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.