MACROMUNDA
Allegiance
Adepta Sororitas Order Of The Bloody Rose
Codex / Campaign
Codex · Adepta Sororitas

Campaign58

Scenarios2

Loose The Penitents scenario
Attackerthe Bloody Rose penitent host, loosed from the Penitorium
Defendera gang trying to hold a line or an objective against the charge
Deployattacker deploys along one board edge, its penitents to the front; defender sets up in the centre or across the far half, dug in to receive the charge
Objectivethe attacker must break the defender or drive it off the central ground by close assault before the game ends; the defender must hold its line intact
Victorythe Bloody Rose wins by controlling the central ground with a Charge-capable fighter and reducing the defender below half strength; the defender wins by holding its line and its numbers to the end
Rewardsevery friendly penitent taken Out of Action in the charge is inscribed on The Redeemed and banks Faith and Reputation at the rail's maximum; the harder the host bleeds taking the ground, the more it grows
Control Tracka successful charge pushes this House's control-track marker up by one on the world and drives the enemy off the ground; a broken charge pushes the marker back — but even a failed charge that martyred its penitents banks their names on The Redeemed for the campaign to come

THE CHARGE. The Bloody Rose looses its penitent host from the Penitorium and runs it into the teeth of an enemy dug in to hold. The attacker is the penitent host; the defender is the gang trying to keep a line or an objective against the charge.

BATTLEFIELD & DEPLOYMENT. The attacker deploys along one board edge, its penitents to the front. The defender sets up in the centre or across the far half, dug in to receive the charge.

OBJECTIVE. The attacker must break the defender or drive it off the central ground by close assault before the game ends. The defender must hold its line intact.

ENDING THE BATTLE. The Bloody Rose wins by controlling the central ground with a Charge-capable fighter while the defender is reduced below half strength. The defender wins by holding its line and its numbers to the end.

REWARDS. Every friendly penitent taken Out of Action in the charge is inscribed on The Redeemed and banks Faith and Reputation at the rail's maximum. The harder the host bleeds to take the ground, the more it grows.

CONTROL TRACK. A successful charge pushes this Order's marker one step up the world's control track and drives the enemy off the ground. A broken charge pushes the marker back — but even a failed charge that martyred its penitents banks their names on The Redeemed for the campaign to come.

The Red Penance scenario
Attackerthe Bloody Rose, running down a marked enemy
Defenderthe gang harbouring an Excommunicate target marked by the Ordo Hereticus
Deploydefender deploys with the marked fighter anywhere in its half; attacker deploys along one edge with its penitents forward and takes the first turn
Objectivethe attacker must take the marked Excommunicate Out of Action in melee, with a penitent if possible; the defender must keep the mark alive to the end
Victorythe Bloody Rose wins the moment a friendly penitent takes the marked fighter Out of Action in melee; the defender wins by keeping the mark standing until the game ends
Rewardscutting down the mark closes the penance: the gang banks a large Reputation gain and the penitent who struck the blow, if it survives, may claim a Legendary Name; if that penitent then falls, its name is written first on The Redeemed
Control Trackrunning down the mark pushes this House's control-track marker up by one and breaks the enemy's claim on the world it sheltered a heretic on; failing to reach the mark leaves the marker unchanged and the penance unpaid, a debt the Order carries into the next battle

THE HUNT. The Ordo Hereticus marks an Excommunicate, and the Bloody Rose runs the heretic down. The attacker is the penitent host; the defender is the gang harbouring the marked target.

BATTLEFIELD & DEPLOYMENT. The defender deploys with the marked fighter anywhere in its half. The attacker deploys along one board edge with its penitents forward and takes the first turn.

OBJECTIVE. The attacker must take the marked Excommunicate Out of Action in melee, with a penitent if it can. The defender must keep the mark alive to the end.

ENDING THE BATTLE. The Bloody Rose wins the moment a friendly penitent takes the marked fighter Out of Action in melee. The defender wins by keeping the mark standing until the game ends.

REWARDS. Cutting down the mark closes the penance: the gang banks a large Reputation gain, and the penitent who struck the blow, if it survives, may claim a Legendary Name. Should that penitent then fall, its name is written first on The Redeemed.

CONTROL TRACK. Running down the mark pushes this Order's marker one step up the control track and breaks the enemy's claim on the world it sheltered a heretic upon. Failing to reach the mark leaves the marker unchanged and the penance unpaid — a debt the Order carries into the next battle.

Favours11

RollFavourPatron
2A Single Repentia. The Convent spares you a single Sister Repentia — one condemned soul, eviscerator in hand, marched to your muster to seek her redemption in your battles. Add her to your gang for the next fight as an extra fighter, no armour and faith her only shield, then she is recalled to the penitent cells. The lowest of the Convent's gifts and the most freely given: there is never a shortage of the damned.the Convent and the chamber militant of the Ordo Hereticus
3The Frenzon Store. The chamber militant opens its frenzon store to you — a crate of combat-stimms and injector-shunts delivered to your muster before the next battle. Field an Arco-flagellant fitted with frenzon injectors for that fight, the chems supplied and the surge yours to spend when the charge lands. A small favour, but the drugs that keep the redeemed running are rarely handed out so freely.the Convent and the chamber militant of the Ordo Hereticus
4An Arco Flagellant. The Convent delivers a rebuilt penitent to your muster — a single Arco-flagellant, wired into its frenzon harness and loosed with an arc-shock flail. Add it to your gang for the next battle as an extra fighter, run at the enemy and spent as such, then reclaimed by the chamber militant. A disposable body given freely; there is no shortage of sinners to remake.the Convent and the chamber militant of the Ordo Hereticus
5The Bleeding Petal. For a single battle the Convent entrusts you with the Bleeding Petal, the Order's relic eviscerator, carried to your muster under guard. One of your penitents or your Canoness may bear it for that fight — a martyr's blade that reaps and feeds the Faith pool as it kills — before it is returned to the reliquary. To hold it even once is a mark of real favour.the Convent and the chamber militant of the Ordo Hereticus
6Consecrated Eviscerator. The Convent's artificers consecrate one of your eviscerators between battles, anointing the blade in the blood of the martyrs. The chosen weapon returns to its bearer sanctified, striking with a keener edge in the Emperor's name for the battles to come. A modest blessing, but a consecrated blade in a penitent's hands is a promise kept to the fallen.the Convent and the chamber militant of the Ordo Hereticus
7The Canonesss Ear. You have the Canoness's ear — a moment of the Order's commander's attention, granted before the next battle. Her counsel and her authority are yours to call upon: a Champion of your choosing fights that battle with the steadiness of one blessed by the Order's own saint, and her word smooths whatever your gang needs from the Convent's stores. Favour, in the Adepta Sororitas, flows from those who are heard.the Convent and the chamber militant of the Ordo Hereticus
8Spirit Of The Martyr. The Convent grants your host the blessing of Spirit of the Martyr — a litany sung over your penitents before the next battle, binding their deaths to the advance. For that fight the fallen drive the living forward: when a friendly penitent goes down, the host presses on toward the enemy rather than falter. A fitting gift for the Order that spends itself to move.the Convent and the chamber militant of the Ordo Hereticus
9A Repentia Squad. The Convent marches a full squad of Sister Repentia to your muster — a handful of condemned souls, eviscerators in hand, lent to your Order for the next battle. Add them to your gang as extra fighters, no armour and faith their only shield, to be run into the enemy and spent, then recalled. A generous gift of the damned, and exactly the muscle your charge is built to throw away.the Convent and the chamber militant of the Ordo Hereticus
10A Mortifier On Loan. The Convent rolls out one of its Mortifiers for your next battle — a Repentia-hosted penitent walker, buzz-blades screaming, crewed and consecrated, yours for the fight. Field it as an extra Brute for that game only, returned to the Convent's forge afterward. A rare loan and a sign of real favour; the chamber militant does not hand its penitent engines to just any Order.the Convent and the chamber militant of the Ordo Hereticus
11The Ordos Warrant. The Ordo Hereticus issues you a warrant — an Inquisitorial writ marking an enemy of the faith for your host to run down. Before the next battle name an Excommunicate among your rivals; your Order fights that battle with the Inquisition's sanction at its back, and cutting the mark down closes a debt owed to the Emperor. A warrant is not lightly given, and it is never lightly discharged.the Convent and the chamber militant of the Ordo Hereticus
12A Living Saints Wrath. The greatest gift the Convent can grant: for a single battle a Living Saint walks at the head of your host — Acts of Faith made flesh, blade in hand, the charge incarnate. Field the Saint for that fight as the tip of your advance, and your penitents charge in her wake with a fervour no enemy line can hold. She is recalled to the Convent when the battle ends, if she has not already returned to the Emperor's side. To be answered by a Saint is the highest favour the Adepta Sororitas can bestow.the Convent and the chamber militant of the Ordo Hereticus

Gang Tactics36

RollTacticTiming
11The Passion. The Passion. Play this at the start of a round: until its end, every friendly fighter that Charges gains +1 Strength and re-rolls failed melee Hit rolls. This is the Order's whole creed pressed into a single card — the wrath made a weapon. Hit first, hit hardest, and let faith answer for the rest.start of round
12Spirit Of The Martyr. Spirit of the Martyr. Play this at the start of a round: each friendly penitent may immediately make a free Move toward the nearest enemy. The dead of the Order press at the backs of the living, and the host surges forward as one before the round has even properly begun — the relentless advance made manifest.start of round
13Redeemed In Death. Redeemed in Death. Play this when a friendly penitent is taken Out of Action: the gang immediately generates one Faith point beyond the usual rail. Its death is not a loss but the whole point of it — the sinner is redeemed in the falling, and the miracle it buys is spent by those who charge on.when a penitent falls
14Drive Them On. Drive Them On. Play this at the end of a friendly overseer's activation: one friendly penitent within 6" of it may immediately make a free Move toward the nearest enemy. The lash cracks, and the redeemed lurch forward another few yards toward the death they were promised — the overseer never lets the advance rest.end of activation
15Wrath Of The Faithful. Wrath of the Faithful. Play this when a friendly makes a Fight action: it re-rolls failed Wound rolls in melee for that action. The faithful strike with a fury no drilled soldier can match — every blow carries the weight of a soul that has nothing left to lose and everything to prove to its Emperor.any Fight action
16Run At Death. Run at Death. Play this when a friendly penitent declares a Charge: it automatically passes the charge and re-rolls its Charge distance. The redeemed do not weigh the odds or measure the gap — they see the enemy and they run, straight at the death that waits for them, and faith carries them the rest of the way.any Charge
21Feed The Pool. Feed the Pool. Play this when a friendly fighter is taken Seriously Injured or Out of Action: the gang immediately generates one Faith point. Nothing in the Order is wasted, least of all a death — every fighter that goes down pours its last measure of faith into the pool for the survivors to spend.when a friendly falls
22The Bleeding Petal. The Bleeding Petal. Play this while the bearer of the Bleeding Petal is standing: until the end of the round, any enemy she takes Out of Action generates the gang one Faith point beyond the rail, and friendly penitents within 6" of her re-roll failed Charge distances. The relic reaps, and the host follows the reaping in.while the Mistress stands
23No Ground To Hold. No Ground to Hold. Play this at the start of a round: until its end, friendly penitents add +1" to all Charge moves and can never be forced to make a fall-back move. The Order does not defend and does not retreat — there is no ground worth holding, only ground worth taking, and the penitents only ever go forward.start of round
24Frenzon Surge. Frenzon Surge. Play this at the start of a round: one friendly Arco-flagellant gains +2 Attacks and ignores Flesh Wounds until the end of the round, then is spent. The harness floods the cyborg with everything at once — a single, ecstatic spasm of violence with no thought for what it costs the body burning it.start of round
25The Charge That Feeds. The Charge That Feeds. Play this when a friendly fighter takes an enemy Out of Action during a Charge: the gang immediately generates one Faith point. The engine is at its purest here — a landed charge and a killing blow feed the pool that pays for the next charge, and the host grows stronger the more it kills.when a friendly takes an enemy OOA on a Charge
26Relentless Advance. Relentless Advance. Play this when a friendly penitent makes a Move action: it may add +2" to that move, provided it ends nearer the closest enemy. The host comes on at a pace no line can set itself against, closing the distance yard by yard until the guns no longer matter and only the blades do.any Move action
31The Penitorium Opens. The Penitorium Opens. Play this before the battle: friendly penitents may be deployed up to 3" further forward than the scenario would normally allow. The blast-doors are thrown wide and the damned spill out ahead of the line, the charge begun before the enemy has finished setting its guard.pre-battle
32Pain Is Penance. Pain is Penance. Play this when a friendly penitent loses a Wound but is not taken Out of Action: it gains +1 Attack until the end of the round. Every wound is a prayer answered, every hurt a sin repaid — the penitent does not flinch from pain but feeds on it, striking harder the more it bleeds.when a friendly is Wounded
33Wrathful Precision. Wrathful Precision. Play this when a friendly makes a Fight action: it gains +1 to hit for that action. Fury need not be blind — the penitents of the Bloody Rose fold their rage into every stroke, and the blow lands exactly where faith aimed it.any Fight action
34The Host Grows Harder. The Host Grows Harder. Play this at the start of the round after a friendly penitent was taken Out of Action: until the end of the round, friendly penitents gain +1 Strength in melee. The fall of one hardens the rest — the survivors take up the wrath of the dead and strike with the weight of everyone they have already lost.the round after a penitent falls
35Arco Frenzy. Arco Frenzy. Play this at the start of a round: until its end, every friendly Arco-flagellant gains +1 Attack as the frenzon takes the whole line at once. The cyborgs need no order but the sight of the enemy, and when the surge runs through all of them together there is little that survives the reaching.start of round
36Martyrs Charge. Martyr's Charge. Play this when a friendly penitent declares a Charge: even if it is taken Out of Action before it fights, it still makes its close-combat attacks this round before it falls. Death does not come quickly enough to cheat a penitent of its charge — it dies swinging, and takes what it can with it.any Charge
41Loosed From The Rail. Loosed from the Rail. Play this at the start of the battle: the gang begins with one Faith point already in the pool, beyond the usual opening measure. The host comes to the field already burning, the first miracle bought before a shot is fired — the wrath-engine turning over before the enemy is even in sight.start of battle
42Never Stand Still. Never Stand Still. Play this at the end of a round: each friendly penitent may immediately make a free move, provided it ends nearer the closest enemy. The penitents cannot bear to be still while an enemy yet stands; even between activations they creep forward, and the advance never truly stops.end of round
43The Second Engine. The Second Engine. Play this before the battle: for this game the gang may field a second Penitent Engine or Mortifier, beyond its usual walker limit. The most-martyred host has earned a second screaming engine, and it wheels onto the field alongside the first — two furnaces at the heart of one charge.once per campaign per battle
44Blood For The Charge. Blood for the Charge. Play this at the start of a round: one friendly penitent may take a single Flesh Wound to gain +1 Strength and +1 Attack until the end of the round. The penitent pays in its own blood for the fury of the coming charge, and counts the wound a bargain.start of round
45They Do Not Tire. They Do Not Tire. Play this when a friendly penitent makes a Move action: it may immediately make a second Move action, provided the second ends nearer the closest enemy. The redeemed feel neither exhaustion nor doubt — they cross the open ground at a pace that leaves a defending line no time to ready itself.any Move action
46Wrath Made A Miracle. Wrath Made a Miracle. Play this once per battle: the gang immediately generates two Faith points beyond the rail. The sheer fury of the host becomes a miracle in its own right — wrath, in the Bloody Rose, is a sacrament, and now and then it answers itself before a single prayer is spoken.once per battle
51The Redeemed Rise. The Redeemed Rise. Play this at the end of a round in which a friendly penitent was taken Out of Action: one surviving friendly penitent within 6" of where it fell gains +1 Attack next round. The dead do not simply lie — their example lifts the living, and the survivor charges on the next round carrying the fury of the fallen.end of round
52Cut Down The Champion. Cut Down the Champion. Play this when a friendly makes a Fight action against an enemy Leader or Champion: it gains +1 to hit and re-rolls failed Wound rolls for that action. The penitents fix on the proudest enemy on the field, for there is no redemption so complete as breaking the one the others follow.any Fight action
53Flails And Fire. Flails and Fire. Play this when a friendly penitent makes a Fight action while a friendly Battle Sister with a flame weapon stands within 6": the penitent re-rolls failed Hit rolls for that action. Flail and flamer work as one — the fire drives the enemy into the reach of the blades, and the blades finish what the fire began.any Fight action
54The Passion Spreads. The Passion Spreads. Play this when a friendly penitent Charges: all other friendly penitents within 3" of it also gain +1 Strength in melee until the end of the round. Fervour is contagious among the redeemed — one charging body sets the rest alight, and the wrath runs through the whole knot of them at once.when a friendly Charges
55Penance In Motion. Penance in Motion. Play this at the start of a round: until its end, friendly penitents that Charge re-roll their Charge distance. Penance for the Bloody Rose is never stillness or silence but the ceaseless forward motion of the blade — and a charge that falls short is a prayer left unfinished, to be spoken again at once.start of round
56The Mistress Marks The Kill. The Mistress Marks the Kill. Play this at the start of a round while the Repentia Mistress is standing: nominate one enemy fighter. Until the end of the round, friendly penitents gain +1 to hit against that fighter. The Mistress points, and the host understands — the marked enemy is already as good as dead, it simply does not know it yet.start of round
61A Tide Of Penitents. A Tide of Penitents. Play this while at least three friendly penitents are still standing: until the end of the round, all friendly penitents add +1" to their Charge moves. There is strength in the sheer number of the damned — a tide has a momentum no single body can match, and it arrives all at once.while three penitents stand
62Burn Away The Sin. Burn Away the Sin. Play this when a friendly penitent makes a Fight action: it re-rolls failed Wound rolls for that action. Every blow is an act of purification, the sinner scouring the enemy as it scours itself — and a penitent set on burning away sin does not stop until nothing of the target is left standing.any Fight action
63No Fear In The Charge. No Fear in the Charge. Play this at the start of a round: until its end, friendly penitents automatically pass all Nerve and Cool tests. The redeemed have already made peace with dying, and a fighter that wants death cannot be frightened by it — nothing the enemy shows them will slow the charge.start of round
64The Wrath Engine Turns. The Wrath Engine Turns. Play this at the end of a round in which a friendly penitent fell: the gang generates one Faith point, and one friendly penitent gains +1 Attack next round. The engine of martyrdom never idles — each death turns the mechanism once more, banking faith and sharpening the survivors for the round to come.end of round
65Spirit Drives The Flesh. Spirit Drives the Flesh. Play this when a friendly penitent would be taken Out of Action: roll a D6, and on a 4, 5 or 6 it is instead Seriously Injured, driven on by faith one moment longer. The body is ruined but the spirit will not release it — the penitent stays in the fight past the point flesh alone could bear.when a friendly would fall
66The Saints Charge. The Saint's Charge. Play this once per battle at the start of a round: until its end, every friendly fighter that Charges gains +1 Strength and +1 Attack and re-rolls failed melee Hit and Wound rolls. For one round the whole host charges as though a Saint led it — the single most terrible moment the Bloody Rose can bring to a battlefield.once per battle

Alliances2

One Convent Three Orders alliance
Whothe sibling Orders of the Adepta Sororitas (any two mustering as one Convent)
Termsmap-level muster: when two or more Sororitas Houses hold adjacent worlds, they may declare a combined Convent — shared non-aggression and a shared objective against a third faction; the Bloody Rose brings the penitent charge, the breaker of lines, into the ground the siblings' fire and strike have prepared

Not every bond is a rivalry. When two or more Orders of the Adepta Sororitas hold adjacent worlds, they may muster as one Convent — a shared oath of non-aggression and a common objective turned against a third faction. The Bloody Rose brings what its siblings cannot: the penitent charge, the breaker of lines, loosed into ground the Martyred Lady's fire and the Argent Shroud's strike have already prepared. Where the gunline pins and the Seraphim harry, the penitents run in and end it. It is no fixed pairing but a muster of the moment — three Orders, one faith, one enemy — and for as long as it holds, the Convent fights as a single body with the charge at its heart.

The Ordo Hereticus Requisition alliance
Whothe chamber militant of the Ordo Hereticus (requisitions the penitent bodies from this House by reference)
Termssingle-source-of-truth requisition: the Ordo Hereticus may requisition Sisters Repentia, Arco-flagellants, and Penitent Engines/Mortifiers from this House for a phase-gated Inquisitorial purge; the requisition flag and master accord live on the anchor Order (the Martyred Lady) — this House is the home the penitent muscle is drawn from, cross-referenced not duplicated; in exchange the Ordo marks an Excommunicate for the host to run down, a standing campaign feud with heresy rather than a fixed rival House

The Bloody Rose is the home of the penitent bodies the Ordo Hereticus draws upon — its Sisters Repentia, its Arco-flagellants, its Penitent Engines and Mortifiers. When the chamber militant calls a purge, it may requisition that penitent muscle from this Order for a phase-gated Inquisitorial hunt; the standing accord and its master terms are kept by the anchor Order, and here the bodies are lent by reference, never re-mustered. In return the Ordo marks an Excommunicate for the host to run down — a standing feud with heresy itself rather than a fixed rival gang. The Order that redeems sinners through death is a natural instrument of the Inquisition's wrath, and the two make ready use of one another.

Legendary Names3

Celestines Charge leader

XP cost (random): 12

XP cost (chosen): 18

Celestine's Charge is the Living Saint herself taken as the charge made flesh — Acts of Faith given a blade and set at the head of the host. Once per battle, when she takes an enemy Out of Action in melee, she immediately makes a free Charge move against the next nearest enemy, and if she had fallen that round she rises again on a single Wound. While she stands, every friendly penitent that Charges strikes with +1 Strength — the Saint's wrath is the whole host's wrath, doubled.

But the Saint is a charge and nothing else. Celestine's Charge may never make a Shoot action and may never end a round in control of an objective; another fighter must hold what her charge breaks open. And she rises only from a running engine: if the gang has generated no Faith this battle, she loses her once-per-battle return. The wrath must be burning for the Saint to rise from it.

The Redeemed any Sister Repentia or Arco-flagellant

XP cost (random): 6

XP cost (chosen): 10

The Redeemed is a penitent — a Sister Repentia or Arco-flagellant — who has embraced its own death as a sacrament and become famed for it. It gains +1 Strength on every Charge, automatically passes all Nerve tests, and when it is taken Out of Action the gang draws two Faith points at the rail's maximum. Its fall is the most valuable thing it can do, and it knows it.

A penitent this hungry for redemption cannot be held back. The Redeemed must always Charge the nearest enemy if it is able, may never retreat or take a backward step, and gains nothing in any round it fails to move toward an enemy. It is spending itself on purpose, and the Order lets it — a name written into legend by the manner of its dying.

The Repentia Mistress leader/champion

XP cost (random): 10

XP cost (chosen): 16

The Repentia Mistress is the driver of the penitent host, bearer of the Bleeding Petal — the overseer whose whole art is aiming the charge. While she is standing, all friendly penitents within 6" re-roll failed Charge distances and gain +1 to hit on the turn they Charge. She does not fight so much as point the host, and where she points, it lands.

But the Mistress drives from the front and can do nothing else. She must always Charge if there is a legal target and may never make a retreat move. Should she be taken Out of Action, the host loses the Bleeding Petal's benefit and the gang suffers a Reputation loss. The drive is only ever as safe as she is — and she is never safe.

Sub-Plots2

The Charge That Broke Them sub-plot

Reward: the breaking-charge is remembered: the gang unlocks a Bloody Rose signature relic (the Bleeding Petal or a consecrated eviscerator) and banks Reputation; the penitent who landed the blow, if it survived, may claim a chosen Legendary Name

The Charge That Broke Them. Some victories are remembered by a single blow. If this House wins a scenario by taking the enemy Leader or a named Champion Out of Action in melee with one of its own penitents, the breaking-charge passes into the Order's legend. The gang banks Reputation and unlocks a Bloody Rose signature relic — the Bleeding Petal, or a consecrated eviscerator for a chosen fighter. The penitent who landed the blow, if it survived the battle, may take a chosen Legendary Name. The host that breaks an enemy's head on the charge earns the blade that broke it.

The Redeemed Ledger sub-plot

Reward: the accumulated martyrdom becomes muscle: the gang banks a large one-off Reputation gain and unlocks a second Penitent Engine slot (or an expanded Repentia allowance) — the most-martyred host grows fastest, deepening into a heavier penance the more of itself it has burned

The Redeemed Ledger. The Order grows by what it burns. Across the campaign, as this House has its own penitents — Sister Repentia, Arco-flagellants, Penitent Engines — taken Out of Action and inscribed on The Redeemed, the accumulated martyrdom becomes muscle. Once the ledger reaches its mark, the gang banks a large one-off Reputation gain and unlocks a second Penitent Engine slot, or an expanded Repentia allowance. The most-martyred host grows the fastest, deepening into a heavier penance the more of itself it has spent — the fallen are the fuel of everything that comes after.

Terrain2

The Blood Shrine terrain

The Blood Shrine is a martyr's altar of dark stone, its floor stained with old offerings — the kind of ground the Order fights toward and the penitents long to die upon. It is a fixed point of faith in the middle of the killing.

A friendly fighter making a Charge that ends wholly within the Blood Shrine strikes with +1 Strength and +1 to hit for that combat, the sanctity of the ground driving the blow. The first time each battle a friendly penitent is taken Out of Action within the Shrine, the gang draws two Faith points at the rail's maximum — a death upon the altar is worth twice its weight in miracles. The Order wants this ground; the enemy should never let it have it.

The Penitorium Gate terrain

The Penitorium Gate is the heavy blast-door of a mobile prison-shrine — the cage the penitents are loosed from, ringed with chains, censers and the trigger-mechanisms of a dozen Arco-flagellants. When it opens, the damned pour out.

A friendly penitent that begins the battle wholly within 3" of the Gate gains +2" to its first Charge move of the game, flung forward the moment its cell is opened. At the end of any round in which a friendly penitent was taken Out of Action, a single friendly penitent within 3" of the Gate draws one Faith point as the fallen's name is added to The Redeemed. The Gate is where the charge begins and where the martyrs are counted.