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

Fighters 13 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Canoness is the warrior-saint at the head of the penitent host, leading from the tip of the charge rather than behind the line. Her statline is the Order's finest — WS and BS 2+, three Wounds, three Attacks — and the rosarius lifts her innate Shield of Faith to a 4+ field, making her the one durable body in a gang of the doomed. Once per battle she projects The Emperor's Grace, and friendly fighters near her re-roll a failed Act of Faith and a failed Nerve test, keeping the redeemed moving into the fire. She may call any Act from the Faith pool and carries a power sword and bolt pistol, though the relic Bleeding Petal is hers to bear. Zealotry steadies her against fear, and her free Zealot skill means she never fails a test to charge. Field her as the anchor of the advance — the saint whose presence drives the penitents forward and whose blade avenges every one that falls.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 6 codex citations.

Canoness Leader 190CREDITS
MWSBSSTWIALdClWilInt
5"2+2+3333+34+4+3+5+
Save 3+
Special RulesActs of Faith (may call any Act of Faith from the pool)The Emperor's Grace (projects the Grace once per battle)The Shield of Faith (innate 6+ ward, 4+ with the rosarius)Zealotry (steadied nerve of the faithful)see Special Rules
PrimaryBrawnCombatFerocityLeadershipSignature
SecondaryAgilityCunningShooting
Starting GearPower Armour
Free SkillZealot
Equipment List
Basic
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
  • Inferno Pistol90credits
Special
  • Combi Weapon90credits
Close-Combat
  • Neural Whip20credits
  • Chainsword25credits
  • Power Sword45credits
  • Eviscerator50credits
  • Blessed Blade55creditsBuilt from a power-sword blade re-forged with reliquary bone and a litany-etched fuller — a lesser sanctified relic blade (Codex: Adepta Sororitas — sacred weapons).
  • The Bleeding Petal80credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Rosarius75credits
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable

The Canoness is the warrior-saint at the head of the penitent host, leading from the tip of the charge rather than behind the line. Her statline is the Order's finest — WS and BS 2+, three Wounds, three Attacks — and the rosarius lifts her innate Shield of Faith to a 4+ field, making her the one durable body in a gang of the doomed. Once per battle she projects The Emperor's Grace, and friendly fighters near her re-roll a failed Act of Faith and a failed Nerve test, keeping the redeemed moving into the fire. She may call any Act from the Faith pool and carries a power sword and bolt pistol, though the relic Bleeding Petal is hers to bear. Zealotry steadies her against fear, and her free Zealot skill means she never fails a test to charge. Field her as the anchor of the advance — the saint whose presence drives the penitents forward and whose blade avenges every one that falls.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Sister Superior is the overseer of the redeemed — the veteran who keeps the penitents charging and stops them ever breaking. Two Wounds and two Attacks make her a capable fighter, but her true weight is the neural whip in her hand: penitents that would flee are driven back into the advance under her lash. She may call any Act of Faith, and once per battle projects The Emperor's Grace, letting nearby fighters re-roll failed Acts and Nerve tests. Her free skill is Frenzied Assault, so on the charge she strikes with an extra Attack and re-rolls failed Wounds. Armed with neural whip and bolt pistol, she is the discipline behind the frenzy — the chassis the Repentia Mistress skins onto. Field her within reach of the penitent line: with no overseer near, the doomed run wild; with her, they run exactly where they are aimed.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 6 codex citations.

Sister Superior Champion 110CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3323+25+4+4+6+
Save 3+
Special RulesActs of Faith (may call any Act of Faith from the pool)The Emperor's Grace (projects the Grace once per battle)The Shield of Faith (innate 6+ ward)Zealotry (steadied nerve of the faithful)see Special Rules
PrimaryBrawnCombatFerocityLeadershipSignature
SecondaryAgilityCunningShooting
Starting GearPower Armour
Free SkillFrenzied Assault
Equipment List
Basic
  • Storm Bolter65credits
Pistol
  • Bolt Pistol45credits
Special
  • Combi Weapon90credits
  • Meltagun135credits
Close-Combat
  • Neural Whip20credits
  • Eviscerator50credits
  • Blessed Blade55creditsBuilt from a power-sword blade re-forged with reliquary bone and a litany-etched fuller — a lesser sanctified relic blade (Codex: Adepta Sororitas — sacred weapons).
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Status
  • Neural Whip Lash40credits

The Sister Superior is the overseer of the redeemed — the veteran who keeps the penitents charging and stops them ever breaking. Two Wounds and two Attacks make her a capable fighter, but her true weight is the neural whip in her hand: penitents that would flee are driven back into the advance under her lash. She may call any Act of Faith, and once per battle projects The Emperor's Grace, letting nearby fighters re-roll failed Acts and Nerve tests. Her free skill is Frenzied Assault, so on the charge she strikes with an extra Attack and re-rolls failed Wounds. Armed with neural whip and bolt pistol, she is the discipline behind the frenzy — the chassis the Repentia Mistress skins onto. Field her within reach of the penitent line: with no overseer near, the doomed run wild; with her, they run exactly where they are aimed.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The specialist Champions are the Order's utility and aura core — the Dogmata whose zealot-brazier stokes the wrath of every penitent near it, the Hospitaller who mends the host between battles, the Dialogus whose litanies steady frayed nerve, and the Imagifier whose sacred icon feeds the Faith pool. Each is a single-Attack, two-Wound Champion in power armour, no monster in the press but a force-multiplier for the bodies that do the killing. All may call any Act of Faith and carry the innate ward, steadied against fear. The free Beacon of Faith skill extends the pool's reach, letting nearby fighters draw on this Champion's presence to work their miracles. Armed with boltgun and chainsword, the specialist stands behind the charge, not in it. Field the one the build needs — the Dogmata for raw wrath, the Imagifier to crank the Faith the penitents are about to spend.

Priced at a firm credit cost.

Derived from 6 codex citations.

Specialist Champion Champion 120CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3323+15+4+4+5+
Save 3+
Special RulesActs of Faith (may call any Act of Faith from the pool)The Shield of Faith (innate 6+ ward)Zealotry (steadied nerve of the faithful)see Special Rules
PrimaryCombatFerocityLeadershipSignature
SecondaryBrawnCunningSavagery
Starting GearPower Armour
Free SkillBeacon Of Faith
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Power Maul35credits
Grenade
  • Frag Grenade30credits
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Personal
  • Chirurgeons Tools30credits
Status
  • Cherub30credits
  • Book Of St Lucius40credits

The specialist Champions are the Order's utility and aura core — the Dogmata whose zealot-brazier stokes the wrath of every penitent near it, the Hospitaller who mends the host between battles, the Dialogus whose litanies steady frayed nerve, and the Imagifier whose sacred icon feeds the Faith pool. Each is a single-Attack, two-Wound Champion in power armour, no monster in the press but a force-multiplier for the bodies that do the killing. All may call any Act of Faith and carry the innate ward, steadied against fear. The free Beacon of Faith skill extends the pool's reach, letting nearby fighters draw on this Champion's presence to work their miracles. Armed with boltgun and chainsword, the specialist stands behind the charge, not in it. Field the one the build needs — the Dogmata for raw wrath, the Imagifier to crank the Faith the penitents are about to spend.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

Sister Repentia is the Order's leaned signature body — the penitent who has cast off her armour and taken up the two-handed eviscerator to seek redemption in death. She fights at T3 and a single Wound with no save at all; the innate Shield of Faith is her only ward, and she goes into battle expecting to die. Her two Attacks and WS3+ make her lethal on the charge, and Zealotry places her beyond fear entirely — she never tests for terror and runs toward death without hesitation. She may call an Act of Faith, and her death is worth more than her life: every Repentia taken Seriously Injured or Out of Action feeds the Faith pool at its fullest. Field her in numbers, kept advancing by an overseer's whip. She is the engine's fuel and its blade at once — a body flung forward to be lost, her fall the very thing that feeds the host's faith.

Priced at a firm credit cost.

Derived from 3 codex citations.

Repentia Ganger 109CREDITS
MWSBSSTWIALdClWilInt
6"3+3313+26+4+4+7+
Save
Special RulesActs of Faith (may call an Act of Faith from the pool)The Shield of Faith (the innate 6+ ward is her ONLY save)Zealotry (the penitent is beyond fear)see Special Rules
PrimaryAgilityBrawnCombatFerocitySignature
Starting GearEviscerator
Equipment List
Close-Combat
  • Eviscerator50credits
  • The Bleeding Petal80credits

Sister Repentia is the Order's leaned signature body — the penitent who has cast off her armour and taken up the two-handed eviscerator to seek redemption in death. She fights at T3 and a single Wound with no save at all; the innate Shield of Faith is her only ward, and she goes into battle expecting to die. Her two Attacks and WS3+ make her lethal on the charge, and Zealotry places her beyond fear entirely — she never tests for terror and runs toward death without hesitation. She may call an Act of Faith, and her death is worth more than her life: every Repentia taken Seriously Injured or Out of Action feeds the Faith pool at its fullest. Field her in numbers, kept advancing by an overseer's whip. She is the engine's fuel and its blade at once — a body flung forward to be lost, her fall the very thing that feeds the host's faith.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Arco-flagellant is the much-rebuilt penitent — a condemned sinner wired into a frenzon harness and loosed with an arc-shock flail. It fights at S4 with three base Attacks and no armour, the innate ward its only protection, and Zealotry leaves the frenzon-maddened cyborg beyond fear. Like the Repentia it is built to be lost, and every one that falls feeds the Faith pool. On the frenzy surge its flail lands harder still, and the frenzon injectors can drive it to a murderous peak for a single round before it burns out. It may call an Act of Faith, though its wits are long gone and its purpose is singular: reach the enemy and rend. Field it as the disposable spearhead of the charge, run in ahead of the plate-clad Sisters — a body that trades its life for a fistful of kills and a full Faith pool.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 2 codex citations.

Arco Flagellant Ganger 86CREDITS
MWSBSSTWIALdClWilInt
6"3+4314+37+4+5+8+
Save
Special RulesActs of Faith (may call an Act of Faith from the pool)The Shield of Faith (the innate 6+ ward is its ONLY save)Zealotry (the frenzon-maddened cyborg is beyond fear)see Special Rules
PrimaryAgilityBrawnCombatFerocity
SecondarySignature
Equipment List
Close-Combat
  • Arco Flail20credits
  • Penitent Flail30creditsKitbashed from Repentia mortification-chains and a censer-head onto a hafted flail — the flagellant's self-scourge turned weapon (Codex: Adepta Sororitas — Repentia/Arco range).
Personal
  • Frenzon Injectors30credits

The Arco-flagellant is the much-rebuilt penitent — a condemned sinner wired into a frenzon harness and loosed with an arc-shock flail. It fights at S4 with three base Attacks and no armour, the innate ward its only protection, and Zealotry leaves the frenzon-maddened cyborg beyond fear. Like the Repentia it is built to be lost, and every one that falls feeds the Faith pool. On the frenzy surge its flail lands harder still, and the frenzon injectors can drive it to a murderous peak for a single round before it burns out. It may call an Act of Faith, though its wits are long gone and its purpose is singular: reach the enemy and rend. Field it as the disposable spearhead of the charge, run in ahead of the plate-clad Sisters — a body that trades its life for a fistful of kills and a full Faith pool.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Battle Sister is the thin firing support behind the penitent charge — the plate-clad, bolter-armed heart of the wider Sisterhood, present here in a slimmer role. In power armour with a 3+ save and the innate Shield of Faith, she is the most durable of the Order's line troops, trained under the Holy Trinity on bolter, melta and flame. Her BS3+ makes her a reliable gun, but the Order does not fight by the gun — she screens and softens while the Repentia and Arco do the killing. She may call an Act of Faith and stands steadied against fear. Armed by default with a boltgun, she can be reskinned as a Dominion special-weapon carrier with meltagun or flamer. Field her as the fire-base that buys the charge its time: enough shooting to punish an enemy that tries to hold ground, never enough to win a battle on its own.

Priced at a firm credit cost.

Derived from 4 codex citations.

Battle Sister Ganger 80CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3314+16+5+4+6+
Save 3+
Special RulesActs of Faith (may call an Act of Faith from the pool)The Shield of Faith (innate 6+ ward)Zealotry (steadied nerve of the faithful)The Holy Trinity — mastery of bolter, melta and flame (trained on bolter, melta and flame)see Special Rules
PrimaryCunningShootingSignature
SecondaryBrawnCombatFerocitySavagery
Starting GearPower Armour
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Condemnor Boltgun70credits
  • Meltagun135credits
  • Flamer140credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Accessory
  • Condemnor Stakes20credits

The Battle Sister is the thin firing support behind the penitent charge — the plate-clad, bolter-armed heart of the wider Sisterhood, present here in a slimmer role. In power armour with a 3+ save and the innate Shield of Faith, she is the most durable of the Order's line troops, trained under the Holy Trinity on bolter, melta and flame. Her BS3+ makes her a reliable gun, but the Order does not fight by the gun — she screens and softens while the Repentia and Arco do the killing. She may call an Act of Faith and stands steadied against fear. Armed by default with a boltgun, she can be reskinned as a Dominion special-weapon carrier with meltagun or flamer. Field her as the fire-base that buys the charge its time: enough shooting to punish an enemy that tries to hold ground, never enough to win a battle on its own.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Retributor is the heavy-weapon Sister — the backbone of the wider gunline, present in the roster but leaned away here. She carries a heavy bolter, multi-melta or heavy flamer and lays down the firepower a firebase is built on, but the Bloody Rose charges rather than digs in, and the Retributor's discipline belongs to the Order that holds and fires. In power armour with the innate ward, trained under the Holy Trinity, she may call an Act of Faith and stands steadied against fear. Field her sparingly, for the one long-range answer the penitent line cannot give — a heavy gun to crack armour or hold an approach while the charge goes in. She is a borrowed strength, not the Order's soul; a host that builds around her has mistaken which Order it fights as.

Priced at a firm credit cost.

Derived from 4 codex citations.

Retributor Ganger 119CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3314+16+5+4+6+
Save 3+
Special RulesActs of Faith (may call an Act of Faith from the pool)The Shield of Faith (innate 6+ ward)Zealotry (steadied nerve of the faithful)The Holy Trinity — mastery of bolter, melta and flame (trained on bolter, melta and flame)see Special Rules
PrimaryBrawnCunningShootingSignature
SecondaryFerocitySavagery
Starting GearPower Armour
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Heavy
  • Heavy Bolter160credits
  • Multi Melta165credits
  • Heavy Flamer195credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable

The Retributor is the heavy-weapon Sister — the backbone of the wider gunline, present in the roster but leaned away here. She carries a heavy bolter, multi-melta or heavy flamer and lays down the firepower a firebase is built on, but the Bloody Rose charges rather than digs in, and the Retributor's discipline belongs to the Order that holds and fires. In power armour with the innate ward, trained under the Holy Trinity, she may call an Act of Faith and stands steadied against fear. Field her sparingly, for the one long-range answer the penitent line cannot give — a heavy gun to crack armour or hold an approach while the charge goes in. She is a borrowed strength, not the Order's soul; a host that builds around her has mistaken which Order it fights as.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Seraphim is the jump body — twin pistols and power blades over a jump pack, present in the shared roster but leaned away here. She can Fly across the battlefield and strike where she chooses, the signature of the Order that fights by tempo and redeployment. The Bloody Rose does not disengage: it commits to the melee and stays there, and so the Seraphim is a stranger to its way of war. In power armour with the innate Shield of Faith, she may call an Act of Faith and is steadied against fear. Field her, if at all, as a mobile threat to peel off a flank or reach a target the penitent line is too slow to catch. She is a borrowed strength — the hit-and-run belongs to a sibling Order, and a host built on her jumps has left the charge behind.

Priced at a firm credit cost.

Derived from 5 codex citations.

Seraphim Ganger 105CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3313+16+5+4+6+
Save 3+
Special RulesActs of Faith (may call an Act of Faith from the pool)The Shield of Faith (innate 6+ ward)Zealotry (steadied nerve of the faithful)see Special Rules
PrimaryAgilityCombatCunningShooting
SecondaryBrawnFerocitySavagerySignature
Starting GearPower Armour
Equipment List
Pistol
  • Bolt Pistol45credits
  • Hand Flamer75credits
  • Inferno Pistol90credits
Special
  • Flamer140credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Wargear
  • Jump Pack40credits

The Seraphim is the jump body — twin pistols and power blades over a jump pack, present in the shared roster but leaned away here. She can Fly across the battlefield and strike where she chooses, the signature of the Order that fights by tempo and redeployment. The Bloody Rose does not disengage: it commits to the melee and stays there, and so the Seraphim is a stranger to its way of war. In power armour with the innate Shield of Faith, she may call an Act of Faith and is steadied against fear. Field her, if at all, as a mobile threat to peel off a flank or reach a target the penitent line is too slow to catch. She is a borrowed strength — the hit-and-run belongs to a sibling Order, and a host built on her jumps has left the charge behind.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Novitiate is the cheap, plentiful floor of the gang — the initiate not yet raised to power armour, clad in carapace and flak at a 4+ save. She fights at WS and BS 4+ with a single Attack, no match for a Repentia in the press, but she pads the charge and swells the Roll of the Redeemed. She may call an Act of Faith, carries the innate ward, and stands steadied against fear. Armed with a boltgun or chainsword, she is a body to spend — a Juve that advances numbers rather than skill. Field her in quantity behind the penitents: every one that falls feeds the Faith pool the same as a Sister, and the plainest bodies in the host are the surest way to keep the martyrdom engine turning.

Priced at a firm credit cost.

Derived from 4 codex citations.

Novitiate Juve 56CREDITS
MWSBSSTWIALdClWilInt
5"4+4+3314+17+5+5+6+
Save 4+
Special RulesActs of Faith (may call an Act of Faith from the pool)The Shield of Faith (innate 6+ ward)Zealotry (steadied nerve of the faithful)see Special Rules
PrimaryAgilityCombatFerocity
SecondaryBrawnCunningShootingSignature
Starting GearCarapace Flak
Equipment List
Basic
  • Boltgun55credits
Pistol
  • Bolt Pistol45credits
Special
  • Flamer140credits
Close-Combat
  • Chainsword25credits
Grenade
  • Frag Grenade30credits
Armour
  • Carapace Flakincluded Carapace 4+ mark — priced into the naked base; non-purchasable

The Novitiate is the cheap, plentiful floor of the gang — the initiate not yet raised to power armour, clad in carapace and flak at a 4+ save. She fights at WS and BS 4+ with a single Attack, no match for a Repentia in the press, but she pads the charge and swells the Roll of the Redeemed. She may call an Act of Faith, carries the innate ward, and stands steadied against fear. Armed with a boltgun or chainsword, she is a body to spend — a Juve that advances numbers rather than skill. Field her in quantity behind the penitents: every one that falls feeds the Faith pool the same as a Sister, and the plainest bodies in the host are the surest way to keep the martyrdom engine turning.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Penitent Engine is the centrepiece of the Order — a screaming walker of chained sinner and iron, T6 with four Wounds and four Attacks, its paired buzz-blades tearing through anything the charge reaches. It is no sideline but the anchor of the advance, and the Order's slot bonus lets a second Engine take the field once the gang has earned the Reputation. Zealotry leaves the chained penitent beyond fear; it does not falter and cannot be talked out of the charge. It defaults to the walker-mounted buzz-blades and can mount a heavy weapon alongside. Field it as the heavy hammer at the heart of the penitent line — a durable, high-Attack engine that draws fire and crushes what stands while the frail Repentia and Arco stream in around it. Where the penitents are the fuel, the Engine is the furnace.

Priced at a firm credit cost.

Derived from 3 codex citations.

Penitent Engine Brute 387CREDITS
MWSBSSTWIALdClWilInt
6"3+4+6643+47+5+5+8+
Save 4+
Special RulesZealotry (the chained penitent is beyond fear)see Special Rules
PrimaryBrawnCombatFerocity
Equipment List
Heavy
  • Multi Melta165credits
  • Heavy Flamer195credits
Close-Combat
  • Penitent Buzz Blades45credits
Grenade
  • Krak Grenade45credits

The Penitent Engine is the centrepiece of the Order — a screaming walker of chained sinner and iron, T6 with four Wounds and four Attacks, its paired buzz-blades tearing through anything the charge reaches. It is no sideline but the anchor of the advance, and the Order's slot bonus lets a second Engine take the field once the gang has earned the Reputation. Zealotry leaves the chained penitent beyond fear; it does not falter and cannot be talked out of the charge. It defaults to the walker-mounted buzz-blades and can mount a heavy weapon alongside. Field it as the heavy hammer at the heart of the penitent line — a durable, high-Attack engine that draws fire and crushes what stands while the frail Repentia and Arco stream in around it. Where the penitents are the fuel, the Engine is the furnace.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Mortifier is the lighter, faster penitent walker — a Repentia bound into a smaller frame, T5 with three Wounds and four Attacks at M7", quicker across the field than the heavier Engine. Where the Penitent Engine is the furnace, the Mortifier is the outrider: it runs ahead of the line and reaches the enemy first, its paired buzz-blades striking with the same rending fury. Zealotry leaves the chained penitent beyond fear. It carries the walker-mounted buzz-blades as standard and counts against the Order's Brute slots alongside the Engine — the second penitent walker the Bloody Rose alone may field. Field it as the fast penitent hammer: the body that closes the distance the frail infantry cannot cover quickly, forcing the melee the whole Order is built to win.

Priced at a firm credit cost.

Derived from 2 codex citations.

Mortifier Brute 343CREDITS
MWSBSSTWIALdClWilInt
7"3+4+5533+46+5+5+8+
Save 4+
Special RulesZealotry (the chained penitent is beyond fear)see Special Rules
PrimaryAgilityBrawnCombatFerocity
Equipment List
Heavy
  • Multi Melta165credits
  • Heavy Flamer195credits
Close-Combat
  • Penitent Buzz Blades45credits
Grenade
  • Krak Grenade45credits

The Mortifier is the lighter, faster penitent walker — a Repentia bound into a smaller frame, T5 with three Wounds and four Attacks at M7", quicker across the field than the heavier Engine. Where the Penitent Engine is the furnace, the Mortifier is the outrider: it runs ahead of the line and reaches the enemy first, its paired buzz-blades striking with the same rending fury. Zealotry leaves the chained penitent beyond fear. It carries the walker-mounted buzz-blades as standard and counts against the Order's Brute slots alongside the Engine — the second penitent walker the Bloody Rose alone may field. Field it as the fast penitent hammer: the body that closes the distance the frail infantry cannot cover quickly, forcing the melee the whole Order is built to win.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Paragon Warsuit is a piloted super-Brute — an elite Sister sealed into an artificer-plated walking mech at a 2+ save, S6/T6 with five Wounds and four Attacks. It is a secondary heavy in the walker-engine family, a man-piloted warsuit rather than a vehicle, and it fights behind the penitent walkers rather than as the Order's soul. The piloting Sister keeps her innate Shield of Faith and may call an Act of Faith; Zealotry steadies her against fear. Armed with a multi-melta and war-blade, it brings both heavy fire and crushing melee. Field it as a command-grade centrepiece where the build wants a durable, self-sufficient anchor — the chassis Morvenn Vahl skins onto. It is a rare indulgence for an Order whose heart is throwaway penitents, but it holds a flank or breaks a hard target the frail line cannot.

Priced at a firm credit cost.

Derived from 3 codex citations.

Paragon Warsuit Brute 540CREDITS
MWSBSSTWIALdClWilInt
6"3+3+6653+45+4+3+7+
Save 2+
Special RulesActs of Faith (the Sister within may call an Act of Faith)The Shield of Faith (the piloting Sister keeps her innate 6+ ward)Zealotry (steadied nerve of the faithful)see Special Rules
PrimaryBrawnCombatFerocityLeadership
SecondaryAgilityCunningSavageryShootingSignature
Equipment List
Heavy
  • Multi Melta165credits
  • Heavy Flamer195credits
Close-Combat
  • Power Sword45credits

The Paragon Warsuit is a piloted super-Brute — an elite Sister sealed into an artificer-plated walking mech at a 2+ save, S6/T6 with five Wounds and four Attacks. It is a secondary heavy in the walker-engine family, a man-piloted warsuit rather than a vehicle, and it fights behind the penitent walkers rather than as the Order's soul. The piloting Sister keeps her innate Shield of Faith and may call an Act of Faith; Zealotry steadies her against fear. Armed with a multi-melta and war-blade, it brings both heavy fire and crushing melee. Field it as a command-grade centrepiece where the build wants a durable, self-sufficient anchor — the chassis Morvenn Vahl skins onto. It is a rare indulgence for an Order whose heart is throwaway penitents, but it holds a flank or breaks a hard target the frail line cannot.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Exorcist is the Order's prohibitive vehicle super-Brute — a missile artillery tank on the Sororitas hull, T7 with five Wounds and a BS3+ gun that reaches clear across the battlefield. The Immolator pattern trades the artillery for twin heavy flamers or a multi-melta at closer range. It is the rare long-range option for a House that lives in the melee, a weapon of last resort rather than a line body, standing apart from the penitent charge entirely. Field it only when the build needs an answer to something the penitents cannot reach — a fortified gun, a distant objective, a target that must be broken before the advance goes in. It is out of the Order's core way of war: a screaming line of penitents wants no artillery behind it, and the Exorcist rolls forward alone.

Priced at a firm credit cost.

Derived from 2 codex citations.

Exorcist Brute 400CREDITS
MWSBSSTWIALdClWilInt
6"5+3+6751
Save 3+
PrimaryShooting
SecondaryCunning
Equipment List
Heavy
  • Multi Melta165credits
  • Heavy Flamer195credits
Grenade
  • Krak Grenade45credits

The Exorcist is the Order's prohibitive vehicle super-Brute — a missile artillery tank on the Sororitas hull, T7 with five Wounds and a BS3+ gun that reaches clear across the battlefield. The Immolator pattern trades the artillery for twin heavy flamers or a multi-melta at closer range. It is the rare long-range option for a House that lives in the melee, a weapon of last resort rather than a line body, standing apart from the penitent charge entirely. Field it only when the build needs an answer to something the penitents cannot reach — a fortified gun, a distant objective, a target that must be broken before the advance goes in. It is out of the Order's core way of war: a screaming line of penitents wants no artillery behind it, and the Exorcist rolls forward alone.