| 11 | Light Of The Emperor. Play this at the start of the round. Choose a friendly fighter; it and all friendlies within 3" automatically pass the next Nerve or Cool test they are called to make this round. The litany is spoken, and the line will not break. | start of round |
| 12 | The Guided Bolt. Play this when a friendly fighter that made no Move this round makes a Shoot action. Until the end of the round, that fighter re-rolls all its failed ranged hit rolls — the guided bolt does not miss the mark the Emperor has set for it. | any Shoot action |
| 13 | Hold The Line. Play this when a friendly fighter ends its activation without having made a Move. Until its next activation, it counts as being in partial cover against ranged attacks — the planted Sister makes a fortress of open ground. | end of activation |
| 14 | Avenge The Fallen. Play this when a friendly fighter goes Out of Action. Until the end of the round, every friendly fighter adds 1 to hit rolls against the enemy that felled her. A martyr is not mourned in the moment; she is avenged. | when a friendly goes OOA |
| 15 | Bank The Martyr. Play this the first time a friendly fighter is taken Out of Action this battle. Add 1 additional Faith to the pool beyond the usual gain — the first name on the Roll of Martyrs is worth the most. | when the first friendly falls |
| 16 | Unbroken Line. While a friendly fighter is within 2" of another friendly, both re-roll failed Nerve tests. Shoulder to shoulder, the Sisters make an unbroken line that fear cannot pry apart. | while two Sisters stand together |
| 21 | Sundered Heart. Play this when a friendly fighter is taken Out of Action within 6" of another friendly Sister. That Sister adds 1 to her hit rolls and 1 to her wound rolls until the end of the round — the Sundered Heart mourns and avenges in the same breath. | after a friendly falls nearby |
| 22 | Roll Of Martyrs. Play this at the end of the battle. For each friendly fighter taken Out of Action during the game, this gang gains 1 additional point of Reputation as the name is inscribed on the Roll of Martyrs — the Order grows harder for every Sister it has buried. | end of battle |
| 23 | Weight Of Faith. Play this before a friendly fighter makes a Shoot action. You may spend 1 Faith from the pool; if you do, that ranged attack gains +1 to its wound rolls this round — the weight of the Order's faith rides every round it fires. | any Shoot action |
| 24 | Litany Of Fire. Play this at the start of the round. Choose a friendly Champion; until the end of the round, friendly fighters within 6" of it re-roll hit rolls of 1 with ranged weapons. The chant sets the cadence of the volley, and no round is wasted. | start of round |
| 25 | The Wall Answers. Play this when a friendly fighter is charged. Before blows are struck, it may make a free reaction Shoot (Basic) action with a Pistol or Basic weapon against the charging enemy — the wall answers the charge with fire before it lands. | when charged |
| 26 | Divine Guidance. Choose a friendly fighter that made no Move this activation. The next time it shoots this round, it re-rolls a single failed hit or wound roll — the Emperor's hand nudges the bolt toward the heart. | any Shoot action |
| 31 | Consecrated Ground. While a friendly fighter is within 2" of a reliquary or consecrated objective, it re-rolls failed Nerve tests and cannot be moved off that ground by an enemy Pile In this round. What the Order has blessed, it does not surrender. | while on the reliquary |
| 32 | No Step Back. Play this at the start of the round. Until the end of the round, no friendly fighter may be forced to make a Retreat move, and friendlies re-roll failed tests to avoid Breaking. The Order gives no ground it has not been ordered to give. | start of round |
| 33 | Steady Aim. Play this when a friendly fighter takes an Aim action. Its next Shoot action this round gains an additional +1 to hit on top of the Aim bonus — a patient eye and a steadied hand answer for the whole of the Order's discipline. | when a fighter Aims |
| 34 | Faith Over Fear. Play this at the start of the round. Until the end of the round, friendly fighters may re-roll failed Cool tests caused by being charged or by nearby casualties. Where others feel fear, the faithful feel only the Emperor's regard. | start of round |
| 35 | Martyrs Vigil. While a friendly fighter is within 1" of a fallen friendly Sister or her marker, it adds 1 to its hit rolls in close combat and re-rolls failed Nerve tests. None who stand over the dead will give up the ground where a Sister fell. | while standing over the fallen |
| 36 | Answering Volley. Play this when a friendly fighter is taken Out of Action by a ranged attack. One friendly fighter within 6" that has not yet activated this round may immediately make a free Shoot (Basic) action targeting the enemy that felled her — the line answers a fallen Sister before her body has come to rest. | when a friendly is shot down |
| 41 | Cleansing Fire. Play this before a friendly fighter makes a Shoot action with a flame or melta weapon this round. That fighter adds 1 to its wound rolls for the action — the sacred fire of the Trinity does not merely kill, it purifies. | any Shoot action |
| 42 | Hold And Pray. Play this when a friendly fighter ends its activation without having made a Move. It is no longer Pinned, and it may re-roll its next Nerve test this round — the Sister who stands and prays is harder to move than the ground beneath her. | end of activation |
| 43 | The Choir Holds. While three or more friendly fighters are within 3" of one another, each of them re-rolls failed Nerve and Cool tests. Where the Sisters stand close enough to hear one another's litany, none will falter. | while three Sisters stand together |
| 44 | Sanctified Bolt. Play this before a friendly fighter makes a Shoot action with a bolt weapon this round. That weapon gains +1 Damage against its target for the action — a round blessed by the choir strikes with the weight of the Emperor's judgement. | any Shoot action |
| 45 | Line Of Sisters. Play this when a friendly fighter within 3" of another friendly is targeted by a ranged attack. It may re-roll a failed save against that attack — no Sister of the line stands alone, and the strength of those beside her is her shield. | when reacting to fire |
| 46 | Grief Made Discipline. Play this at the start of a round if a friendly fighter was taken Out of Action last round. Until the end of this round, friendly fighters that make no Move add 1 to their hit rolls with ranged weapons — grief hardens the hand and steadies the aim. | the round after a friendly falls |
| 51 | Immovable. While a friendly fighter is standing on an objective, it cannot be moved by any enemy effect and automatically passes Initiative tests to avoid being knocked from its footing this round. The line does not yield the ground it was set to hold. | while on an objective |
| 52 | Light That Will Not Break. Play this at the start of the round. Until the end of the round, friendly fighters that are Broken may attempt to Rally at the start of their activation with a +2 bonus to the Cool test. However far a Sister is driven, the light calls her back to the line. | start of round |
| 53 | Guided Salvo. Play this when a friendly fighter that Aimed this activation makes a Shoot action. It may fire twice at the same target, resolving each shot separately — a patient marksman lets the litany count her rounds for her. | any Shoot action |
| 54 | Faithful Reload. Play this when a friendly fighter fails an Ammo check this round. You may immediately re-roll it once — a Sister's rites keep her weapon speaking when a lesser soldier's would fall silent. | when out of ammo |
| 55 | Vengeful Precision. Play this when a friendly fighter shoots at an enemy that took a friendly Out of Action earlier this battle. That fighter re-rolls all its failed hit and wound rolls against that enemy — the Order remembers who made its martyrs, and repays the debt in full. | any Shoot action |
| 56 | The Emperor Sees. Play this at the start of the round. Choose a friendly fighter; until the end of the round it may re-roll a single failed hit roll of your choice. The Emperor watches His faithful, and where His gaze falls, no aim goes truly astray. | start of round |
| 61 | Wrath Of Holy Terra. Play this when a friendly heavy-weapon fighter that made no Move this round makes a Shoot action. Until the end of the round, add 1 to the Damage of each hit that weapon inflicts — the firebase speaks with the wrath of Holy Terra, and what it strikes does not rise again. | any Shoot action |
| 62 | Bank And Burn. Play this at the start of the round. You may spend 1 Faith from the pool; if you do, the first Shoot action a friendly fighter makes this round re-rolls all its failed hit rolls. The grief banked in blood is spent as fire. | start of round |
| 63 | Stand And Deliver. Play this when a friendly fighter makes no Move during its activation. Before it shoots, it may make an additional Aim action for free — the Sister who does not stir has all the time she needs to place her shot. | while a fighter stays still |
| 64 | Preysight. Play this when a friendly fighter that Aimed this round makes its Shoot action. That shot ignores the target's cover — the reliquary scope finds the heart no wall can hide. | any Shoot action |
| 65 | The Line Endures. Play this at the end of the round. Every friendly fighter that made no Move this round removes the Pinned condition and stands ready, and will automatically pass the first Nerve test it is called to make next round. The line that held will hold again. | end of round |
| 66 | Martyred Ladys Grace. Once per battle, when your Leader would be taken Out of Action, roll a D6. On a 4 or higher she is instead Seriously Injured, dragged back into the line by her Sisters — the Order will not let its saint fall while a single Sister still stands to carry her. | once per battle, when the leader would fall |