Codex · Adepta Sororitas
Gang Tactics36
| Roll | Tactic | Timing |
|---|---|---|
| 11 | The 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 |
| 12 | Spirit 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 |
| 13 | Redeemed 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 |
| 14 | Drive 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 |
| 15 | Wrath 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 |
| 16 | Run 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 |
| 21 | Feed 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 |
| 22 | The 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 |
| 23 | No 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 |
| 24 | Frenzon 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 |
| 25 | The 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 |
| 26 | Relentless 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 |
| 31 | The 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 |
| 32 | Pain 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 |
| 33 | Wrathful 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 |
| 34 | The 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 |
| 35 | Arco 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 |
| 36 | Martyrs 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 |
| 41 | Loosed 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 |
| 42 | Never 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 |
| 43 | The 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 |
| 44 | Blood 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 |
| 45 | They 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 |
| 46 | Wrath 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 |
| 51 | The 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 |
| 52 | Cut 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 |
| 53 | Flails 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 |
| 54 | The 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 |
| 55 | Penance 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 |
| 56 | The 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 |
| 61 | A 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 |
| 62 | Burn 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 |
| 63 | No 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 |
| 64 | The 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 |
| 65 | Spirit 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 |
| 66 | The 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 |