Sororitas

Sister Superior Jezebel: She got a bit of a pill problem, being sister superior is too much pressure.

Sister Julia carries ashes of her martyred great-grandma. Carries it to battle, to bed, to shower, everywhere. Also the cherub is her only child who died a toddler, so she had him servitorized. The details of his death are unknown. Her family is all kinds of fucked up.

Sister Maria used to be a Repentia for suspected heresy (impure, very sexual but sadistic thoughts about the Emperor and she doodled it in her diary), but she got her honor back (now she just doesn't doodle anymore).

Sister Rebecca got horribly scarred in a flamer accident. She since switched to a heavy flamer.

Sister Natalie has asthma, so she has to keep her helmet open.

Sister Katelyn was originally in Schola Progenium for becoming a Comissar, but she has such bad grades she switched to sororitas faculty after she "found God emperor".

Sister Bettie is the kindest soul in the squadron. She wouldn't hurt a fly, she always shares, and she always makes sure that no xenos scum survives as to not live a life full of shame for not being made in emperor's image.

Sister Angela is a little dumb, which makes her an expert in fighting Orks. She can't count past 10 and she always fakes remembering her prayers.

Sister Mollie gets off on shaming and guilt-tripping guardsmen. Truly a shame-kink enthusiast.

And finally Sister Leona. She's an explosives expert. She's also the reason why Mollie is missing an arm, but Mollie doesn't mind, it makes her more intimidating having it replaced with a mechanical one.

Sororitas

Common Abilities and Options

Holy Martyrs:
The first time each Turning Point a friendly ECCLESIARCHY operative becomes wounded or is incapacitated (whichever comes first), you gain a Martyr point. At the start of a friendly ECCLESIARCHY activation, you can spend a Martyrdom point to use one ACT OF REDEMPTION. You cannot use more than one ACT OF REDEMPTION per activation, and their effects are as follows:

Emperor's Light
Until the end of this operative's activation, add 1 to its APL stat.
Blessed Rejuvenation
This operative regains 1d3+1 lost wounds.
Righteous Smite
This operative's weapons have the Accurate 1 rule. This is not cumulative with Vantage.

Operatives

1. Sister Jezebel
Battle Sister Superior
A 2
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Condemnor Boltgun (Combi-Boltgun, Sil, Lim, Dev1, PrcCrit1)
4
2+
3/3
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Divine PrayerHoly Martyrs
Notes

She got a bit of a pill problem, being sister superior is too much pressure.

Divine Prayer: At the start of each Turning Point, gain one Martyr point.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, LEADER
2. Sister Julia
Battle Sister Icon Bearer
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Holy MartyrsIcon Bearer1AP: Icon Of Purity
Notes

Sister Julia carries ashes of her martyred great-grandma. Carries it to battle, to bed, to shower, everywhere. Also the cherub is her only child who died a toddler, so she had him servitorized. The details of his death are unknown. Her family is all kinds of fucked up.

Icon Bearer: When determining control of an objective marker, treat this operative's APL as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battloe Honour (see Core Rule Book).

Icon Of Purity (1AP): Until the end of the Turning Point, while this operative is Visible to and within 3" of a friendly ADEPTA SORORITAS operative, that friendly operative is inspired by purity. While an operative is inspired by purity, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your attack dice results of 5+ that is a successful hit as a critical hit.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, ICON BEARER
3. Sister Natalie
Battle Sister Gunner
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Prc2, Dev4)
4
4+
6/3
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

Sister Natalie has asthma, so she has to keep her helmet open.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, GUNNER
4. Sister Maria
Battle Sister Gunner
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Ministorum Flamer (Rng 8", Sat, Tor 2")
4
2+
4/4
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

Sister Maria used to be a Repentia for suspected heresy (impure, very sexual but sadistic thoughts about the Emperor and she doodled it in her diary), but she got her honor back (now she just doesn't doodle anymore).

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, GUNNER
5. Sister Rebecca
Battle Sister Heavy Gunner
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Ministorum Heavy Flamer (Rng 8", Sat, Tor 2")
5
2+
4/4
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

Sister Rebecca got horribly scarred in a flamer accident. She since switched to a heavy flamer.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, GUNNER
6. Sister Katelyn
Battle Sister Warrior
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

Sister Katelyn was originally in Schola Progenium for becoming a Comissar, but she has such bad grades she switched to sororitas faculty after she "found God emperor".

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, WARRIOR
7. Sister Bettie
Battle Sister Warrior
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

Sister Bettie is the kindest soul in the squadron. She wouldn't hurt a fly, she always shares, and she always makes sure that no xenos scum survives as to not live a life full of shame for not being made in emperor's image.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, WARRIOR
8. Sister Angela
Battle Sister Warrior
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

Sister Angela is a little dumb, which makes her an expert in fighting Orks. She can't count past 10 and she always fakes remembering her prayers.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, WARRIOR
9. Sister Mollie
Battle Sister Warrior
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

Sister Mollie gets off on shaming and guilt-tripping guardsmen. Truly a shame-kink enthusiast.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, WARRIOR
10. Sister Leona
Battle Sister Warrior
A 2
M 6"
S 3+
W 8/8
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Holy Martyrs
Notes

She's an explosives expert. She's also the reason why Mollie is missing an arm, but Mollie doesn't mind, it makes her more intimidating having it replaced with a mechanical one.

ECCLESIARCHY, IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, BATTLE SISTER, WARRIOR

Equipment

Sanctified Bolts

Once per turning point, whenever a friendly ECCLESIARCHY operative is performing the shoot action and you select a boltgun or bolt pistol, you can use this rule. Until the end of that action, add 1 to both its damage stats.

Servo-Cherub

Once per turning point, whenever a friendly ECCLESIARCHY operative is performing the Pick Up or Put Down Marker or Open Hatch action, you can perform the action for 1 less AP (to a minimum of 0 AP).

Phial Of Restoration

Once per battle, whenever a friendly ECCLESIARCHY operative, it can use this ability. If it does so, it regains 2D3 lost wounds.

Purity Seals

Once per turning point, when a friendly ECCLESIARCHY operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Ploys

Divine Shield
Strategy Ploy

Until the end of the Turning Point, each time a shooting attack is made against a friendly ECCLESIARCHY operative, in the Roll Defence Dice step of that shooting attack, if you retain any critical saves, you can re-roll one of your failed saves.

Emperor's Guidance
Strategy Ploy

Until the end of the Turning Point, each time a friendly ECCLESIARCHY operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits, you can re-roll one of your attack dice.

Extremis Trigger Word
Strategy Ploy

Until the end of the Turning Point:

Each time a friendly ECCLESIARCHY operative performs a Dash or Charge action, it can move an additional 1" for that action.
Melee weapons that friendly ECCLESIARCHY operatives are equipped with gain the Lethal 5+ special rule.

You can only use this Strategic Ploy once per game.

Vengeance of the Martyred
Strategy Ploy

Until the end of the Turning Point, each time a friendly ECCLESIARCHY operative is granted a Martyr Point, one enemy operative within 6" suffers 1 damage.

Divine Intervention
Firefight Ploy

Use this Firefight Ploy in the Resolve Successful Hits step of a combat or shooting attack, when an attack die would inflict damage on a friendly ECCLESIARCHY operative. Ignore the damage inflicted from that attack die.

Penance Through Death
Firefight Ploy

Use this Firefight Ploy when a friendly ECCLESIARCHY operative is incapacitated in combat by an enemy operative. Before that friendly operative is removed from the killzone, you can strike with one of your remaining attack dice before it’s removed from the killzone.

Rightous Fury
Firefight Ploy

Use this Firefight Ploy when a friendly ECCLESIARCHY operative is activated. Until the end of that operative’s activation, it can perform two Shoot actions during that activation if a boltgun, bolt pistol, or storm bolter weapon is selected for each of those shooting attacks. If it does not perform any Shoot actions, it can instead perform two Fight actions.

Storm Of Retribution
Firefight Ploy

Use this Firefight Ploy when a friendly ECCLESIARCHY operative is activated. Until the end of that operative's activation, ranged weapons it is equipped with lose the Heavy special rule and gain the Saturate special rule.

Tac Ops

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.