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SISTERS OF BATTLE ARMY LIST by Kenneth Pant
SISTERS OF BATTLE ARMORY
Characters may have up to two single-handed weapons, or one
single-handed weapons and one two-handed weapon. In addition you may
pick 100 points worth of Wargear. You may not take duplicate items for
the same model. The rules for items marked with a (*) can be found in
Codex Space Marines.
SINGLE HANDED WEAPONS
Blade of Admonition 15 pts
Bolt Pistol 1 pt
Brazier of Holy Fire 15 pts
Close combat weapon 1 pt
Flail of Chastisement 8 pts
Plasma pistol 15 pts
Power fist 15 pts
Power weapon 10 pts
Praesidium Protectiva 15 pts- independent characters only
TWO HANDED WEAPONS
Axe of Retribution 10 pts
Bolter 2 pts
Combi-weapons
bolter-flamer* 10 pts
bolter-gr/lchr* 10 pts
bolter-pl/gun* 15 pts
bolter-mel/gun* 15 pts
WARGEAR
Bionics* 10 pts
Book of Saint Lucius 10 pts
Cloak of Saint Aspira 20 pts- independent characters only
Frag grenades 1 pt
Rosarius* 25 pts- independent characters only
Jump pack 10 pts- independent characters only
Krak grenades 2 pts
Litanies of Faith 25 pts
Master-crafted weapon* 15 pts
Melta-bombs 5 pts
Purity seals* 5 pts
Order Militant Banner 60 pts- banner bearer only, only armies of 2,000
pts or more may take
Sacred Standard 20 pts- banner bearer only
VEHICLE UPGRADES
Dozer blade* 5 pts
Extra armor* 5 pts
Holy Icon 15 pts
Hunter-killer missile* 15 pts
Pintle-mounted storm bolter* 10 pts
Searchlight* 1 pt
Smoke launchers* 3 pts
SoB Summary
WS BS S T W I A Ld Sv
Canoness
4 4 3 3 3 4 3 9 3+
CelSuperior
4 4 3 3 2 4 2 9 3+
Celestian
3 3 3 3 1 4 1 9 3+
Dominion
3 3 3 3 1 4 1 9 3+
VetSisSuperior
3 3 3 3 1 4 2 9 3+
Battle Sister
3 3 3 3 1 3 1 8 3+
Sisters Initiate
2 2 3 3 1 3 1 7 5+
Seraphim
3 3 3 3 1 3 1 8 3+
Seraphim Biker
3 3 3 3(4) 1 4 1 8 3+
SoB Weapon Summary
Range Str. AP Type
Bolt pistol
12" 4 5 pistol-
Plasma pistol 12" 7 2 pistol-
Boltgun
24" 4 5 rapid fire-
Heavy bolter 36" 5 4 heavy 3-
Flamer
Tem 4 5 assault 1-
Heavy flamer Tem 5 4 assault 1-
Meltagun
12" 8 1 assault 1- 2d6 pen under 6"
Multi-melta 24" 8 1 heavy 1- 2d6 pen under 12"
Combi-Weapons- A combi-weapon is essentially two weapons joined
together, and give the Sister of Battle a choice of two weapons to
fire. A Battle Sister armed with a combi-weapon may choose to fire one
of the weapons in the shooting phase. The weapon follows all the normal
rules for its type, you may not choose to fire both at once.
Close Combat Weapon- Roll to wound with user's Strength
characteristic. Opponent may take armour saves as normal.
Power Weapon- Roll to wound with user's Strength characteristic. Any
wounds inflicted by these weapons ignore the opponent's armour save.
Power Fist- The user may double their Strength characteristic up to a
maximum of 10 when rolling to wound. Any wounds iflicted by these
weapons ignore opponents armour save. Models armed with a power fist
always strike last in close combat.
Head Quarters-
0-1 Canoness
42points: comes with boltpistol
Options: may purchase wargear
Bodyguard: may be accompanied by a bodyguard of a Sister Superior and
between 4 and 9 Celestians, 11 points per model- armed with boltguns
Options: up to one may be armed with one of the following weapons: heavy
bolter at +10 points; heavy flamer at +15 points; or a multi-melta at
+25 points.
Up to one may be armed with a flamer at +3 points or a meltagun at +10
points.
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.
The Canoness and her bodyguard may upgrade to be equipped with
jump packs and twin bolt pistols at a cost of +5 pts per model.
Sisters armed with twin bolt pistols gain the Seraphim re-roll ability.
Characters: The Sister Superior may be upgraded to a Veteran Sister
Superior for an additional cost of +10 points. The Veteran Sister
Superior may purchase wargear.
Up to one Celestian may be upgraded to a standard bearer at
an additional cost of +10 points. Any Sister of Battle unit with a
model within 6" of the standard bearer may add +1 to their Weapon Skill.
If equipped with jump packs, the unit may not purchase a transport.
Rhino: The squad may be mounted in a Rhino armoured carrier at an
additional cost of +45 points.
Immolator: If the squad numbers 6 or fewer models, it may be mounted in
an Immolator at an additional cost of +70 points.
0-1 Celestian Superior
32points: comes with boltpistol
Options: may purchase wargear
Bodyguard: may be accompanied by a bodyguard of a Sister Superior and
between 4 and 9 Celestians, 11 points per model- armed with boltguns
Options: up to one may be armed with one of the following weapons: heavy
bolter at +10 points; heavy flamer at +15 points; or a multi-melta at
+25 points.
Up to one may be armed with a flamer at +3 points or a meltagun at +10
points.
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.
The Celestian Superior and her bodyguard may upgrade to be equipped with
jump packs and twin bolt pistols at a cost of +5 pts per model.
Sisters armed with twin bolt pistols gain the Seraphim re-roll ability.
Characters: The Sister Superior may be upgraded to a Veteran Sister
Superior for an additional cost of +10 points. The Veteran Sister
Superior may purchase wargear.
Up to one Celestian may be upgraded to a standard bearer at
an additional cost of +10 points. Any Sister of Battle unit with a
model within 6" of the standard bearer may add +1 to their Weapon Skill.
If equipped with jump packs, the unit may not purchase a transport.
Rhino: The squad may be mounted in a Rhino armoured carrier at an
additional cost of +45 points.
Immolator: If the squad numbers 6 or fewer models, it may be mounted in
an Immolator at an additional cost of +70 points.
Elites-
Celestian Squad
11 points per model, Veteran Sister Superior +10 points.
Squad: The Squad consists of one Sister Superior and between 4 and 9
Celestians.
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 may be armed with one of the following weapons: heavy
bolter at +10 points; heavy flamer at +15 points; or a multi-melta at
+25 points.
Up to one may be armed with a flamer at +3 points or a meltagun at +10
points.
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 +10 points. The Veteran Sister
Superior may purchase wargear.
Rhino: The squad may be mounted in a Rhino armoured carrier at an
additional cost of +45 points.
Elites-
0-1 Dominion Squad
11 points per model, Veteran Sister Superior +10 points.
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 may be armed with a flamer at +5 points or a meltagun at +12 points.
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 +10 points. The Veteran Sister
Superior may purchase wargear.
Rhino: The squad may be mounted in a Rhino armoured carrier at an
additional cost of +45 points.
Special Rule: If the Dominion Squad has not taken a transport it
may use the Infiltrate rules in those scenario's that allow it.
Troops-
Battle Sisters Squad
10 points per model, Veteran Sister Superior +10 points.
Squad: The Squad consists of one Sister Superior and between 4 and 9
Sororitas.
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 may be armed with one of the following weapons: heavy
bolter at +10 points; heavy flamer at +15 points; or a multi-melta at
+25 points.
Up to one may be armed with a flamer at +3 points or a meltagun at +10
points.
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 +10 points. The Veteran Sister
Superior may purchase wargear.
Rhino: The squad may be mounted in a Rhino armoured carrier at an
additional cost of +45 points.
Troops-
Sisters Initiates Squad
6 points per model, Sister Superior 10 points.
Squad: The Squad consists of one Sister Superior and between 4 and 9
Initiates.
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 may be armed with a flamer at +3 points or a meltagun at +10 points.
The squad may be equipped with frag grenades at an additional cost of +1
point per model.
Characters: The Sister Superior may be upgraded to a Veteran Sister
Superior for an additional cost of +10 points. The Veteran Sister
Superior may purchase wargear.
Fast Attack-
Seraphim Squad
16 points per model, Veteran Sister Superior at +10 points.
Squad: The Squad consists of one Sister Superior and between 4 and 9
Seraphim.
Weapons: Two bolt pistols (count as linked, may re-roll misses, only
count as one pistol) and frag grenades. The Sister Superior may
exchange her bolt pistols for a bolt pistol and a close combat weapon at
no extra points cost.
Options: Up to two Seraphim may replace her twin bolt pistols with twin
hand flamers (these fire together with the same effect as a flamer) at
an additional cost of +6 points.
The squad may be equipped with krak grenades at an additional cost of +2
points per model and melta bombs at an additional cost of +4 points.
Characters: The Sister Superior may be upgraded to a Veteran Sister
Superior for an additional cost of +10 points. The Veteran Sister
Superior may purchase wargear.
Special Rule: Jump Packs: The Seraphim are equipped with jump packs and
may move up to 12" in the movement phase. They may only move 6" in the
assault phase. When pursuing after winning a close combat or falling
back after losing one they roll 3d6 for pursuit/fall back distance
instead of the usual 2d6. Seraphim armed with twin pistols may re-roll
misses in hand to hand.
Fast Attack-
Seraphim Bike Squadron
30 points per model, Veteran Sister Superior at +10 points.
Squad: The squadron consists of one Sister Superior and between two
to four Seraphim riding bikes.
Weapons: Each bike is fitted with twin-linked bolters. Each Seraphim
biker is armed with a bolt pistol.
Options: Up to two Seraphim in the squad may be armed with one of the
following weapons: flamer at +3 points or a meltagun at +10 points.
Characters: The Sister Superior may be armed with a close combat
weapon at +1 pt. The Sister Superior may be upgraded to a Veteran Sister
Superior for an additional cost of +10 points. The Veteran Sister
Superior may purchase wargear.
Attack Bike: The bike squadron may include one attack bike at a
cost of 45 pts. The attack bike is armed with a heavy bolter.
The heavy bolter may be replaced with a heavy flamer at +5 points;
or a multi-melta at +15 points.
Heavy Support-
Retributor Squad
11 points per model, Veteran Sister Superior +10 points.
Squad: The Squad consists of one Sister Superior and between 4 and 9
Retributors.
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 points; heavy flamer at +15 points; a
multi-melta at +25 points.
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 +10 points. The Veteran Sister
Superior may purchase wargear.
Rhino: The squad may be mounted in a Rhino armoured carrier at an
additional cost of +45 points.
Immolator: If the squad numbers 6 or fewer models, it may be mounted in
an Immolator at an additional cost of +70 points.
Heavy Support-
Immolator- 70 points- Front Armour 11 Side Armour 11 Rear Armour 10 BS 3
Type: Tank (Note that the Immolator does not count as open-topped
because the Battle Sisters crewing it are protected by power armour.)
Crew: Battle Sisters
Weapons: The Immolator is armed with twin linked heavy flamers (count as
an Inferno cannon). These can be upgraded to twin linked multi-melta's at +15 points.
Transport: The Immolator can carry up to six Battle Sisters.
Inferno Cannon: Such is the fearsome ferocity of the Inferno Cannon
that any squads that suffer casualties from it must make an immediate
Fall Back move as if they had just failed a Morale test.
Range: Template Str:6 AP:4 Shots: Heavy 1
Options: The Immolator may be fitted with smoke launchers at an additional
cost of +3 points. (Smoke launchers can be fired once per game and
allow the tank to count as hull down in cover, ie. Penetrating Hits
count as Glancing Hits.)
Heavy Support-
Exorcist- 90 points- Front Armour 11 Side Armour 11 Rear Armour 10 BS 3
Type: Tank
Crew: Battle Sisters
Weapons: The Exorcist is armed with an Exorcist missile launcher and a stormbolter.
Exorcist Missile Launcher: The Exorcist missile launcher either fires
a hail of krak missiles or a single Valkyrie missile. The Valkyrie missile
fires a 5" ordnance template that counts as a flame weapon
Krak Missile: Range: 48" Str:8 AP:3 Shots: Ordnance, d6+2 missiles
Valkyrie: Range: 12"-48" Str:5 AP:4 Shots: Ordnance, 1/Blast
Options: The Exorcist may be fitted with smoke launchers at an additional
cost of +3 points. (Smoke launchers can be fired once per game and
allow the tank to count as hull down in cover, ie. Penetrating Hits
count as Glancing Hits.)
Transport-
Rhino- 45 Points- Front Armour 11 Side Armour 11 Rear Armour 10 BS 3
Crew: Battle Sisters
Weapons: The Rhino is armed with a storm bolter.
Options: The Rhino may be fitted with smoke launchers at an additional
cost of +3 points. (Smoke launchers can be fired once per game and
allow the tank to count as hull down in cover, ie. Penetrating Hits
count as Glancing Hits.)
Transport: The Rhino can carry up to ten Battle Sisters.
Before the fighting begins, the Sisters of Battle kneel in prayer,
offering their thanks to the Emperor and asking for His protection and
guidance. The Battle Sisters are invigorated and emboldened by their
prayers, instilled with grim courage and determination to overcome their
foes.
Any Sisters of Battle infantry units (ie. not vehicles) may take part in
these Sacred Rites at the start of a battle. For each unit, roll a dice
on the Sacred Rites table to see what effect their prayers have. Higher
ranking members of the Adepta Sororitas inspire greater acts of selfless
sacrifice and dedication, and so may add a bonus to the dice roll, as
listed below (only apply the highest modifier)
Character Sacred Rites bonus
Canoness +3
Celestian Superior +2
Veteran Sister Superior +1
Note: For a Canoness or Celestian Superior to lead a squad in the Sacred
Rites, the character must be set up with the squad at the start of the
battle.
If the character leading the squad in the Sacred Rites subsequently
leaves the unit, any benefit from the Sacred Rites is lsot for the rest
of the battle- the unit will think they are being abandoned by the
Emperor! Note that this does not happen if the character is killed
whilst with the unit- they become martyrs! The unit also loses its
Sacred Rites if another character takes over leadership of the unit.
The results of the Sacred Rites apply to all members of the squad and
any characters who start the battle with them, including the character
leading the Sacred Rites.
Sacret Rites Table
d6 Effect
1 No effect.
2 The unit never counts as being outnumbered in an assault.
3 The unit cannot be pinned.
4 The unit ignores any negative modifiers on Morale checks and pinning tests.
5 The unit may re-roll any faile Morale check.
6 The unit may always attempt to regroup, with no restrictions.
7 The unit never falls back and is automatically assumed to pass any Morale checks it is required to make.
8 In close combat, the unit always hits on a 3+, regardless of relative Weapon skills.
9 All models in the unit add +1 to their Attacks for the duration of the battle.
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