CODEX: WARRIORS OF REDEMPTION

(Replaces Codex Sisters of Battle)

Author: Gary Christopher (glchris@netscape.net)

Last Revision: September 7, 2000

 

Overview of the Adeptas Sororitas Army

"The only true achievement is purity." Cardinal Sebarin

The Adeptus Sororitas is made up of the combined forces of the Battle Sisters of the Orders Militant, or as they are more commonly called, the Sisters of Battle. The Sisters are a cloistered sect, and usually only the very highest ranking of the Adeptas Sororitas have any contact with other members of the Imperium. Originally a small sect of worshippers on a nondescript world called San Leor, the Daughters of the Emperor as they were then known were entirely self-sufficient. They farmed, made their own tools, and meditated. The Daughters believed that to achieve total purity of self, the mind, spirit, and the physical body must be brought into complete harmony. To achieve this, they studied and practiced ancient and largely forgotten arts of combat. The Daughters would spend their entire lifetimes perfecting their art, achieving a unity of purpose and focus that few outsiders could ever understand.

Eventually the Daughters of the Emperor were discovered by the High Lord Vandire, and were tricked by him into believing he was sent to them by the Emperor himself. Vandire contracted some of the best commanders in the Imperial Guard to provide advanced training in modern weaponry and warfare theory. Over time the Daughters’ numbers increased and they developed into one of the most feared organizations in the Imperium. Their martial prowess and sheer dedication to whatever cause they fought for resulted in numerous legends about the "Sisters of Battle." Tales abound of incidents where a small group of Sisters took on and defeated larger and stronger opponents and emerged victorious. Though they lacked the genetic enhancements of the Space Marines, they won many battle honors previously awarded only to the Emperor’s finest. This was before Vandire’s fall from grace and the castration of the Ecclesiarchy after Lord Vandire’s failed Wars of Apostasy.

Since Vandire’s fall, the Sisters of Battle have been the only permitted military force the High Lords will allow the Ecclessiarchy to maintain. According to the archaic wording of the Decree Passive, a document drafted to insure no other man could achieve the vast power and might wielded by Vandire, the Ecclesiarchy were not allowed to maintain any “men under arms.” By the strict definition of the terms, the Sisters of Battle were not classified as such, and were allowed to stay. The new Ecclessiarch, Sebastian Thor disbanded what remained of the Frateris Templars and divided the Sisters into four initial convents, two on Terra and two on Ophelia VII. Realizing the necessity of Ecclessiarchical secrecy and organizational independence, Thor dismissed most of the fleets accumulated by Vandire, but allowed the Daughters to retain enough vessels to prosecute the inevitable wars of faith, but pose no concentrated threat to Imperium as a whole. As part of Thor’s argument to maintain the Daughters of the Emperor as the Ecclesiarchy’s sole military force, the Sisters became not only guardians of the Imperial faith, but it’s police as well. Though the Inquisition still keeps a watchful eye turned in the Ecclesiachy’s direction, the Adepta Sororitas have managed to keep the Ministorum on the straight and narrow, with only minor intercessions by the Inquisition.

Ultimately, the Ecclesiarchy has increased in size over the ensuing millennia and as a consequence, so have the Battle Sisters. Late in the 38th millennium it became necessary to form two more Militant Orders to handle the increase in numbers. Each order currently maintains approximately 4000 active Battle Sisters, though numbers are slightly down from previous years.

 


SISTERS OF BATTLE SPECIAL RULES

The Orders Militant

In the millennia since the original Daughters of the Emperor were divided into the Orders Militant, each has maintained their link with the past by continuing the martial tradition of their founders. And while all follow the same doctrine and receive the same basic training, the passing years have resulted in each individual Orders specializing in various aspects of their art. When you build an army, you must choose one of the below Orders (or if you’ve created your own, you may choose one of the below as a model for your army). All Order-specific special rules then apply as detailed below.

CONVENT PRIORIS

Order of the Sacred Rose

All Sororitas spend their entire lives mastering their chosen art, and Sacred Rose Sisters are no exception. Over the years the Order of the Sacred Rose has gravitated toward the role of protector and consequently, their defensive skills far surpass those of the other Orders. From simply blocking an opponent’s blow to not being there when it arrives, these Sisters have become masters at being difficult to hit. All elite units of Sacred Rose Sisters may attempt to parry close combat attacks from enemy models. After your opponent rolls to hit, roll one die for each Sister in the squad. For each ‘6’ rolled, one of the opposing player’s hits is nullified. Models armed with two hand weapons that can be used together may reroll a failed parry attempt once. The Sisters player may choose which attack to parry according to the rules for allocating attacks in the Warhammer 40,000 rulebook. Note: models armed with a power fist may not parry.

Order of the Ebon Chalice

If the Sacred Rose’ specialty is defense, then the hallmark of the Order of the Ebon Chalice is precision. The ability to maintain their concentration in any situation makes Ebon Chalice Sisters some of the toughest, most iron-willed warriors in the Imperium. Coupled with extensive training in human and alien anatomy, this single-mindedness means when they strike, their enemy dies. Tales abound of the Battle Sisters’ ability to kill with a single touch. Most of these rumors and stories can be traced back to incidents involving Ebon Chalice Sisters. In close combat, the precision with which they strike means all elite units of Ebon Chalice Sisters may re-roll once, any failed ‘to wound’ rolls.

Order of the Argent Shroud

All Battle Sisters are responsible for spreading and enforcing the word of the Emperor, however, short of the Inquisition itself, the Order of the Argent Shroud has a reputation for being the most iron-handed organization in the Imperium when it comes to punishment for transgressions against the Imperial faith. Their duties include administration of the Ecclesiarchy courts, acting as impartial arbitrators in internal Adeptus Sororitas disputes, and being the official executioners of the Ecclesiarchy. To represent their strict intolerance for even minor transgressions and the Argent Shroud Sisters' "enthusiasm" for administering punishment, all elite units of Argent Shroud Sisters always hit in close combat on a 3+, regardless of relative weapon skill. Note: the normal rules for hitting vehicles that move still apply (e.g. up to 6", hit on a 4+, over 6" only hit on a 6).

“Tolerance is merely acceptance in presentable clothes.” Prioress Carmina, Convent Prioris

CONVENT SANCTORUM

Order of the Bloody Rose

Bloody Rose is one of the most willful of the Orders Militant. Of all Sisters, they adhere most strongly to the beliefs of the original Daughters of the Emperor in that they believe they can achieve total unification of mind, body, and soul only through ritualized combat in the ancient forms. While most Battle Sisters pray, work, study, and practice, these Sisters spend more time practicing than all other activities combined. Having trained their bodies to react almost completely on instinct means they are almost never surprised by an enemy. On the battlefield, elite units of Bloody Rose Sisters will always strike first in the first turn of combat when they are assaulted (not when they launch the assault). This ability works even if the OBR Sisters are in cover and their opponent is equipped with frag grenades. If fighting against an opponent that also automatically strikes first, roll a d6 to determine who has the initiative for that round. Note: this ability does not work against the Eldar Banshee mask.

Order of Our Martyred Lady

Renamed after the death of their Canoness, St. Katherine, this order is renowned for the determination and avenging spirit of its Battle Sisters. Each elite unit of Martyred Lady Sisters may make at least one attack per model if it would normally be entitled to so, even if members of the unit were killed before being able to strike. If a Martyred Lady Sister is killed, lay it on its side to indicate it has been killed. When its turn to attack comes around (if it hasn’t already), roll once to hit and wound against the enemy as normal, using any one weapon of the player’s choice that is carried by the model. Remove the model as a casualty at the end of combat.

Order of the Valorous Heart

These Sisters are renowned for their purity and innate nobility. Over the millennia many Valorous Heart Sisters have performed acts of supreme self-sacrifice to protect others from harm. Many Imperium communities have come to refer to the Order of the Valorous Heart as "The Angels of Light." Of the six current Orders, only the Valorous Heart can claim to have never lost a Sister to the vile temptations of Chaos. This and their utter repugnance toward those who would abuse their power over others means they have become adept at using an opponent’s strength against him. In close combat, Valorous Heart Sisters may use their opponent’s unmodified strength value instead of their own when making any ‘to wound’ rolls. This ability cannot be used against models with a basic strength value more than double that of their own.

Virtues of Command

“Defeat in combat is not a failure to win, it is a failure to lead.” Canoness Rachel Angelica of the Order of the Bloody Rose

Some individuals are naturally more pious, more able leaders, or are simply more charismatic than other members of society. Ordinary citizens look up to people who demonstrate great courage and leadership, and willingly follow such individuals, even to the point of laying down their lives. In combat, such leaders are uncommonly effective and are frequently the ones that a commander calls upon when she needs a difficult or unpleasant task accomplished. To represent this exemplary leadership ability, certain characters may attempt to influence the squad they are with using their commanding presence. In order to use a particular skill, the player must declare he wishes to do so at the start of any phase. The player then rolls 2D6 and adds the modifier of one character in the unit to the total. If the result is equal to or greater then the Virtue’s difficulty rating, then she has successfully motivated her troops. Each ability lasts from the time activated until the beginning of the player’s next turn. Only one ability may be used per unit per turn. Any squad led by one of the characters in the below list may attempt to use Virtues of Command.

Character

Virtues Bonus

Canoness

+3

Celestian Superior

+2

Veteran Sister Superior

+1

Sister Superior

+0

 

D6 Roll Required

Command

Effect

6+

Hold the Line!

The unit ignores any negative modifiers to leadership tests.

6+

Incoming!

The unit is immune to pinning.

6+

Rally to Me!

The unit may attempt to regroup regardless of the normal rules However, this does not prevent them from being run down by a pursuing force. (Note: this is the only Virtue that may be used by a fleeing unit).

7+

I'll see you in Hell!

All members of the squad may make at least one attack if they would normally be entitled to so, even if members of the unit were killed before being able to strike. If a Sister is killed, lay it on its side to indicate it has been killed. When its turn to attack comes around (if it hasn’t already), roll once to hit and wound against the enemy as normal, using any one weapon of the player’s choice that is carried by the model. Remove the model as a casualty at the end of combat.

8+

Follow me!

The unit may charge an additional d3" in the assault phase.

9+

To the Death!

The unit is fearless and ignores situations, abilities, or effects that would normally force it to fall back. The unit is also immune to pinning.

9+

Charge!

The unit gains +1WS and +1S the turn they charge. The +1 strength is applied after any other modifiers (e.g. powerfist doubling, etc.)

9+

Fire for Effect!

The unit may re-roll once any failed ‘to hit’ rolls in the shooting phase.

10+

For the Emperor!

The unit gains +1S and +1T. The +1 strength is applied after any other modifiers (e.g. powerfist doubling, etc.)

12+

Hit 'em again!

The unit gains +1 attack (can be used in combination with a charge for a total of +2 attacks).

 

Sacred Rites

The night before combat, the Sisters of Battle kneel in prayer, offering their thanks to the Emperor and asking for protection and guidance. As they pray, the Sisters gradually become filled with the peace and serenity of the Emperor. During this ceremony, the Emperor himself often chooses one of their number and blesses her with prescient knowledge of the coming battle. To represent this, at the start of the game after setup, but before rolling to see who gets the first turn, calculate the faith total of all characters in the army that are on the below list and roll 2d6. If the number is equal to or lower than the army’s total faith score, then each Sisters of Battle unit, vehicle or independent character may make a free move up to 6" in any direction (armies with faith totals of 12 or greater will always succeed).

Character

Rites Bonus

Canoness

+3

Celestian Superior

+2

Veteran Sister Superior

+1

 “Faith is the filter through which the water of our lives is made pure.” Motto of the Order of the Sacred Rose


SISTERS OF BATTLE 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. Only a Canoness, Celestian Superior 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. Models wearing Terminator armour may only use wargear and weapons marked with an '*'.

 

SINGLE-HANDED WEAPONS

Blade of Admonition

15

Bolt pistol

1

Brazier of Holy Fire

15

Close combat weapon

1

Flail of Chastisement

8

Plasma pistol

15

Power fist

15

Power weapon

10

Praesidium Protectivai{i}

15

 

TWO-HANDED WEAPONS

Axe of Retribution

10

Bolter

2

Bolter-flamer

10

Bolter-grenade launcher

10

Bolter-plasmagun

15

Bolter-meltagun

15

Porcupine FAE Launcher

25

Psycannon

5

Staff of Belief

20

Storm Bolter

5

 

WARGEAR

Bionics

10

Book of St. Lucius

10

Carapace Armour

10

Flak Armour

5

Frag Grenades

1

Rosarius (independent characters only)

25

Krak Grenades

2

Litanies of Faith

25

Master-crafted Weapon

15

Medicus Ministorum (Sisters Hospitallier only)

20

Melta bombs

5

Miscellaneous Relic

*special*

Phial of Dolan (characters may have more than one)

5

Purity Seals

5

Simulacrum Imperialis (Imagifer or independent characters only)

15

Smoke/blind grenades (Seraphim & independent characters only)

2

Tears of the Emperor

3

 

SISTERS OF BATTLE-ONLY WARGEAR

Blessed Ammunition

50

Cloak of St. Aspira (independent characters only )

20

Jump pack (independent characters only)

10

Sacred Banner of the Order Militant (Celestian Superior only{ii})

60

Sacred Standard (Imagifer only)

20

{i}Although not a weapon as such, a Praesidium Protectiva must be carried in one hand.

{ii}Only armies of 2,000 points or more may take a Sacred Banner of the Order.

 

SISTERS OF BATTLE VEHICLE UPGRADES

Battle Sisters’ 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.

Crucible of Absolution

1

Dozer blade

5

Extra Armour

5

Holy Icon

8

Hunter-Killer Missile

10

Pintle mounted flamer

8

Pintle mounted stormbolter

10

Searchlight

1

Smoke Launchers

3

Tolling Bell

1

 

NEW SISTERS OF BATTLE WARGEAR

The rules below describe how all of the specialised equipment used by the Sororitas works in the game. These rules tend to be more detailed than those included in the Warhammer 40,000 rulebooks, and they supercede them if they are different. Any items not listed here function exactly as described in the Warhammer 40,000 rulebook.

Axe of Retribution

An Axe of Retribution is modelled upon the Axe Of Chalcydon that was carried by Saint Jason when he crushed the Eldar on Huale. It has a massive double-bladed head studded with jewels that rend at the flesh of those its strikes. An Axe of Retribution must be wielded in both hands, and so may not be combined with an additional close combat weapon for +1 Attacks. An Axe of Retribution doubles the user's Strength when rolling to wound in an assault.

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.

Blade of Admonition

The Blade of Admonition is made from the finest metals and is polished to a mirror finish. Those who look into its blade are said to see their true selves. The Blade of Admonition is treated as a power weapon. In addition, any models within 2" of the bearer (including any in base contact) at the end of the assault phase are not counted when seeing if one side outnumbers the other.

Blessed Ammunition

These are bolter rounds (NOT heavy bolter) that have been ceremoniously blessed and sanctified by a once yearly week-long ritual in the holy synagogue of Terra. The ceremony produces one each of the following four rounds that each may be used only once per battle with the following effects. Note that you must declare which round you are using at the start of the shooting phase.

 

Book of St. Lucius

This great tome contains the many writings and sermons of St. Lucius of Agatha, a zealous and renowned Confessor. Certains passages can be read aloud from the book, inspiring those nearby to great acts of heroism. Any unit with a model within 12" of the bearer of the Book of St. Lucius may use the bearer's Leadership value for any morale checks or pinning tests they are required to take.

Brazier of Holy Fire

This holy artifact is said to light the faces of the faithful and leave the impure shrouded in darkness. In battle the Brazier can be wielded like a weapon in close combat and contains enough fuel to spray a jet of flames at the enemy. The Brazier of Holy Fire counts as a close combat weapon. In addition, it may be used once per battle like a heavy flamer. All of the normal rules for a Heavy Flamer apply.

Combi-weapons

A combi-weapon is essentially two weapons joined together, and gives the Sister of Battle a choice of two weapons to fire. A Sister of Battle armed with a combi-weapon may choose to fire one of the weapons in the shooting phase. The bolter may be fired any number of times, but the other weapon may only be fired once per battle. Note that you may not choose to fire both weapons at once.

Cloak of St. Aspira

Canoness St. Aspira of the Order of the Bloody Rose led her Battle Sisters in a War of Faith that liberated nearly a hundred worlds from the grip of the blasphemous tyrant Denescura. She wore a magnificent cloak of velvet and fur, which was blessed in the Ecclesiarchal Palaces of Terra and wards away the blows of the Emperor's enemies. A model wearing the Cloak of St. Aspira adds +1 to the armour save (giving a Sisters of Battle character a 2+ save instead of 3+). Special: Sororitas armies of the Order of the Bloody Rose - any unit within 12" of the wearer of this cloak may re-roll failed morale checks. The result of the second roll must be accepted.

Exorcist Launcher

The multiple barrels of the Exorcist launcher fire a hail of incendiary missiles at the enemy, incinerating them with one devastating salvo. The Exorcist Launcher is not very reliable, so you must roll each time it is fired to see how many shots it has.

Range     Strength                 AP          Shots

48"          5                              4              Heavy D6 Blast (Barrage)

Flail of Chastisement

A Flail of Chastisement is barbed with many hooks, which constrict around its target as they struggle, ripping skin and tearing flesh. A flail must be used with both hands and so may not be combined with another weapon for + 1 Attacks. A model with a flail strikes at -1 Initiative but +2 Strength. In addition, if a target is hit by the Flail of Chastisement but not killed, it loses its next D3 Attacks.

Litanies of Faith

The Litanies of Faith contain the entire teachings of the Ecclesiarchy, since its founding at the birth of the Imperium. It takes a scribe their entire life to copy and illuminate the Litanies of Faith, and the hymnals and chants they contain fill the Emperor's servants with burning faith. The Litanies of Faith allow the character to re-roll once per turn any one failed Virtues of Command invocation attempt.

Master Crafted Weapons

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. Please note that you may not master-craft grenades! The cost listed in the wargear section is in addition to the cost of the weapon itself (i.e. a master crafted power weapon costs 10+10 = 20 pts). However, only the upgrade costs against the points limit on Wargear taken by a model (so the master crafted power weapon above would count as 10 points against the points limit, not 20).

Medicus Ministorum

A squad that includes a model with a Medicus Ministrorum may ignore its first failed armor save each turn. This ability does not apply to weapons that cause instant death or to failed invulnerable or cover saves. [[See page 34 of Codex: Space Marines, ref: Narcethium.]]

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 characteristic. Once used, the phial is drained and may not be used again. A character may only drink from one phial each turn.

Porcupine F.A.E. Launcher

The porcupine launcher sends small, unguided rocket propelled canisters at a target. When the projectile impacts, the sides of the canister blow off, spraying a corrosive, highly flammable, and semi-gaseous fuel mixture in a 360 degree hemisphere around the warhead. Moments later, the incendiary charge in the nose detonates, igniting the gas in a thunderous explosion and bathing everything in a 3" diameter in lethal flames. Any model covered by the template is hit automatically. Models partially covered are hit on a 4+. Roll to wound as normal.

Range     Strength                 AP          Shots

18"          4                              5              Assault 1 / Blast

Special Rules: Indirect Fire

The Porcupine may also be fired indirectly in the same way as a mortar. If used in this manner, the Porcupine becomes a barrage (i.e. guess range) weapon with a range of 10"-30". If used to fire indirectly, the opposing player cannot reposition the blast template and any casualties must be taken from those models under the template as normal. Note the minimum ‘guess’ range for the Porcupine is 10".

Praesidium Protectiva

Believed to contain shards of the armour worn by the Emperor himself, the Praesidium Protectiva can be used to defend against enemies assaulting the bearer. A model equipped with a Praesidium Protectiva may take a 4+ invulnerable save in close combat, instead of its normal armour save. The save may only be used against one opponent per turn (the defender chooses which), and my not be combined with a rosarius save. In addition, if a '6' is rolled for the saving throw, the blow is reflected back on the attacker - roll to wound and make armour saves as if the enemy model had hit itself!

Psycannon

A psycannon behaves identically to a boltgun, except that it’s shells are blessed relics, and so wound daemons on a D6 roll of 2+, regardless the toughness of the creature.

Purity Seals

If a model wearing purity seals falls back, roll one extra D6 for fall back distance, and then pick the D6 rolls you want in order to determine the distance fallen back. If a model with purity seals is part of a unit then this ability applies to the whole unit, not just the model with the purity seals.

Rosarius

A Rosarius is a badge of faith that incorporates a powerful conversion field, that protects its wearer from harm. A model with a Rosarius gets a 4+ invulnerable save that may be taken instead of the model's normal armour save.

Sacred Banner of the Order Militant

Each of the six Orders Militant has its Sacred Banner, which are only carried by the most faithful and trusted Sisters of Battle. They are ancient artefacts that date back to the creation of the Order and are a source for inspiration to all the Adepta Sororitas. A Sisters of Battle unit with a model within 12" of the Sacred Banner of the Order Militant may roll three dice for any morale check or pinning test they have to take, and discard the highest dice.

Sacred Standard

Add +1 to the Battle Sisters' combat resolution score of any assault that takes place within 6" of a sacred standard. However, if the model bearing the standard is slain in close combat, then the enemy model that slew him captures the standard, and the enemy gets the bonus from then on. It is possible for a standard to change hands several times in a single battle, as long as the model holding the standard is slain in close combat each time.

Simulacrum Imperialis

These icons of the Ecclesiarchy were often carried by one of the Imperium's many saints, or may even be wrought from their bones. Any Sisters of Battle unit with a line of sight to the Simulacrum Imperialis automatically passes the first morale check or pinning test it is required to take.

Smoke/Blind Grenades

A unit carries enough smoke/blind grenades for one use during a battle. Blind/smoke grenades are used in the shooting phase instead of the unit firing any weapons. A unit cannot assault in the same turn it uses its blind/smoke grenades. The blind/smoke screen lasts until the start of the player’s next turn, and until then, the unit counts as being in cover, with a 5+ cover save and all the other associated cover benefits (e.g. strike first in assault, etc.).

[[See White Dwarf #232, pg 69, ref: Chapter Approved.]]

Staff of Belief

The Staff adds +2 to the user’s strength and ignores armour saves, and each wound inflicted on daemons becomes two wounds (only one save is necessary, though). It requires two hands to wield and cannot be combined with another weapon for an additional attack.

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+ the daemon(s) takes a wound, saves taken as normal.

 

SISTERS OF BATTLE-ONLY VEHICLE UPGRADES

Crucible of Absolution

Just like those huge cauldrons on the front of the old codex, a crucible is mounted on top of a vehicle, containing a flame upon which the bones of heretics are burnt. Any squad tank shocked by a vehicle with a crucible suffers a -1 modifier to their leadership (the stench is rather off-putting).

Holy Icon

The vehicle mounts a suitably large and impressive large symbol of the Ecclesiarchy. Any Sisters of Battle unit within 6" of the vehicle may roll three D6 for all Leadership tests and use the lowest two rolls as their score.

Tolling Bell

A large bell mounted upon the vehicle, its reassuring tolling calming the faithful. All friendly squads within 12" of a tolling bell may re-roll failed pinning and tank shock tests.

 


SISTERS OF BATTLE ARMY LIST

 

HQ

 

0-1 CANONESS (42 PTS)

 

WS

BS

S

T

W

I

A

Ld

Save

Canoness

4

4

3

3

3

4

3

10

3+

 

Ecclesiarchy armies led by a Canoness must include at least one unit of Battle Sisters.

Options: The Canoness may be given any equipment allowed by the Ministorum Armoury.

Bodyguard: The Canoness may be accompanied by an Archangel Bodyguard, see the separate entry below. The Canoness and her Bodyguard count as a single HQ choice.

SPECIAL RULES

Independent Character: Unless accompanied by an Archangel Bodyguard, the Canoness is an Independent Character and follows the independent character special rules in the Warhammer 40,000 rulebook.

Virtues of Command: As Canoness, she adds +3 to any Virtues of Command she attempts to invoke.

 

0-1 CELESTIAN SUPERIOR (32 PTS)

 

WS

BS

S

T

W

I

A

Ld

Save

Celestian Superior

4

4

3

3

2

4

2

9

3+

 

Options: The Celestian Superior may be given any equipment allowed by the Ministorum Armoury.

SPECIAL RULES

Independant Character: Unless accompanied by a Celestian Bodyguard, the Celestian Superior is an independent character and follows the independent character special rules in the Warhammer 40,000 rulebook.

Bodyguard: The Celestian Superior may be accompanied by a Archangel Bodyguard, see the separate entry below. The Celestian Superior and her Bodyguard count as a single HQ choice.

Virtues of Command: As a Celestian Superior, she adds +2 to any Virtues of Command she attempts to invoke.

 

ARCHANGEL BODYGUARD (20 PTS/MODEL)

 

WS

BS

S

T

W

I

A

Ld

Save

Archangel

4

4

3

3

1

5

2

9

3+

 

Number: The Bodyguard consists of between 5 and 10 Archangels

Weapons: bolt pistol & close combat weapon

Options: Up to one Archangel may be armed with one of the following weapons: a heavy bolter at +10 pts; a heavy flamer at +15 pts; porcupine launcher at +25 pts; or a multi-melta at +25 pts. Up to one Archangel may be armed with a flamer at +3 pts or a meltagun at +10 pts. The squad may be equipped with frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2 points per model.

Jump packs: the entire unit may be outfitted with jump packs at a cost of +6 points per model.

Characters: One Archangel each may be upgraded to a Banner Bearer or an Imagifier. Any unit with a model within 6" of the banner gains +1WS. The squad may be mounted in a Rhino armoured carrier at an additional cost of +45 points. If the squad numbers six models it may be mounted in an Immolator for +70 points (see the separate vehicle entries for details of upgrades).

SPECIAL RULES

Total Devotion: While their charge lives, the unit ignores any negative modifiers to morale checks and may always attempt to regroup, regardless of the usual restrictions.

Selfless: The Archangels are totally dedicated to the safeguarding of the leader they are charged with protecting. If their charge ever takes a wound from ANY shooting attack (after all applicable saves, etc. have been taken), and there is at least one Archangel within 2", roll a d6. If the roll is equal to or lower than the Archangel’s initiative, the bodyguard has done her job and taken the wound in her leader’s stead. Remove the nearest Archangel as a casualty.

“We shall become a living shield, with faith the arm that wields us and honor the metal from which we are forged.” Excerpt from the Canticle of the Archangels

 

THE SISTERHOOD

  

Points

WS

BS

S

T

W

I

A

Ld

Save

Sister Famulous

12

2

2

3

3

1

3

1

7

3+

Sister Hospitallier

16

2

2

3

3

1

3

1

8

3+

Sister Dialogus

13

2

2

3

3

1

3

1

8

3+

 

Members of the Sisterhood often accompany the Orders Militant in their campaigns. While not combatants as such, they do provide unique and often valuable skills to the Battle Sisters. Up to one each of the below Orders may be included as a single HQ choice in a Sisters of Battle army. Each Sister is treated as an independent character as per the normal rules in the Warhammer 40,000 rulebook.

Equipment: Each Sister may be given any equipment allowed in the Ministorum Armoury.

Sister Famulous - A Sister of one of the Orders Famulous can use her connections with the Imperial nobility to command other Imperial servants to provide her with troops. These are usually Imperial Guardsmen or Planetary Defence Force personnel. For every Sister Famulous in the army you may include one unit chosen from the Imperial Guard army list. This unit does not take any space on the force organisation chart, but otherwise follows all rules that apply to it (including when it can be deployed, etc.). Only one unit may ever be chosen for each Sister Famulous, even if you would normally be allowed several units for a single force organisation slot. For example, you can take an Imperial Guard Infantry squad, not a whole platoon. Other than this you are free to choose the type of unit taken.

Sister Hospitaller - In addition to any other weapons or wargear, a Sister Hospitaller may be given a very useful Medicus Ministorum as detailed in the Armoury and Wargear sections.

Sister Dialogus - One of these members of the Sisterhood can use her considerable language skills to translate prayers spoken in High Gothic into other languages, so that they can be understood by those around her. If a unit has a model within 6" of the Sister Dialogus then it may reroll any failed leadership or pinning tests it may be called to make.

 

 

VETERAN SISTER SUPERIORS

You may upgrade the Sister Superior leading a squad to a Veteran Sister Superior, for the points cost shown. A Veteran Sister Superior has an improved profile and may be given additional weapons and equipment from the Sisters of Battle Armoury. A Veteran Sister Superior adds +1/2 point to the faith total the army’s Sacred Rites roll. Also, as a Veteran Sister, she adds +1 to any Virtues of Command she attempts to invoke.

 

ELITES

 

CELESTIAN SQUAD (12 pts/model)

 

WS

BS

S

T

W

I

A

Ld

Save

Celestian

3

3

3

3

1

4

1

9

3+

Veteran Sister

3

3

3

3

1

4

2

9

3+

 

Squad: The squad consists of one sister superior and between 4 and 9 Celestians.

Weapons: Boltguns. The entire squad may exchange their boltguns for two twin-linked bolt pistols at an additional +2 pts per model.

Options: Up to one Celestian may be armed with: a heavy bolter at +10 pts; a heavy flamer at +15 pts; porcupine launcher at +25 pts; or a multi melta at +25 pts. Up to one Celestian may be armed with a flamer at +3 pts, plasma gun at +6 pts, or a meltagun at +10 pts. The squad may be equipped with frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2 points per model.

Characters: The sister superior may be upgraded to a veteran sister superior for an additional cost of +11 points. The Veteran Sister Superior may also be given a single choice from the Sisters of Battle wargear list.

Jump Packs: The entire squad may be equipped with jump packs at +6 points per model. Note: squads with jump packs may not carry heavy weapons.

Rhino: The squad may be mounted in a Rhino armoured carrier at an additional cost of +45 points.

SPECIAL RULES

Holy Hatred: Celestians may re-roll all failed to hit rolls in the first turn of close combat.

Description: Celestians are the close combat specialists within the Seraphim ranks. They spend much of their time in the practice arena honing their skills to the point where mind and body become one and thought translates into instantaneous action. Many more Archangel bodyguards are selected from the Celestians than any other discipline.

 

DOMINION SQUAD (16 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Dominion

3

3

3

3

1

3

1

8

3+

Veteran Sister

3

3

3

3

1

4

2

9

3+

 

Squad: The squad consists of one sister superior and between 4 and 9 Dominions.

Weapons: Boltguns. The Sister Superior may exchange her boltgun for a bolt pistol and a close combat weapon at no extra points cost.

Options: Up to four Dominions may be armed with a flamer at +12 pts per model, plasma gun at +13 pts per model, meltagun at +16 pts per model, or porcupine launcher at +25 pts per model. The squad may be equipped with frag grenades at an additional cost of +1 point per model, krak grenades at an additional cost of +2 points per model, or melta-bombs at +4 points per model.

Characters: The sister superior may be upgraded to a veteran sister superior for an additional cost of +11 points. The Veteran Sister Superior may also be given a single choice from the Sisters of Battle wargear list.

Rhino: If not infiltrating, the squad may be mounted in a Rhino armored carrier at an additional cost of +45 points.

SPECIAL RULES

Infiltrators: Dominions may infiltrate as per the Warhammer 40,000 rulebook if the scenario allows it.

Description: Dominions are the fire teams of the Seraphim, bringing maximum mobile firepower to bear on a single target. Though Retributors lay claim to powerful weaponry that can devastate the enemy in a single volley, many of their heavy weapons require that they sacrifice mobility in order to use it. A Dominion squad needs to keep on the move and out of sight if it wants to survive.

 

FURIAE SQUAD: The Furies (18 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Furiae

3

3

3

3

1

3

1

9

3+

Veteran Sister

3

3

3

3

1

4

2

9

3+

 

Squad: The squad consists of one sister superior and between 4 and 9 Furies.

Weapons: Bolt pistol & Close combat weapon. The Sister Superior may exchange her weapons for a bolter at no extra points cost.

Options: Up to two Furies may be armed with a flamer at +12 pts per model, plasma gun at +13 pts per model, meltagun at +16 pts per model, or porcupine launcher at +25 pts per model. The squad may be equipped with frag grenades at an additional cost of +1 point per model or krak grenades at an additional cost of +2 points per model.

Characters: The sister superior may be upgraded to a veteran sister superior for an additional cost of +11 points. The Veteran Sister Superior may also be given a single choice from the Sisters of Battle wargear list.

Rhino: The squad may be mounted in a Rhino armoured carrier at an additional cost of +45 points.

SPECIAL RULES

Tears for the Martyr: For each round of close combat in which at least one Fury becomes a casualty, the rest gain +1 Initiative and +1 Attacks the following round.

Description: The Furies were never organized as a separate unit as such, and they receive no special training above what a normal Battle Sister receives. However, they lack an ability to control their pent up rage and grief at seeing so many of their Sisters fall in battle. They have gravitated to one another to share in the inner purity succumbing to such feelings bring, and to exact vengeance on those who would bring hate and destruction to mankind. In combat, their cries of rage can be heard across the battlefield when one of them falls to an enemy’s blow. It is a rare enemy who slays a Fury and lives to tell the tale.

 

MALACHIM SQUAD (18 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Malachim

4

3

3

3

1

3

1

9

3+

Veteran Sister

4

3

3

3

1

4

1

9

3+

 

Squad: The squad consists of one sister superior and between 4 and 9 Malachim.

Weapons: Bolt pistol, close combat weapon, Excruciator*.

Options: Any model in the squad may exchange her bolt pistol and close combat weapon for a bolter or combat shotgun at no extra cost. Up to two models in the squad may be armed with a flamer at +3 points, sniper rifle at +5 points, or a meltagun at +10 points. The entire squad may be armed with frag grenades at a cost of +1 point per model and/or krak grenades at +2 points per model.

Characters: The sister superior may be upgraded to a veteran sister superior for an additional cost of +11 points. The Veteran Sister Superior may also be given a single choice from the Sisters of Battle wargear list.

Rhino: The squad may be mounted in a Rhino armoured carrier at an additional cost of +45 points.

SPECIAL RULES

Excruciator: the excruciator is a set of four serrated monomolecular blades mounted in star fashion on each forearm (two on the back and two on the front) and are activated by contact sensors connected to the back of each glove. Upon impact, a spring-loaded mechanism lifts and rams the blades forward around the fist and into the target. The blades retract and reset automatically. When in close combat, on a to hit roll of '6', roll to wound as normal and if the target takes a wound the attack counts as a power weapon and the opponent's armor save is negated. Excruciators cannot be worn at the same time as a power fist (for obvious reasons).

Limited Availability: Only one Malachim squad may be taken per 2000 points in the army, rounding fractions up (i.e. a 3500 point army could bring two Malachim squads).

Marked Target: The Malachim are both respected and feared within the Ecclessiarchy. They are constantly under the watchful eye of the Inquisition and routine purging procedures are vigorously applied to insure absolute, unwavering loyalty. Because the regimen of a Malachim is so taxing, very few Sisters ever actually become Malachim. Those that do must be used sparingly and with great precision as befits their special purpose. To represent this on the battlefield, at the start of the game one randomly chosen enemy character has been marked by the Ecclesiarchy for elimination. The Malachim must attempt to eliminate this character and the squad they are with at all costs. If successful, the Sisters player gains +1 victory points at the end of the game in addition to the normal rules for calculating VPs. If at the end of the game, the chosen character or any of his unit is still alive or fled off the board, the Sisters player loses 1 victory point.

Assassins: The purpose of the Malachim is to eliminate those people (or aliens) identified as heretics of the first order by the Ecclesiarchy and authorized by the Inquisition. As such, they are never used against opponents that have no dealings with the Imperium and about whom little is known. Malachim assassination squads may not be used when the Sisters opponent is playing Tyranids or Necrons.

 

TROOPS

 

BATTLE SISTERS SQUAD (10 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Battle Sister

3

3

3

3

1

3

1

8

3+

Veteran Sister

3

3

3

3

1

4

2

9

3+

 

Squad: The squad consists of one sister superior and between 4 and 9 Battle Sisters.

Weapons: Boltguns. The Sister Superior may exchange her boltgun for a bolt pistol and a close combat weapon at no extra points cost.

Options: Up to one Battle Sister may be armed with one of the following weapons: a heavy bolter at +10 pts; a heavy flamer at +15 pts; or a multi-melta at +25 pts. Up to one Battle Sister may be armed with a flamer at +3 pts or a meltagun at +10 pts. The squad may be equipped with frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2 points per model.

Characters: The sister superior may be upgraded to a veteran sister superior for an additional cost of +11 points.

Rhino: The squad may be mounted in a Rhino armoured carrier at an additional cost of +45 points.

 

NOVICES SQUAD (10 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Novice

3

3

3

3

1

3

1

7

6+

Battle Sister

3

3

3

3

1

3

1

8

3+

 

Squad: The squad consists of one Battle Sister and between 4 and 19 Novices. Weapons: Bolt pistol and close combat weapon. The Battle Sister may exchange her weaponry for a Bolter.

Options: Up to one in five Novices may be armed with a flamer at +3 pts or a meltagun at +10 pts.

 

PENITENT SISTERS SQUAD

 

WS

BS

S

T

W

I

A

Ld

Save

Penitent Sister

3

3

3

3

1

3

1

10

6+

 

Squad: The squad consists of all penitent Sisters who join the squad at the beginning of the game.

Weapons: Boltguns. Each Sister may exchange her boltgun for a shotgun or a bolt pistol and a close combat weapon at no extra points cost.

Rhino: The squad may be mounted in a Rhino armoured carrier at an additional cost of +45 points.

SPECIAL RULES

At the start of the battle, roll 1d6 for each Elite, Troop, Fast Attack, and Heavy Support Sisters squad. On a 5-6 one member of the squad becomes a Penitent Sister. Remove the model from the squad and add +1 to the Penitent Sisters squad.

Absolute Faith: The Penitents are fearless and never fall back. Any attacks that would automatically cause a fallback move are ignored. Also, the Penitents’ 6+ save is invulnerable.

Description: It often occurs that a member of the Adepta Sororitas has committed some minor transgression against the edicts of the Ministrorum in general and the Adepta Sororitas in particular. In the case of the Orders Hospitaller, Diologous, and Familias punishment usually involves prayer, fasting, and meditation. In the case of the Orders Militant, however, such transgressions threaten to have much graver consequences since the Administratum, to this day, seeks to find the leverage needed to overturn the words of the Decree Passive. To redeem her soul and prove her faith, such Sisters vow not to wear their armor until they have been proven pure once again. Such a Sister must await the call to battle to prove her faith in trial by combat. Dressed only in her Purification Robes, a Penitent sister goes into battle knowing that if the Emperor deems her pure, she will survive and rejoin her Sisters, her purity beyond question; and should she die, her sin will be erased and she will join the Emperor’s light.

“The path to redemption is only trod by the willing.”

 

RHINO (45 PTS)

Certain units in the Sisters of Battle army may have a Rhino or Immolator to transport them. Adding a Rhino or Immolator to a squad does not count as part of the squad and does not use up any of your choices on the Force Organisation chart. See the Heavy Support section for details of the Immolator.

 

 

Front

Side

Rear

BS

 

Rhino

11

11

10

3

Type: Tank

Crew: Sisters of Battle.

Weapons: The Rhino is armed with a storm bolter.

Options: The Rhino may be equipped with any of the following vehicle upgrades for the cost listed in the Sisters of Battle armoury: crucible of absolution, dozer blade, extra armour, holy icon, hunter-killer missile, pintle-mounted stormbolter, searchlight, smoke launchers, tolling bell.

Transport: The Rhino can carry up to ten models.

 

FAST ATTACK

 

SERAPHIM SQUAD (19 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Seraphim

3

3

3

3

1

4

2

8

3+

Veteran Sister

3

3

3

3

1

4

3

9

3+

 

Squad: The squad consists of one Sister Superior and between 4 and 9 Seraphim.

Weapons: Twin bolt pistols (count as linked, may re-roll misses) and frag grenades. The Sister Superior may exchange her bolt pistols for a bolt pistol and a power weapon for +8 points.

Options: Up to two Seraphim may replace their twin bolt pistols with either twin hand flamers (these fire together with the same effect as a flamer but count as two close combat weapons in an assault) for +6 points or twin linked plasma pistols at an additional cost of +25 points. The squad may be equipped with frag grenades at an additional cost of +1 point per model, krak grenades at an additional cost of +2 points per model, smoke/blind grenades at a cost of 2 points per model, or melta-bombs at an additional cost of +4 points per model.

Character: The Sister Superior may be upgraded to a Veteran Sister Superior at an additional cost of + 10 pts.

SPECIAL RULES

Jump Packs: The Seraphim are equipped jump packs and follow the rules for jump pack troops given in the Warhammer 40,000 rulebook.

Rage of Angels: Such is the ferocity of the Seraphim, they may always move 6" toward the enemy in the assault phase even if they are not assaulting into close combat.

Description: The Seraphim are the veterans of the Sororitas. Seraphim is also the highest attainable non-command rank in the Sororitas hierarchy. Only Celestian Superiors and the Canoness outrank them. When they attain the rank of Seraphim, Battle Sisters are asked to choose one of three specialties: close combat (Celestians), fire support & infiltration (Dominions), or the traditional assault discipline (Seraphim). Though differing in focus, all three are classified as Seraphim and have similar responsibilities within the Battle Sisters’ organization.

 

CHERUBIM ATV SQUAD (20 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Battle Sister

3

3

3

3(4)

1

3

1

8

3+

Veteran Sister

3

3

3

3(4)

1

4

2

9

3+

 

Squad: The squad consists of 1 Sister Superior and between 2 and 4 Battle Sisters mounted on Cherubim ATVs.

Weapons: Each ATV is fitted with twin-linked bolters. Each Cherubim is armed with a bolt pistol.

Options: Up to two ATV’s may be upgraded with either a heavy flamer at +25 pts or twin-linked meltaguns at +30 pts.

Characters: The sister superior may be upgraded to a veteran sister superior for an additional cost of +11 points. The Veteran Sister Superior may also be given a single choice from the Sisters of Battle wargear list.

SPECIAL RULES

All-Terrain Vehicles: The Cherubim ATV squadron suffers no movement penalties for moving through difficult ground.

Stable Fire Platform: Cherubim ATVs do not count as moving for purposes of firing their rapid fire weapons. This does not include weapons carried by the Cherubim Sister.

 

MOUNTED NOVICES (6 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Novice

3

3

3

3

1

3

1

7

6+

Battle Sister

3

3

3

3

1

3

1

8

3+

 

Squad: The squad consists of 1 Battle Sister and between 4 and 9 Novices

Weapons: Bolt pistol, Close combat weapon.

Options: Up to two Novices may be armed with one of the following weapons: flamer at +3 pts or a meltagun at +10 pts. The squad may be equipped with frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2 points per model.

SPECIAL RULES

Cavalry: Mounted Novices are cavalry and follow the rules for cavalry given in Warhammer 40,000.

“Cleaning the stables is as effective a method of discipline now as it has been throughout human history.” Sister Beatrice, Mistress of Novices

 

FIRESTORM L.A.V. SQUADRON (70 pts /model)

Squad: Firestorm L.A.V.s are fielded in squadrons of between 1 and 3 vehicles.

 

Front

Side

Rear

BS

Hummer

10

10

10

3

Type: Fast (Note as the Battle Sisters crew are wearing power armor, the Firestorm does not count as being open-topped)

Crew: Battle Sisters.

Weapons: Heavy bolter, heavy flamer. The heavy bolter may be upgraded to a multi-melta at +15 points, or a Porcupine launcher for +5 points.

Options: The Firestorm may be given the following vehicle upgrades at the costs listed in the Ministorum Armoury: extra armour, holy icon, hunter-killer missile, searchlight, smoke launchers.

Description:

 

INFERNUS SENTINEL SQUADRON (35 pts /model)

Squadron: Infernus Sentinels are fielded in squadrons of between 1 and 3 vehicles.

 

Front

Side

Rear

BS

Sentinel

10

10

10

3

Type: Walker (Note as the Battle Sister operator is wearing power armor, the vehicle does not count as being open-topped)

Crew: One Battle Sister

Weapons: Infernus sentinels must be equipped with one of the following weapon systems: heavy flamer +5 points, multimelta +15 points, twin-linked heavy flamer +25 points; twin-linked multimelta +40 points.

Vehicle Upgrades: Infernus Sentinels may take any of the following upgrades: Holy Icon, Extra Armor, HK missile, searchlight, smoke launchers, extra armor.

SPECIAL RULES

Scouts: (see Codex: Imperial Guard)

 

HEAVY SUPPORT

 

RETRIBUTOR SQUAD (11 pts /model)

 

WS

BS

S

T

W

I

A

Ld

Save

Battle Sister

3

3

3

3

1

3

1

8

3+

Veteran Sister

3

3

3

3

1

4

2

9

3+

 

Squad: The squad consists of one Sister Superior and between 4 and 9 Battle Sisters.

Weapons: Boltguns. The Sister Superior may exchange her boltgun for a bolt pistol and a close combat weapon at no extra points cost.

Options: Up to four Battle Sisters may be armed with the following weapons: heavy bolter at +10 pts; heavy flamer at +15 pts; multi melta at +25 pts. The squad may be equipped with frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2 points.

Character: The Sister Superior may be upgraded to a Veteran Sister Superior at an additional cost of + 10 pts.

Rhino: The squad may be mounted in a Rhino armoured carrier at an additional cost of +45 points.

Immolator: If the squad numbers six or less models then the entire squad may be mounted in an Immolator at an additional cost of +70 points (see below for details of the Immolator tank).

 

IMMOLATOR (75 pts)

 

Front

Side

Rear

BS

Immolator

11

11

10

3

Type: Tank

Crew: Battle Sisters.

Weapons: The Immolator is armed with twin heavy flamers. By sacrificing its transport capability, the Immolator may add side sponsons, each with a heavy flamer at +15pts or multimelta at +25pts.

Options: The Immolator can upgrade its twin heavy flamers to a twin-linked multi-melta for +20 pts. The Immolator may be given the following vehicle upgrades at the costs listed in the Sisters of Battle Armoury: crucible of absolution, dozer blade, extra armour, holy icon, hunter-killer missile, searchlight, smoke launchers, tolling bell.

SPECIAL RULES

Twin Heavy Flamers: The Immolator's twin heavy flamers may be fired in one of two ways:

Transport: The Immolator can carry up to six models.

 

EXORCIST (110 pts)

 

Front

Side

Rear

BS

Exorcist

11

11

10

3

Type: Tank

Crew: Battle Sisters.

Weapons: Exorcist Launcher

Options: The Exorcist may be given the following vehicle upgrades at the costs listed in the Ministorum Armoury: crucible of absolution, dozer blade, extra armour, holy icon, hunter-killer missile, searchlight, smoke launchers, tolling bell.

 

NIGHTBRINGER (105 pts)

 

Front

Side

Rear

BS

Nightbringer

12

11

10

3

Type: Tank

Crew: Battle Sisters.

Weapons: Turret mounted Plasma Cannon. The Nightbringer may be upgraded with two side sponsons armed with the following weapons: heavy bolter at +5 points, heavy flamer at +5 points, multi-melta at +15 points, plasma cannon at +25 points.

Options: The Nightbringer may be given the following vehicle upgrades at the costs listed in the Ministorum Armoury: crucible of absolution, dozer blade, extra armour, holy icon, hunter-killer missile, pintle-mounted flamer or storm bolter, searchlight, smoke launchers, tolling bell.

SPECIAL RULES

Limited Availability: Even though the High Lords of Terra approved its development and sale to the Ecclesiarchy, there is strong resistance within the Adeptus Mechanicus to providing such a potent weapon to the Ministorum. Consequently, though they agreed to sell it to the Battle Sisters, the price they charge is ridiculously high compared to similar weaponry manufactured for other Imperial forces. As such, very few have been actually purchased to date. You may include up to one Nightbringer for every full 2000 points in your army (e.g. a 2000-3999 point army could contain up to one Nightbringer, and a 4000-5999 point force might have up to two).

 

SPECIAL CHARACTERS

SAINT PRAXEDES OF OPHELIA VII

 

Points

WS

BS

S

T

W

I

A

Ld

Save

Saint Praxedes

95

4

4

3(4)

4

3

4

3

10

3+

Independant Character: The Amonselib is an Independent Character and follows the independent character special rules in the Warhammer 40,000 rulebook.

Wargear: boltgun, frag grenades, Sceptre of Vengeance,

Cloak of St. Aspira, purity seals.

Body Guard: Saint Praxedes may be accompanied by an archangel bodyguard.

Irresistible Charge: +2 attacks when assaulting, instead of +1

Inspirational Leader: Any unit she leads may always attempt to regroup, regardless the normal restrictions.

Virtues of Command: Saint Praxedes is a Canoness and adds +3 to the die roll.

 

HELENA THE VIRTUOUS

 

Points

WS

BS

S

T

W

I

A

Ld

Save

Helena the Virtuous

75

4

4

3

3

2

4

2

9

3+

Independant Character: The Amonselib is an Independent Character and follows the independent character special rules in the Warhammer 40,000 rulebook.

Wargear: boltgun, frag grenades, Rod of Grace, Purity Seals, Rosarius, Mantle of Ophelia.

Body Guard: Helena may be accompanied by an archangel bodyguard.

Holy Radiance: Any squad led by Helena is fearless and automatically passes any morale checks they may be called to make. Effects that automatically cause a fallback reaction without a roll do not affect Helena's unit.

Revered Leader: If Helena is wounded in an assault, her squad gets +1 attack against the wounding unit for the remainder of the assault.

Important Personage: If Helena is killed, she is worth an extra 300 VP to the enemy.

Virtues of Comamnd: Helena is a Prioress and adds +4 to the die roll.