|
CODEX SISTERS OF BATTLE by The Confessor ECCLESIASTICAL ARMOURY Characters may pick up to two single-handed weapons, or one single-handed weapon and one two-handed weapon. If the character already comes equipped with weaponry (such as a Veteran Sister Superior) then you can replace or add to this, as long as these restrictions are not exceeded. In addition you may pick 100 points worth of items of Wargear. Preachers and Redemptor Priests may only have 25 points of wargear. Only a Canoness, Materfamilias or Veteran Sister Superior may take wargear from the Sisters of Battle only wargear list. You may not take duplicate items for the same model. Single-handed weapons Blade of Admonition 12 points Close Combat Weapon 1 point Bolt Pistol 2 points Plasma Pistol 5 points Power Weapon 10 points Power Fist 15 points Praesidium Protectiva 15 points Two-handed weapons Axe of Retribution 10 points Boltgun 2 points Brazier of Holy Fire 20 points Combi Bolter-flamer 10 points Combi Bolter-grenade launcher 10 points Combi Bolter-melta 15 points Combi Bolter-plasma 15 points Flail of Chastisement 7 points Psycannon 5 points Shotgun 1 point (Not used by Adepta Sororitas) Staff of Belief 20 points Storm Bolter 5 points Wargear Bionics 10 points Book of St.Lucius 5 points Carapace Armour 10 points (Not used by Adepta Sororitas) Flak Armour 5 points (Not used by Adepta Sororitas) Frag Grenades 1 point Krak Grenades 2 points Litanies of Faith 5 points Master-crafted Weapon +15 points Medicus Ministorum 20 points Melta Bombs 4 points Miscellaneous Relic 40 points Phial of Dolan 5 points (A character may carry more than one Phial of Dolan) Purity Seal 5 points (Characters leading squads only) Rosarius 15 points Simulacrum Imperialis 35 points Tears of the Emperor 3 points Sisters of Battle only Wargear Cloak of St.Aspira 20 points Jump Pack 10 points (Independent Characters only) MINISTORUM VEHICLE UPGRADES Ministorum vehicles may be fitted with the additional equipment noted in their army list entries, at the points cost below. Any upgrades must be shown on the vehicle model. No duplicates may be taken for the same vehicle. Dozer blade 5 pts Extra armour 5 pts Holy Icon 8 pts Hunter-Killer Missile 15 pts Pintle mounted stormbolter 10 pts Searchlight 1 pt Smoke launchers 3 pts HQ 0-1 CANONESS A Canoness may only be included in an army of 1500 points or more, and then only if it includes at least one squad of Battle Sisters. A Canoness is the overall commander of one of the Orders Militant. She is responsible for the spiritual well-being of the Battle Sisters under her command, and is directly answerable to the Prioress of her convent. In most military campaigns, other servants of the Ecclesiarchy will bow to her superior battle skills and knowledge of war.
WARGEAR: The Canoness may be given equipment from the Ecclesiastical Armoury. BODYGUARD: The Canoness may be accompanied by a bodyguard of Celestians as described below. Note that the Canoness and her Command Squad count as a single HQ choice. If unaccompanied by a Command Squad, the Canoness is an independent character. SPECIAL RULES: A squad led by a Canoness may add +3 to its Sacred Rites roll. MATERFAMILIAS Materfamilias may only be included in an army that also includes at least one squad of Battle Sisters. Especially seasoned Veteren Sister Superiors are granted the honour of leading their sistren into combat when their Canoness requires it. They are given the honourific 'Materfamilias' and bedecked with the Order's most prized relics to turn back the tides of darkness. Those that excel may even be named as successors to their canoness when she eventually passes into the Emperor's realm. So it is that the sororitas train their battle leaders before expecting them to direct powerful military operations. Experience is the key to success.
WARGEAR: The Materfamilias may be given wargear from the Ecclesiastical Armoury. BODYGUARD: The Materfamilias may be accompanied by a bodyguard of Celestians as described below. Note that the Materfamilias and her bodyguard count as a single HQ choice. If unaccompanied by a bodyguard, the Materfamilias is an independent character. SPECIAL RULES: A squad led by a Materfamilias may add +2 to its Sacred Rites roll. CELESTIAN COMMAND SQUAD Canonesses and Materfamilia are often accompanied into battle by a bodyguard of their finest warriors, the Sisters Celestian. They may even bring the ancient battle standard of their Order, ancient relics dating back to the founding of the Sororitas, and symbols of dread to the impure of thought and deed.
SQUAD: 1 Sister Superior and 4 to 9 Celestians. WEAPONS: Bolters. The Sister Superior may exchange her bolter for a bolt pistol and close combat weapon at no additional cost. OPTIONS: Up to two Celestians may carry one of the following weapons: a melta gun at +10 points, a flamer at +3 points, a storm bolter at +5 points, a multi-melta at +25 points, a heavy bolter at +10 points or a heavy flamer at +15 points. The whole squad may carry Frag grenades at +1 point per model, Krak grenades at +2 points per model and/or Melta bombs at +4 points per model. The squad may wear jump packs at +6 points per model. CHARACTERS: Any Celestian may be upgraded to a Veteren at +10 points per model, but note that only the Sister Superior may take additional weapons from the Ecclesistical Armoury. Up to one Celestian may be upgraded to a standard bearer at +10 points. Any Sisters of Battle unit with a model within 6" of the banner gains +1 Weapon Skill. Up to one Celestian may be upgraded to a sister of an Order Hospitaller at +20 points. She may swap her bolter for a bolt pistol and close combat weapon at no additional cost. She allows the squad to ignore its first failed armour save each turn. Up to one Celestian may be upgraded to a censer bearer at +25 points. The fumes from the censer shroud the squad from the sight of the unclean enemies of the Emperor, so it always gets a 5+ cover save against shooting and psychic attacks, regardless of enemy's AP rating. RHINO: If ten models or less, the squad may be mounted in a Rhino at +45 points. IMMOLATOR: If six models or less, the squad may be mounted in an Immolator at +70 points. SPECIAL: A Command Squad may roll on the Sacred Rites table. Special: PLATONITE Sisters of the Militant orders are forbidden contact with outsiders, even preachers of the Adeptus Ministorum. Even so, religious guidance is still necessary to direct the pre battle prayer sessions, and although a Sister Superior can perform such duties, there are others that are more suited to this role. While not members of any Order militant, the Platonites are exceptionally pious sisters, often from the convent choirs. Their inherant holiness, combined with a battle sister's obedience, makes them a valuable part of the sisterhood.
WARGEAR: A Platonite may be armed with equipment chosen from the Ecclesiastical Armoury. SPECIAL: Platonites do not count as HQ choices. Instead, each one is assigned to a specific squad during the battle, which they may not leave. If they take the squad above 10 members then the squad may not be mounted in a rhino, and similarly if over 6 models they may not mount an Immolator. Platonites may join any Command, Celestian, Battle Sister, Proclaimer, Retributor or Consecrator squad. If a squad includes a Platonite, it may re-roll its result on the Sacred Rites table, but must abide by the result of the second roll. 0-1 CONFESSOR Confessors are fiery individuals whose powerful oratories can stir a populance to rebel against a heretical lord or persuade an army to lay down its arms and surrender to the mercy of the Emperor (which is short and bloody). But it is not just amongst the seething masses that they operate. Confessors act as advisors to Imperial Guard Colonels and Planetary Governors, and sometimes, with Ecclesiastical dispensation, lead Wars of Faith against the enemies of mankind.
WARGEAR: A Confessor may be given weapons and wargear chosen from the Ecclesiastical Armoury. BODYGUARD: A Confessor may be accompanied by a self declared bodyguard of Frateris militia, made up of 4-19 Militia. The bodyguard are armed with either shotguns, autoguns or autopistols and close combat weapons (a squad may contain a mixture of weaponry). Up to one Militiaman per five in the squad may be given a Heavy Stubber at +10 points. One model may carry a banner at +5 points, giving all members of the squad +1WS. INVOCATOR: If the Confessor and his bodyguard number 10 models or less, or if the Confessor is alone, they may be mounted in an Invocator at +45 points. SPECIAL: A squad led by a Confessor may not roll sacred rites, but does get an extra +1 attack when moving into an assault. Frateris led by a Confessor become subject to the Ork Mob rules. Sororitas squads led by a Confessor may re-roll failed morale checks. If unaccompanied by a bodyguard, a Confessor is an independent character. 0-1 MISSIONARY There are many types of missionary, from the young fervant hopefuls who spread the word of the Imperial Creed with little guidance from the Adeptus Ministorum to the ancient, wise and toughened members of the Missionarus Galaxia. These individuals are at the forefront of the Imperium's expansion, accompanying the crusading armies of the Ecclesiarchy as they discover new worlds, contact lost civilisations and push back the frontiers of the Emperor's domain.
WARGEAR: A missionary may be armed with equipment chosen from the Ecclesiastical Armoury. BODYGUARD: A Missionary may be accompanied by a group of between 5 and 19 Imperialist bodyguards, armed with shotguns, autoguns or autopistols and close combat weapons. Up to one model in five may be armed with one of the following: flamer at +3 points, plasma gun at +5 points or melta gun at +10 points. RHINO: If the Missionary and his bodyguard make in total 10 or less models in total then they may be mounted in a Rhino at +45 points. SPECIAL: If unnaccompanied by a bodyguard, a Missionary is an independent character. A squad led by a missionary may roll on the Sacred Rites table. TRANSPORT: INVOCATOR
TYPE: Tank, open-topped. CREW: Militia. WEAPONS: The Invocator is armed with a turret-mounted plasma cannon. OPTIONS: The Invocator may be upgraded with two side sponsons armed with the following weapons: autocannon at +10pts; heavy bolter at +5 points. TRANSPORT: The Invocator may carry up to ten models. SPECIAL RULES: The voice of the Confessor aboard the Invocator is projected across the battlefield by a number of powerful speakers, instilling blinding hatred in the Emperor's servants. Any friendly unit with a model within 6" of the Invocator may re-roll any missed to hit rolls in an assault, so long as there is a Confessor mounted in the vehicle. ELITES CELESTIAN SQUAD Battle Sisters who prove themselves to be exceptionally skilled in the arts of war are elevated to Celestian status. These elite warriors often form the bodyguard of their Canoness, or they might simply be deployed as a squad where their superior skill at arms can be used to turn the tide of a battle.
SQUAD: 1 Sister Superior and 4 to 9 Celestians. WEAPONS: Bolters. The Sister Superior may swap her bolter for a bolt pistol and close combat weapon at no additional cost. OPTIONS: Up to one Celestian may be armed with either a heavy bolter at +10 points, a heavy flamer at +15 points or a multi-melta at +25 points. Up to one Celestian may be armed with a flamer at +3 points, a storm bolter at +5 points or a melta gun at +10 points. The whole squad may be equipped with frag grenades at +1 point per model, krak grenades at +2 points per model and/or melta bombs at +4 points per model. CHARACTER: The Sister Superior may be upgraded to a Veteren at +10 points. She may be given additional equipment from the Ecclesiastical Armoury. RHINO: The squad may be mounted in a Rhino APC at +45 points. SPECIAL RULES: Celestians may roll on the Sacred Rites table. PROCLAIMER SQUAD When putting down revolts and bringing the light of the Emperor to new worlds, it is necessary to announce to the citizens that the Emperor's judgement is coming, and that they should repent now. This dangerous yet essential task is carried out by especially devoted sisters who believe that their faith will protect them from all harm. Lightly armed, they advance ahead of the great crusades, converting the unbelievers and gathering tactical information on enemy forces that may be too large for them to deal with.
SQUAD: One Sister Superior and four to nine Battle Sisters. WEAPONS: Each member of the squad carries a pair of bolt pistols. OPTIONS: One sister may swap her twin bolt pistols for twin plasma pistols at +6 points. One sister may swap her twin bolt pistols for either a flamer at +3 points, a storm bolter at +5 points or a melta gun at +10 points CHARACTER: The Sister Superior may become a Veteren at +10 points. She may then take additional equipment from the Ecclesiastical Armoury. SPECIAL: Proclaimers may use the special rules for infiltrators if the scenario allows them to. If armed with two pistols of the same type, a proclaimer may fire them together, counting them as linked weapons (ie they get to re-roll any misses). Proclaimers may roll on the Sacred Rites table. CONSECRATOR SQUAD When partaking in street battles through crowded Hive cities (against deluded Cultists and renegade Guardsmen) close range firepower is essential. For this reason, the Orders Militant make use of Consecrator squads, where a high proportion of Sisters are equipped with specialist weaponry.
SQUAD: 1 Sister Superior and 4 to 9 Battle Sisters. WEAPONS: Bolters. The Superior may swap her bolter for a bolt pistol and close combat weapon at no additional cost. OPTIONS: Up to three models may swap their bolters for either flamers at +3 points per model, storm bolters at +5 points per model or melta guns at +10 points per model. CHARACTER: The Sister Superior may be raised to the status of a Veteren at +10 points. She may then take additional equipment from the Ecclesiastical Armoury. RHINO: The squad may be mounted in a Rhino at +45 points. SPECIAL RULES: Consecrators may roll on the Sacred Rites table. REDEMPTIONIST BROTHERHOOD The Redemptionists are one of the most militant sects that can be found across the Imperium. They believe that mankind has fallen from the path of righteousness and that the sins of man will drown the race in filth and depravity. As long as mankind cannot control its sinful nature it will be unable to unite and conquer the galaxy as the Emperor wishes it to. Sin must therefore be purged by fire, blood and faith, but especially by fire...
SQUAD: The Brotherhood consists of 10 to 20 Redemptionists. WEAPONS: Autoguns/lasguns. Any model may exchange its autogun/lasgun for a laspistol/autopistol and close combat weapon or a shotgun for no additional points cost. OPTIONS: Up to two models may be armed with one of the following weapons: plasma gun at +8 points, flamer at +6 points, melta-gun at +10 points or grenade launcher at +12 points. Up to two models may be upgraded to Zealots armed with eviscerators at +15 points each. The entire squad may be armed with exterminators at +3 points per model. CHARACTER: One model may be upgraded to a Redemptor Priest at +25 points, who may be given additional equipment from the Ministroum Armoury. A squad led by a Redemptor Priest never has to fall back and is assumed to automatically pass any morale checks it is required to make (even against attacks that allow no test to be taken). 0-1 BRETHREN OF THE LIGHT Inspired by an Inquisitorial purge of their world, some of the people of Desedna took it upon themselves to root out the heretic and the unclean and purge them from society. They see themselves as an adjunct to the Inquisition, searching for secret creeds, mutant abominations and rogue psykers. Unlike the torch bearing fanatics of the redemption, they prefer to work secretly and unseen. It is suspected, but not proven, that the Inquisition itself has a few members within the sect, using the cover of the Brethren of the Light to mask their own shadowy activities.
SQUAD: Squad consists of 5 to 10 Brethren of the Light. WEAPONS: Autopistols/laspistols, close combat weapons and frag grenades. OPTIONS: Up to two members of the squad may be armed with sniper rifles at +5 points each. SPECIAL RULES: Brethren of the Light may deploy using the special rules for infiltrators if the scenario allows it. MARTYRS Some worshippers of the Emperor see their own lives as nothing compared to the worthiness of their cause, and will gladly sacrifice themselves for the greater glory. In order to better achieve this, they strap large amounts of explosives to their bodies so that, in the event of their death, they will take as many of the enemy with them as possible.
SQUAD: You may include up to 5 Martyrs as a single Elites choice. WEAPONS: Martyrs carry a pair of close combat weapons each. SPECIAL RULES:Martyrs fight as individual models and can never join a unit. All Martyrs from one selection on the force organisation chart must be depoyed at the same time (though they may be deployed in different places). Martyrs want nothing more than to die in the service of the Emperor. For this reason they will gladly fight against even the most horrifying of foes. Martyrs never fall back, and are automatically assumed to pass any morale checks they are required to make (even against attacks that do not normally allow morale checks to be taken). In addition, Martyrs cannot be pinned. Martyrs wear a special harness fitted with high explosives and willingly throw themselves at the enemy before setting them off in a massive detonation. At the start of any assault phase (including the opponent's turn) the Martyr may set off his bomb harness. This is done after any models have charged into an assault, but before any attacks are made. Centre the large blast marker over the Martyr. Any model (friend or foe) touched by the template is hit by flying bone and shrapnel on a D6 roll of 4+, taking a Strength 4 hit with normal saves allowed. Any unit taking casualties from a Martyr must take a morale check immediately. Against vehicles the Martyr will usually throw themselves underneath its wheels or tracks (or cling onto its engines in the case of a skimmer) before pulling the pin. An exploding Martyr inflicts an automatic melta-bomb hit if attacking a vehicle. For obvious reasons, a Martyr who sets off his bomb harness is killed (with no saving throw ) and the model is removed! If the martyr is killed there is a chance the bomb harness will be set off (either by the attack or by the Martyr with their dying breath!) If killed in an assault, the bomb harness explodes on a 4, 5 or 6. If the Martyr is killed by a ranged attack then the bombs detonate on a roll of 6, exploding as detailed above. TROOPS BATTLE SISTER SQUAD Formed from the most martial members of the Adepta Sororitas, the Battle Sisters of the Orders Militant are the mainstay of the fighting forces of the Ecclesiarchy. They are often seen fighting alongside the Imperial Guard in great crusades or defending isolated shrines and monasteries against the ravages of aliens, heretics and mutants.
SQUAD: 1 Sister Superior and 4 to 9 Battle Sisters. WEAPONS: Bolters. The Sister Superior may swap her bolter for a bolt pistol and close combat weapon at no additional points cost. OPTIONS: Up to one model may carry either a melta gun at +10 points, a storm bolter at +5 points or a flamer at +3 points. One model may carry one of the following weapons: heavy bolter at +10 points, heavy flamer at +15 points or multi-melta at +25 points. The whole squad may carry frag grenades at +1 point per model and/or krak grenades at +2 points per model. CHARACTER: The Sister Superior may be raised to Veteren status at +10 points. She may then take additional equipment from the Ecclesiastical Armoury. RHINO: The squad may be mounted in a Rhino at +45 points. SPECIAL RULES: Battle Sisters may roll on the Sacred Rites table. 0-1 PENITENT SQUAD You may only include a squad of penitent in your army if it also includes at least one squad of Battle Sisters. Sisters who have performed a misdeed (such as speaking to an outsider) or blasphemy (making noises during a sermon) are required to perform an act of penitence. There are many degrees of penitence, from fasts of varying lengths and physical beatings to mutilation, pilgrimage and flagellation. Those that perform the most serious crimes (that shall remain unmentioned) are forced to beat themselves with spiked flails to remind them of the pain that the Emperor goes through every day just to protect them from harm. On occasion, they are forced to go onto a field of battle unarmed to prove themselves. If they emerge unscathed, then the Emperor is pleased and has forgiven them their sins. Indeed, they may even be promoted to a higher position if a suitable opening has been made. Those that die were obviously beyond redemption.
SQUAD: 5 to 20 Penitent Sisters. WEAPONS: A pair of flails (close combat weapons) each. SPECIAL: Eager to redeem themselves in the Emperor's eyes, the Penitent automatically pass all morale checks, but they are not worthy enough to take Sacred Rites. Exposed as they are to near constant agony, the Penitent feel little pain. This allows them to benefit from an invulnerable save. FRATERIS MILITIA MOB Frateris are the male servants of the Ecclesiarch, either members of the clergy (deacons, priests, friars etc.) or lay followers. In times of great need, the Frateris may take up arms to defend themselves, led by a Preacher or Confessor, becoming Frateris Militia. Although the Adeptus Ministorum is forbidden from having men under arms, these troops are not under the direct control of the Ecclesiarch and are just enthusiastic followers.
SQUAD: A band consists of 1 Preacher and 9 to 29 Militia. WEAPONS: Preacher has a laspistol. Each militia model has one of the following: a laspistol/autopistol & close combat weapon, a lasgun/autogun or a shotgun. Models in squad may carry different weapons. OPTIONS: The Preacher may carry additional equipment from the Ecclesiastical Armoury. For every full ten models in squad, up to two Militia may carry a Heavy Stubber at +10 points each. SPECIAL: Heavy Stubber: Range 24" Strength 4 AP n/a Assault 3 Heavy Stubbers are subject to the Assault Cannon 'jam' rule. A Militia squad led by a Preacher may roll on the Sacred Rites table. HERETICS Sinners and unbelievers are often rounded up by Preachers to be put to death, but when a world is under attack there is no time to waste ammunition on executions. To solve this problem, the heretics are herded before the armies of the Emperor as a human shield, allowing the enemy to carry out the Emperor's justice.
SQUAD: The squad consists of a Preacher and between 9 and 19 Heretics. WEAPONS: None. The Preacher may be given equipment from the Ecclesiarchy Armoury as normal. SPECIAL RULES: The Preacher may not lead the Heretics in the Sacred Rites. If the Heretics ever fall back, then they will be summarily killed by the Preacher. This happens at the end of their fall back move and the heretic models are removed immediately. The Preacher will automatically regroup at the start of his next turn and must move as quickly as possible towards the nearest friendly unit, who he will join when he gets within 2" of a model in the unit. Note that this may be a unit that already has a Preacher in it. TRANSPORT: RHINO The Rhino is a robust armoured personel carrier used by many different armies in the Imperium, most notably the Space Marines and the Sisters of Battle. The Rhino is modified to interact with their power armour, recharging power cells and downloading tactical battle information as the troops are transported into the thick of battle.
TYPE: Tank. CREW: Battle Sisters. WEAPONS: Storm Bolter. TRANSPORT: The Rhino may carry up to ten Battle Sisters. FAST ATTACK SERAPHIM SQUAD Some Battle Sisters are specially trained as lightning fast assault troops, equipped with jump packs and armed with twin bolt pistols. These Battle Sisters are known as Seraphim. Seraphim can strike almost anywhere, hitting hard and fast before moving onto another target.
SQUAD: 1 Sister Superior and 4 to 9 Seraphim. WEAPONS: Twin bolt pistols and frag grenades. OPTIONS: Up to two Seraphim may replace their bolt pistols with two hand flamers, which are fired together with the same effect as a normal flamer, at +6 points per model. The squad may be given krak grenades at +2 points per model or melta bombs at +4 points per model. One Seraphim may exchange her twin bolt pistols for twin plasma pistols at +8 points. CHARACTER: The Sister Superior may be upgraded to a Veteren at +10 points. She may then take additional equipment from the Ecclesiastical Armoury. SPECIAL RULES: Seraphim wear jump packs and may move up to 12" in the movement phase. When armed with twin pistols (bolt or plasma) Seraphim may fire a pistol in each hand, and so count as being armed with linked weapons. Seraphim may deep strike. Seraphim may roll on the Sacred Rites table. BIKER SISTER SQUAD Not all Battle Sisters are quiet and restrained. Occasionally, through some scribe's mistake, girls with a wild and uncontollable behaviour pattern, either from a traumatic family life or some inexplicable genetic default, may be assigned to the Sororitas. Rather than return such loose cannons and lose face in front of the other organisations of the Adeptus Terra, the Ecclesiarchy makes the best of a bad job. Too impatient and undisciplined to be designated to an infantry squad, and unable to reach the meditative state necessary to become Seraphim, these Sisters are given bikes to ride and used as an early strike force and a distraction from the more important Battle Sister squads. A Canoness knows when death would be a blessing to those under her, and these tortured souls deserve no less.
SQUAD: 5 to 10 Battle Sisters riding bikes. WEAPONS: Each bike is fitted with twin linked bolters. Each Sister carries a bolt pistol. OPTIONS: Any number of models in a squad may be given close combat weapons at +1 point per model. Up to two bikes may have their twin linked bolters upgraded to a single flamer at +3 points. CHARACTER: One biker may be a Veteren at +10 points, but she may not take additional equipment from the Armoury, as the sisterhood can't afford to just throw relics away. SPECIAL RULES: Biker Sisters ride bikes, and so may move up to 12" in the movement phase. Being wild and uncontrollable, they may not have Sacred Rites. HEAVY SUPPORT RETRIBUTOR SQUAD A small number of Battle Sisters are trained in the use of heavy weaponry. The favoured weapons of the Adepta Sororitas are heavy flamers and multi-meltas, weapons that engulf the enemies of the Sisterhood in fiery death, cleansing their souls in the name of the Emperor.
SQUAD: 1 Sister Superior and 4 to 9 Battle Sisters. WEAPONS: Bolters. The Sister Superior may swap her bolter for a bolt pistol and close combat weapon at no extra cost. OPTIONS: Up to four sisters may be armed with one of the following weapons: heavy bolter at +10 points, heavy flamer at +15 points, multi-melta at +25 points. The squad may carry krak grenades at +2 points per model or melta bombs at +4 points per model. CHARACTER: The Sister Superior may be upgraded to a Veteren at +10 points. She may then take additional equipment from the Ecclesiastical Armoury. RHINO: The squad may be mounted in a Rhino at +45 points. IMMOLATOR: If six or less models, the squad may be mounted in an Immolator at +70 points. SPECIAL RULES: Retributors may roll on the Sacred Rites table. IMMOLATOR TANK The Immolator's twin heavy flamers can cleanse the battlefield of all but the toughest foes. It is most dangerous in dense terrain such as cities or jungles, and its very presence can disrupt an enemy's attack and turn back a tide of foes without firing a shot.
TYPE: Tank (does not count as open topped as Sisters wear power armour). CREW: Battle Sisters. WEAPONS: Twin linked heavy flamers. OPTIONS: The Immolator may swap its twin-linked heavy flamers for either twin linked heavy bolters at +5 points or twin linked multi-meltas at +20 points. TRANSPORT: An Immolator may transport up to six models. SPECIAL RULES: The Immolator's twin heavy flamers are fired like an ordinary heavy flamer, except that they inflict twice as many hits as normal on models under the template - ie 2 hits on ordinary models and 4 hits on open-topped vehicles. The Immolator may still fire its twin linked heavy flamers even if it moved over 6" in a turn, but may not fire any other weaponry in this way. EXORCIST The multiple barrels of the Excorcist launcher fire a hail of armour piercing missiles at the enemy, obliterating them with one salvo. Based upon the Rhino chassis, it has been used by the Ecclesiarchy as a support weapon for many millennia, providing devastating long range covering fire for its vulnerable foot troops. It is ancient in design, and not used by other Imperial armies due to its unreliability. The Ecclesiarchy, on the other hand, prefer it because its thunderous roar echoes the anger of the Emperor, and the mere threat of Exorcists is enough to make tardy cities and worlds deliver their tithes promptly.
TYPE: Tank. CREW: Battle Sisters. WEAPONS: Excorcist Launcher. SPECIAL RULES: The Exorcist has two methods of firing; either a barrage of missiles over a wide area or a concentrated bombardment at one spot. You must decide which before you roll to hit. Barrage: Range 48" Strength 6 AP 4 Heavy d6, Blast. Bombardment: Range 48" Strength 7 AP 3 Ordnance 1 SPECIAL RULES WARGEAR Bionics Bionics allow a servant of the Emperor that has suffered a crippling injury to return to service, but don't really improve their abilities. However, there is a chance that an attack will slightly damage a bionic part rather than doing any real harm. To represent this, if a model with bionics is killed, instead of removing it, place it on its' side. Roll a D6 at the start of the next turn: on a roll of 6 the model is stood back up with one wound, but on any other roll it is removed as a casualty. Carapace Armour Carapace armour gives its wearer a 4+ armour saving throw. Combi-weapon A Combi-weapon may fire once per turn, either with the bolter part of the weapon or the special weapon that is attatched, but note that the non-bolter weapon may only be fired once during the game. Eviscerator Eviscerators are large two-handed chainswords that can behead or disembowel an enemy with a single blow. An eviscerator must be wielded in both hands and so cannot be used in combination with another close combat weapon for +1 Attacks. A model with an eviscerator adds +1 to their Strength. In addition, if a model with an eviscerator rolls a 6 to hit, then the blow lands with such violence that the model hit loses D6 Wounds if they fail their saving throw. Exterminator Exterminators are compact, one-shot flamers that can be fitted to the barrel of a gun or a close combat weapon and are used almost exclusively by the Redemptionists. Exterminators may be used once per battle and are used in the first round of an assault (whether the model is charging or is charged). A unit firing its exterminators ignores cover completely - models in cover strike in their normal initiative order. In addition, a unit attacked by models equipped with exterminators will be engulfed in flames. Exterminator attacks are worked out at Initiative 8 and are in addition to the model's normal attacks. Roll a D6 for every enemy model in a unit fighting the Redemptionists. The score required to hit the enemy depends upon the number of models firing their exterminators (note that all the models in the unit must fire their exterminators at the same time). Models are hit at Strength 4 with an Armour Piercing value of 5.
Flak Armour Flak Armour gives the wearer a 5+ armour saving throw. Jump Pack A character wearing a jump pack may move 12" in the movement phase, straight over intervening terrain, as described on p.92 of the rulebook, and may also deep strike if the scenario allows it. Master-crafted Weapon A master crafted weapon follows the normal rules, except that you may re-roll one failed 'to hit' roll per turn. Master crafted weapons are taken as an 'upgrade' for a weapon already being carried by a model and should be represented by a suitably ornate weapon on the model itself. Relics and Grenades may not be Master-crafted. The cost listed in the wargear section is in addition to the cost of the weapon itself,but only the upgrade costs against the points limit on Wargear taken by a model (so a master crafted power weapon would only count as 10 points against the points limit). Psycannon A psycannon behaves identically to a boltgun, except that its shells are themselves blessed relics, and so wound Daemons on a d6 roll of 2+, no matter what the toughness of the Daemon. RELICS Axe of Retribution A character bearing the axe may add +2 to their strength and roll 2d6 for armour penetration. However, the axe requires two hands to wield and so the user may not gain an additional attack for having an extra close combat weapon. Blade of Admonition The blade counts as a Power Sword, and any enemy that loses an assault against the character carrying it suffers an additional -1 to its leadership for the subsequent morale check. Not that this does not apply if the combat was won through winning the moral high ground. Book of St.Lucius A fleeing squad with at least one member within 6" of the character may attempt to regroup even if under half strength. This includes the squad led by the character. Brazier of Holy Fire Once per battle, the Brazier may fire as if it were a heavy flamer. In close combat, the bearer hits opponents with a Strength of 5 and Armour Penetration 4, but may not combine this with any other special close combat attacks, such as Frag grenades or Power weapons. Cloak of St.Aspira A character wearing this cloak may add +1 to their Armour Saves, but not Cover Saves or Invulnerable Saves. A character may only wear a single cloak. Flail of Chastisement In the first round of any assault, a character wielding the flail may add +2 to their Strength. Any model injured but not killed by the flail loses d3 attacks in the next round. It requires two hands to wield and so the bearer may not gain +1 attack for an extra hand weapon. Litanies of Faith A squad led by a character with Litanies of Faith may roll 2d6 for Sacred Rites and choose which result to apply. They may not attempt to re-roll these reults. Medicus Ministorum A squad that includes a model with a Medicus Ministorum may ignore its first failed armour save each turn, but not Invulnerable or Cover saves. Miscellaneous Relic Once per game, at the start of any assault phase, a character bearing this mysterious artefact may reveal it to inspire his or her comrades. When used, all friendly models within 2d6" gain +1 attack for the following combat. Phial of Dolan A character may drink from the phial at the start of any turn. For the remainder of the turn the character may add +1 to their Strength and Toughness characteristics. Once used, the phial is drained and may not be used again. A character may only drink from one phial each turn. Praesidium Protectiva A character with a Praesidium Protectiva in one hand during close combat benefits from a 4+ Invulnerable Save. If they roll a 6 to save then the model that attacked them is hit as if they had suffered the blow instead. As the Praesidium Protectiva is being held in one hand, the character may not benefit from the +1 attack bonus for having an extra close combat weapon. Purity Seal A squad led by a character with a purity seal may roll an extra d6 when falling back, and disregard 1d6 of their choice (ie roll 3d6 and choose 2d6 for infantry). A character may only have a single Purity Seal. Rosarius A Rosarius not only aids the faithful in times of prayer but contains a conversion field generator. A character wearing a rosarius benefits from a 4+ Invulnerable save. Simulacrum Imperialis Squads within 12" of a Simulacrum automatically pass the first morale check that they are required to take in the game, so long as they have at least one model within 12" at the time. A character may only carry one Simulacrum. Staff of Belief The staff adds +2 to the user's strength and ignores armour saves, and each unsaved wound inflicted on Daemons becomes two wounds. It requires two hand to wield and so precludes the use of an additional hand weapon. Tears of the Emperor A character armed with these grenades when assaulting Daemons may roll a d6 for each Daemon in base contact. On a 4+ they take a wound, saves taken as normal. VEHICLE UPGRADES Dozer Blade Vehicles equipped with a dozer blade may reroll a failed 'difficult terrain test' as long as they are not moving over 6" that turn. Extra Armour It is not uncommon for vehicle crews to add additional armour plating to their vehicle to provide a little extra protection. Vehicles equipped with extra armour count 'crew stunned' results on the damage tables as a 'crew shaken' result instead. Holy Icon The vehicle mounts a suitably large and impressive large symbol of the Ecclesiarchy. Any Ministorum unit within 6" of the vehicle may roll three D6 for all Leadership tests and use the lowest two as their score. Hunter-Killer Missile Hunter-killer missiles are a commonly seen upgrade for Imperial vehicles. They are treated as a krak missile with unlimited range, roll to hit as normal. They may be fired only once per battle. Pintle-Mounted Storm bolter Pintle-mounted storm bolters are located on the outside of a vehicle. They can be used by crewman from an open hatch or by remote control from inside the vehicle. They are treated as an extra storm bolter which may be used in addition to any other weapons the vehicle may fire. Note that this means that a vehicle that moves can fire one weapon and the pintle mounted stormbolter. If the vehicle would not normally be allowed to fire any weapons (because of the distance it travelled or damage suffered, for example) then the pintle-mounted storm bolter cannot be fired either. Searchlight Searchlights are only of any use in missions where the rules for night fighting are being used, such as the Night Fight mission. They allow one enemy unit spotted by the vehicle to be fired at by any other Ministorum units that are in range and have a line of fire (the enemy unit has been illuminated by the vehicle's searchlight). However, a vehicle that uses a searchlight can be fired on by any enemy units in their next turn, as they can see the searchlight shining out in the dark. Smoke Launchers See page 88 of the Warhammer 40,000 rulebook. |