This first post in our three-part series is focused specifically on the Sororitas Crusade Rules will be dialed in on the “Trials of a Living Saint,” which covers Saint Potentia progression, Saint points, Martyr points, and the five Trials you can pursue.
In my experience, this is the part of the Sororitas Crusade rules that most shapes your campaign’s narrative and your table reputation. It is also the section that rewards players who treat Miracle dice as a real resource plan. In 10th edition, the Living Saint track still feels cinematic, but it’s also tighter and easier to run mid-campaign.
How the engine works in 10th

You pick one non-Epic Hero Adepta Sororitas Character as your Saint Potentia. You then pick one Trial, earn Saint points by meeting that Trial’s conditions, and once you hit 10+ points you cash them in for a Saintly Reward and reset to zero. You can switch Trials after a battle, which matters a lot in a living campaign where your meta changes faster than your painting backlog.
Martyr points and the “real” risk

10th keeps the best pressure valve: when your Saint Potentia or Living Saint fails an Out of Action test, they gain a Martyr point and you roll a Martyrdom test against their Leadership. Fail, and the saint is martyred and removed from your Order of Battle. That threat is not just narrative spice. It forces you to think about exposure, screening, and whether you’re treating your saint like a scalpel or a flag.
The smart twist is that martyrdom doesn’t brick your campaign. Your force gets a meaningful experience bump based on the saint’s progress, and you can immediately designate a new Sororitas Character as the next Saint Potentia. The story continues, and your Order of Battle evolves.
Trial identity and detachment synergy

Trial of Faith is the Miracle dice economy lane. It rewards frequent Acts of Faith and smart resource conservation, and its payoff lets you convert a die into a 6 in Command phases. In play, that means you can plan critical charges, saves, or damage spikes with far less gambling. Army of Faith naturally supports this, since it encourages more active Miracle dice play and makes those point thresholds feel achievable instead of awkward.
Trial of Suffering is the durability lane. It rewards you for surviving the grind, and the reward is a brutal tempo tool: spend a Miracle die at the start of any phase and heal your saint back to full wounds. In Crusade, full-healing a centerpiece character changes how opponents have to commit, because chip damage stops being a plan.
Trial of Purity leans on board presence and discipline. Its reward is the melee turning point button, doubling Strength and adding Devastating Wounds for a phase. It plays best when you already plan to be in the middle and trading, which pairs nicely with detachments that push forward aggression and reward getting stuck in.
Trial of Righteousness is the character-hunter lane. It pushes you to pick off enemy Characters and converts a Miracle die into Ignores Cover plus Precision on critical wounds. That can slot cleanly into ranged pressure plans, especially when your detachment already rewards close-range bullying.
Trial of Valour is the mission-control lane. It rewards deep positioning and experience pacing, then converts Miracle dice into Battle-shock pressure during your opponent’s turn. That’s not flashy, but it wins Crusade games where scoring swings on one pinned unit.
What changed from 9th edition

In 9th edition, the same saint storyline existed, but it was more tangled with older systems and faction mini-games. In 10th, the triggers are cleaner and more table-real: Acts of Faith, Battle-shock, and positioning. Rewards also feel more unified, with “discard a Miracle die for a premium effect” as the consistent throughline. Succession also feels smoother now, since martyrdom naturally hands the baton to the next Character without extra fuss.
If you want one takeaway, it’s this: your saint is not just a beatstick. In 10th, the best saints are resource engines with a win condition attached. Pick a Trial that matches your detachment plan, then play like a veteran and feed her Miracle dice.
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