgun (x2)[2] (x4), Meltagun[2]
Melee Weapons: Close combat weapon (x9) (x36), Power weapon
Abilities: Invulnerable Save[5]
Seraphim Squad (5) • 2x Seraphim
(90 pts) • 2x Seraphim with Special Weapons: 2x Inferno Pistols
• Seraphim Superior: 2 Bolt Pistols

Rules: Acts of Faith, Deep Strike, Pistol, Melta


Abilities: Angelic Ascent
Unit: Seraphim (x5) (x15)
Melee Weapons: Close combat weapon (x3) (x9)
Ranged Weapons: Bolt pistol (x14) (x28), Inferno Pistol (x2) (x2)
Abilities: Invulnerable Save[6]

Vehicle (75 pts)


Penitent Engines (1) • Penitent Engine: Twin Penitent Buzz-Blades
(75 pts)
Rules: Acts of Faith, Deadly Demise 1, Feel No Pain 5+, Assault, Ignores Cover, Torrent, Twin-linked,
Sustained Hits
Abilities: Endless Suffering
Unit: Penitent Engine
Ranged Weapons: Penitent Flamers
Melee Weapons: Twin Penitent Buzz-Blades
Abilities: Invulnerable Save[4]

Allied Units (600 pts)


Canis Rex (1) • Sir Hekhtur
(450 pts) • Canis Rex

Rules: Deadly Demise D6, Sustained Hits, Super-Heavy Walker, Blast, Lone Operative
Unit: Canis Rex, Sir Hekhtur
Abilities: Chainbreaker, Legendary Freeblade, Invulnerable Save (5+*), Damaged: 1-7 Wounds Remaining,
Using Sir Hekhtur
Ranged Weapons: Chainbreaker las-impulsor - high intensity, Chainbreaker las-impulsor - low intensity,
Chainbreaker multi-laser, Hekhtur's pistol
Melee Weapons: Freedom's Hand - strike, Freedom's Hand - sweep, Close combat weapon

Vindicare Assassin (1) Rules: Assigned Agents, Lone Operative, Stealth, Infiltrators, Devastating Wounds, Ignores Cover, Precision,
(150 pts) Pistol, Heavy
Unit: Vindicare Assassin
Abilities: Invulnerable Save[7], Shieldbreaker, Dead-shot, Shadow Assignment
Ranged Weapons: Exitus pistol, Exitus rifle
Melee Weapons: Vindicare combat knife
Rules:

The Blood of Martyrs Each time an ADEPTA SORORITAS model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below
its Starting Strength, and add 1 to the Wound roll, as well, if that model’s unit is Below Half-strength.

Acts of Faith If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per
phase. This is done using Miracle dice.

GAINING MIRACLE DICE


If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
% At the start of each turn.
% Each time an ADEPTA SORORITAS unit from your army is destroyed.
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.

PERFORMING AN ACT OF FAITH


Before making a dice roll for a model or 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. If it does, select one of the dice from your Miracle dice pool to
substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can
be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used as if it
had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). 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 all 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:
% Advance roll
% Battle-shock test
% Charge roll
% Damage roll
% Hit roll
% Saving throw
% Wound roll

Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, 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" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Scouts 6" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Feel No Pain 5+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Super-Heavy Walker Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding
TITANIC models) and sections of terrain features that are 4" or less in height.
When doing so:
- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one
D6: on a 1, that model is Battle-shocked.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Assigned Agents If your army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you
can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in
the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in
your army depends on the battle size, as shown below.

Incursion: 1 RETINUE, 1 CHARACTER, 1 REQUISITIONED


Strike Force: 2 RETINUE, 2 CHARACTER, 1 REQUISITIONED
Onslaught: 3 RETINUE, 3 CHARACTER, 2 REQUISITIONED

Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but
each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count
as having been destroyed during the first battle round.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Abilities

Holy Judgement

At the start of your Shooting phase, select one enemy unit within 12" of and visible to this unit's Ephrael Stern model. That unit must take a Battle-shock test,
subtracting 2 from the result if it is a Chaos unit. If the test is failed, that enemy unit suffers 3 mortal wounds.

Mysterious Savious

You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this
phase.

Healing Tears

While this unit contains a Celestine model, in your Command phase, if this unit is below its Starting Strength, either one destroyed Geminae Superia model or
up to D3 other Bodyguard models are returned to this unit.

Lifewards

While this unit contains one or more Geminae Superia models, Celestine has the Feel No Pain 4+ ability.

Miraculous Intervention

The first time this unit’s Celestine model is destroyed, roll one D6 at the end of the phase. On a 2+, set that Celestine model back up on the battlefield, as
close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.

Invulnerable Save[2]

Models in this units have a 4+ invulnerable save.

The Emperor's Grace

Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save.

Sacred Command

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.

Saintly Example

ADEPTA SORORITAS model only. When the bearer is destroyed, you gain an additional D3 Miracle dice.

Defenders of the Faith

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective markers remains under your control, even if
you have no models within range of it, until you opponent controls it at the star or end of any turn.

Cherub

Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice.

Simulacrum Imperialis

At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one
D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result.

Holy Vanguard

If this unit has a Leader unit attached to it during the Declare Battle Formations step and this unit starts the battle embarked within a Transport, that Leader
unit gains the Scouts 6" ability.

Righteous Awareness

Once per turn, when an enemy unit ends a Normal, Advance, or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
more enemy units, it can make a Normal move of up to D6".

Angelic Ascent

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until
the end of the turn, this unit is not eligible to declare a charge.

Endless Suffering

This unit is eligible to declare a charge in a turn in which it Advanced

Chainbreaker
Each time this model makes an attack, an unmodified successful Hit roll of 5+ scores a Critical Hit.

Legendary Freeblade

Once per turn, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that
Stratagem by 1CP.

Invulnerable Save (5+*)

This model has a 5+ invulnerable save against ranged attacks.

Damaged: 1-7 Wounds Remaining

While this model has 1-7 wounds remaining, subtract 5 from this models Objective Control characteristic and each time this model makes an attack, subtract 1
from the Hit roll.

Using Sir Hekhtur

When your Canis Rex model is destroyed, Sir Hekhtur is treated as a model disembarking from a destroyed TRANSPORT – set him up within 3" of your Canis
Rex model before it is removed. Sir Hekhtur then uses the profile, wargear, abilities and keywords shown on this side of the card, but cannot be selected as
the target of any of your Stratagems other than Core Stratagems. Your Canis Rex unit is not considered to be destroyed until Sir Hekhtur is also destroyed.

Invulnerable Save[7]

This model has a 4+ invulnerable save.

Shieldbreaker

Once per battle, when selecting targets for this model’s exitus rifle, it can fire a shieldbreaker round. If it does, until the end of the phase, each time this model
makes an attack with that weapon, add 1 to the Wound roll and any successful Wound roll scores a Critical Wound.

Dead-shot

Each time this model makes a ranged attack, when selecting targets for that attack, you can ignore the Lone Operative ability.

Shadow Assignment

This model cannot be selected as your WARLORD. If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you
can replace this model with a different OFFICIO ASSASSINORUM model, provided that the points value of the new model does not exceed the points value of
the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing this model with this rule, your army cannot have more than 1
VINDICARE ASSASSIN, it cannot have more than 1 CULEXUS ASSASSIN, it cannot have more than 1 EVERSOR ASSASSIN and it cannot have more than
1 CALLIDUS ASSASSIN).

Unit M T SV W LD OC

Ephrael Stern 8" 3 3+ 5 7+ 1

Kyganil of the Bloody Tears 8" 3 6+ 3 7+ 1

Geminae Superia (x2) (x2) 12" 3 2 2 7+ 1

Saint Celestine 12" 3 2+ 5 6+ 1

Canoness 6" 3 3+ 4 7+ 1

Battle Sister (x10) (x10) 6" 3 3+ 1 7+ 2

Dominion Superior 6" 3 3+ 1 7+ 1

Dominion (x9) (x9) 6" 3 3+ 1 7+ 1

Seraphim (x5) (x5) 12" 3 3+ 1 7+ 1

Penitent Engine 8" 6 4+ 5 7+ 2

Canis Rex 10" 12 3+ 22 5+ 10

Sir Hekhtur 6" 3 4+ 3 5+ 1

Vindicare Assassin 7" 4 6+ 4 6+ 1


Ranged Weapons Range A BS S AP D

Bolt pistol (x14) (x14) 12" 1 3+ 4 0 1

Pistol

Bolt Pistol 12" 1 3+ 4 0 1

Pistol

The Ardent Blade 12" D6 N/A 6 -2 1

Ignores Cover, Torrent

Condemnor boltgun 24" 1 2+ 4 0 1

Anti-Psyker 2+, Devastating Wounds, Precision, Rapid Fire 1

Condemnor boltgun (x2) (x2) 24" 1 3+ 4 0 1

Anti-Psyker 2+, Devastating Wounds, Precision, Rapid Fire 1

Boltgun (x2)[1] (x2) 24" 1 3+ 4 0 1

Rapid Fire 1

Multi-melta 18" 2 4+ 9 -4 D6

Heavy, Melta 2

Meltagun[1] 12" 1 3+ 9 -4 D6

Melta 2

Boltgun (x2)[2] (x2) 24" 1 3+ 4 0 1

Rapid Fire 1, Assault

Meltagun[2] 12" 1 3+ 9 -4 D6

Melta 2, Assault

Inferno Pistol (x2) (x2) 6" 1 3+ 8 -4 D3

Melta 2, Pistol

Penitent Flamers 12" 2D6 N/A 5 0 1

Assault, Ignores Cover, Torrent, Twin-Linked

Chainbreaker las-impulsor - high intensity 24" D6 2+ 14 -3 4

Blast, Sustained Hits 1

Chainbreaker las-impulsor - low intensity 36" 2D6 2+ 7 -1 2

Blast, Sustained Hits 1

Chainbreaker multi-laser 36" 4 2+ 6 0 1

Sustained Hits 1

Hekhtur's pistol 12" 1 2+ 5 -1 2

Pistol

Exitus pistol 12" 3 2+ 6 -2 3

Devastating Wounds, Ignores Cover, Pistol, Precision

Exitus rifle 48" 1 2+ 8 -3 D3+3

Devastating Wounds, Heavy, Ignores Cover, Precision


Melee Weapons Range A WS S AP D Keywords

Sanctity Melee 4 2+ 6 -2 2 Anti-Chaos 2+, Precision

The Outcast's Blades Melee 6 2+ 4 -2 1 Precision

Power Weapon Melee 4 3+ 4 -2 1 -

The Ardent Blade Melee 5 2+ 6 -3 2 Devastating Wounds

Blessed blade Melee 4 2+ 6 -2 2 Lethal Hits

Close combat weapon (x9) (x9) Melee 1 4+ 3 0 1 -

Chainsword Melee 3 4+ 3 0 1 -

Power weapon Melee 2 4+ 4 -2 1 -

Close combat weapon (x3) (x3) Melee 2 3+ 3 0 1 -

Twin Penitent Buzz-Blades Melee 4 4+ 10 -3 2 Sustained Hits 1, Twin-Linked

Freedom's Hand - strike Melee 5 2+ 20 -3 9 Sustained Hits 1

Freedom's Hand - sweep Melee 10 2+ 10 -2 3 Sustained Hits 1

Close combat weapon Melee 2 2+ 3 0 1 -

Vindicare combat knife Melee 4 2+ 4 -1 1 -

Abilities

Invulnerable Save[1]

Models in this units have an Invulnerable save of 4+

Invulnerable Save[3]

This model has an invulnerable save of 4+

Invulnerable Save[4]

This model has an invulnerable save of 6+

Invulnerable Save[5]

Models in this unit have an Invulnerable save of 6+.

Invulnerable Save[6]

Models in this units have an Invulnerable save of 5+.

Abilities

Leader[1]

This unit can be attached to the following units:


% Seraphim Squad
% Zephyrim Squad

Leader[2]

This unit can be attached to the following units:


- Battle Sisters Squad
- Celestian Sacresants
- Dominion Squad
- Retributor Squad
- Sisters Novitiate Squad

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