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SISTERS OF BATTLE - HOME RULE
By Grant Pasmore

 "Conquer the galaxy. Do it not for yourself, but for the Emperor." - Epistolar Dekar

 Version 2.1 28/6/1999

 

SISTERS OF BATTLE HOME RULE

The Sister of Battle Home Rule is an amalgamation of the existing Army list in the Warhammer 40 000 rulebook, suggested squad and equipment from Playtests , White Dwarf Magazine, squad suggestions on the internet and a few suggestions of my own. An appendix lists the sources of every squad / rule.

This list is limited to the Sisters of Battle only and does not contain any of the Hero’s of the Imperium which it is understood will be included in the official V3 Codex which may not be published until next year. In general Wargear has been limited to items which have already been published in the Rulebook and V2 Codex although some of the ideas in the Playtest have been included.

Be warned – much of this Army List may never be made official, investing time and money into any of the squads from any source other than the Warhammer 40 000 rulebook is done so at your own risk.

Full recognition is given that the Sisters of Battle and Warhammer 40 000 are the trademarks of the Games Workshop. The author of this Army List does neither seek to profit from the list nor deprive the Games Workshop of any future profit from sales of its products.

 

SISTERS OF BATTLE ARMY SPECIAL RULES

Sacred Rites: The Battle Sisters gain great faith from their leaders, all of whom have acted with legendary bravery in the face of adversity. The number of higher ranking members of the Order present on the Battlefield affect the moral and tenacity of the whole Army. Equally the loss of a character also affects the moral of the Army.

The table below gives a point value for each of the characters, total up the Sacred Rites point value for your Army and refer to the Sacred Rites table.

 

 

Character

Sacred Rites points

Canoness

+3

Celestian Superior

+2

Dreadnought*

+1

Veteran Sister Superior

+1

Sister Superior

+1

 

*Dreadnoughts are a part of the Home Rule Codex and are extremely unlikely to ever feature in an official Sisters of Battle Codex from Games Workshop.

Note: If a Character is lost then recalculate the Army’s Sacred Rite point value at the start of your next turn and use this new Rite. Only Characters on the field count towards the total points. Characters in Vehicles do count but Characters in reserve do not until they come into play giving a moral boost to the Army. Sacred Rites only apply to the Sisters of Battle Squads in your Army.

SACRED RITES TABLE.

Points

Effect

0-4

No effect

5

A unit never counts as being outnumbered in an assault

6

A unit cannot be pinned

7

A unit ignores any negative modifiers on morale and pinning tests

8

A unit may re-roll any failed morale check

9

A unit may always attempt to regroup with no restrictions.

10

A unit never falls back and is automatically assumed to pass any morale check it is required to make.

11

In close combat models always hit on a 3+ regardless of relative Weapons Skills.

12+

All models add +1 to their Attacks.

 

 

 

SISTERS OF BATTLE ARMOURY

Characters may have up to two single-handed weapons, or one single-handed weapon and one two-handed weapon. In addition you may pick 100 points worth of items of Wargear. You may not take duplicate items for the same model.

WEAPONS LIST

Single Handed Weapons

Blade of Admonition 15 points

Bolt Pistol 1 point

Brazier of Holy Fire 15 points

Close combat weapon 1 point

Flail of Chastisement 8 points

Plasma pistol 15 points

Power fist 15 points

Power Weapon 10 points

Praesidium Protectiva (independent characters only) 15 points

 

Two Handed Weapons

Axe of Retribution 10 points

Bolter 2 points

Combi-Weapons

Bolter-flamer 10 points

Bolter-grenade launcher 10 points

Bolter-meltagun 15 points

Bolter-plasmagun 15 points

 

 

WARGEAR

Bionics 10 points

Book of Saint Lucius 10 points

Cloak of Saint Aspira (independent characters only) 20 points

Frag Grenades 1 point

Rosarius (independent characters only) 25 points

Jump Pack (independent characters only) 10 points

Krak grenades 2 points

Litanies of Faith 25 points

Master-crafted weapon 15 points

Melta bombs 5 points

Purity seals 5 points

Sacred Banner of the Order Militant (Banner Bearer only*) 60 points

Sacred Standard (Banner Bearer only*)

Simulacrum Imperialis (independent characters only ) 15 points

Sacred Banner of the Order Militant 60 points

Notes

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

Veteran Sister Superiors and Banner Bearers are not Independent Characters

*Only armies of 2,000 points or more may take a Sacred Banner of the Order

VEHICLE UPGRADES:

Any Sisters of Battle vehicles may be fitted with the additional equipment listed here. Any upgrades must be shown on the vehicle model. No duplicates may be taken for the same vehicle.

Dozer blade 5 points

Extra armour 5 points

Holy Icon 15 points

Hunter-Killer Missile 15 points

Pintle mounted stormbolter 10 points

Searchlight 1 point

Smoke launchers 3 points

 

WARGEAR RULES

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.

 

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 in base contact or within 2" of the bearer at the end of the assault phase are not counted when seeing if one side outnumbers the other.

 

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 , 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 be fired only 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+).

 

Excorcist Launcher: The multiple barrels of the Excorcist launcher fire a hail of armour piercing missiles at the enemy, obliterating 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

EXORCIST LAUNCHER

Weapon

Range

Strength

AP

Type

Exorcist Launcher

48"

7

3

Ord.D6+2

 

 

 

Flail of Chastisement: A Flail of Chastisement is barbed with many hooks, which constrict around its victims as they struggle, ripping skin and tearing flesh. The Flail of Chastisement counts as a close combat weapon. In addition, if a target is hit by the Flail but not killed, it loses its next D3 Attacks (rolled immediately).

 

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 Moral Test.

INFERNO CANNON

Weapon

Range

Strength

AP

Type

Inferno Cannon

Template

6

4

Heavy 1

 

 

 

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 lead a squad in more Sacred Rites, once per battle. The character and squad may do nothing for a whole turn and the unit must not be engaged in close combat or move at all (including being transported in a vehicle). You may roll again on the Sacred Rites table at the end of the turn and apply the result immediately. This is in addition to any Sacred Rites result generated at the start of the battle. If you roll a duplicate result, you may re-roll the dice. All other rules for the Sacred Rites apply.

***** For playtesting add D3 to the total Sacred rites points each time the rites need to be calculated.******

 

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).

 

Praesidium Protectiva: Believed to contain the 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+ invulnerability save in close combat, instead of its normal Armour save. The save may be used against one opponent per turn ( the defender chooses which), and may 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.

 

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 models 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.

 

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.

Sacred Standard: Add +1 to the Battle Sisters’ combat resolution score of any assualt which takes place within 6" of the Sacred Standard. However, if the model bearing the standard is slain in close combat, then the enemy model that slew her captures the standard and the eney 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.

**** Additional rule – if the bearer is falls to weapons fire the standard can be picked up by the first model to reach it. ****

 

VEHICLE UPGRADES

Dozer Blade: Vehicles equipped with a dozer blade may re-roll a failed 'difficult terrain test' as long as they are not moving over 6" that turn.

 

Extra Armour: It is not uncommon for vehicle crews to add additional armour plating to their vehicle to provide a little extra protection. Vehicles equipped with extra armour count 'crew stunned' results on the damage tables as a 'crew shaken' result instead.

 

Holy Icon: The vehicle mounts a suitably large and impressive large symbol of the Ecclesiarchy. Any 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. In addition nearby squads may make a free Assualt on any enemy squad that assaults the Vehicle. They may only make the Assault if they are within 6" of the enemy, they gain the +1 attacks bonus and strike first irrespective of the enemies initiative value. This represents the enemy being focused on assaulting the vehicle and the rage of the Sisters at seeing their Holy Icon in danger of being defiled by Heretics.

 

Hunter-Killer Missile: Hunter-killer missiles are a commonly seen upgrade for Imperial vehicles. They are treated as a krak missile with unlimited range, roll to hit as normal. They may be fired only once per battle.

 

Pintle-Mounted Storm bolter: Pintle-mounted storm bolters are located on the outside of a vehicle. They can be used by crewman from an open hatch or by remote control from inside the vehicle. They are treated as an extra storm bolter which may be used in addition to any other weapons the vehicle may fire. Note that this means that a vehicle that moves can fire one weapon and the pintle mounted stormbolter. If the vehicle would not normally be allowed to fire any weapons (because of the distance it travelled or damage suffered, for example) then the pintle-mounted storm bolter cannot be fired either.

 

Searchlight: Searchlights are only of any use in missions where the rules for night fighting are being used, such as the Night Fight mission. They allow one enemy unit spotted by the vehicle to be fired at by any other Sisters of Battle units that are in range and have a line of fire (the enemy unit has been illuminated by the vehicle's searchlight). However, a vehicle that uses a searchlight can be fired on by any enemy units in their next turn, as they can see the searchlight shining out in the dark.

 

Smoke Launchers: [[See page 88 of the Warhammer 40,000 rulebook.]]

Special Rules:

Light Armour: An empty Rhino transport without any Upgrades may move an additional 2" on the movement phase and the firing restrictions apply ignoring this additional movement. This rule does not apply to the Rhino derived Immolator, Justice Immolator or Exorcist Missile Launcher who are much heavier due to their weapons systems.

 

Battle Taxi: Rhinos and Immolators can only be purchased with certain squad types, once purchased they may be used with any squad which can be transported within their carrying capacities. It is not the intention of this rule to allow squads to be ferried. If there are two squads requiring transport they need two Rhinos, ferrying is not expressly forbidden but it should be

a rare occurrence.

 

HQ

 

0-1 CANNONESS

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Canoness

42

4

4

3

3

3

4

3

9

3+

 

A Canoness is the overall commander of one of the Orders Militant. She is responsible for the spiritual well-being of the Battle Sisters under her command, and is directly answerable to the Prioress of her Convent. In most military campaigns other servants of the Ecclesiarchy bow to her superior battle skills and knowledge of war.

Weapons: Bolt pistol

 

Options: The Canoness may be given any equipment allowed by the Sisters of Battle Armoury.

 

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

SPECIAL RULES

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

Sacred Rites: The Canoness adds 3 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

0-1 CELESTIAN SUPERIOR

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Celestian Superior

32

4

4

3

3

2

4

2

9

3+

 

A Celestian Superior is the commander of the Celestian Battle Sisters of one of the Orders Militant. She is responsible for the spiritual well-being of the Battle Sisters under her command, and is directly answerable to the Canoness of her order.

Weapons: Bolt pistol

 

Options: The Celestian Superior may be given any equipment allowed by the Sisters of Battle Armoury.

 

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

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.

 

Sacred Rites: The Celestian Superior adds 2 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

CELESTIAN BODYGUARD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Celestian

11

3

3

3

3

1

4

1

9

3+

Veteran Sis. Superior

+10

3

3

3

3

1

4

2

9

3+

 

Number: The Bodyguard consists of 1 Sister Superior and between 4 to 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 Celestian may be armed with one of the following weapons: a heavy bolter at +10 pts; a heavy flamer at +15 pts; or a multimelta at +25 pts. Up to one Celestian 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: One Celestian may be upgraded to a Banner Bearer. The Sister Superior may be upgraded to a Veteran Sister Superior for +10 points.

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

 

Immolator: If the squad numbers six models it may be mounted in an Immolator for +70 points or a Justice Immolator for +90 points (see the separate vehicle entries for details of upgrades).

SPECIAL RULES

Sacred Rites: The Sister Superior adds 1 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

0-1 DREADNOUGHT

 

Armour

 
 

Points

WS

BS

S

Front

Side

Rear

I

A

Dreadnought

75

4

4

10

12

12

10

4

2

 

The Dreadnoughts of the Orders Militant are some of the oldest working Dreadnoughts in the Imperium. Inside its armoured Sarcophagus is the near death remains of a Battle Sister who, through her acts of courage and faith, has been canonised. They require constant tending on the Battlefield but the sight of this living Saint is an inspiration to the Battle Sisters and drives them harder into battle.

Type: Walker Crew: Sister of Battle Saint

 

Weapons: The Dreadnoughts left arm is equipped with a Dreadnought close combat weapon that has a built-in storm bolter. The Dreadnoughts right arm is equipped with one weapon from the following list: assualt cannon at +30 pts; twin-linked lascannon at +50 pts; twin-linked heavy bolter at +30pts; multi-melta at +40 pts; plasma cannon at +40 pts; twin-linked autocannon at +35 pts.

 

Options: The Dreadnought may be equipped with any of the following vehicle upgrades for the cost listed in the Sisters of Battle Armoury: extra armour, searchlight or smoke launchers. No upgrade may be chosen more than once. The Storm Bolter may be upgraded to a heavy flamer at an additional cost of +10 pts. The Dreadnought’s close combat weapon can be upgraded to a missile launcher at an additional cost of +10 pts

Special Rules

Sister Watcher: The Dreadnought must be accompanied by a Sister Watcher, see the separate entry below. The Dreadnought and Watcher are considered one HQ choice and can not be chosen separately.

 

Ancient Machine - At the beginning of your turns the Dreadnought must make a Ld test to see if it has a system malfunction. For this test, the Dreadnought is considered to have a Ld 9. If successful, the Dreadnought my move and fight as normal. If failed, the Dreadnought may not move or fight ,even in close combat, until your next turn. If the Sister watcher is present and within 2", the test receives a +1. For every time the test is failed the following Ld test is made at with an additional –1 modifier.

 

Sacred Rites - The Dreadnought adds 1 to the Sacred Rites point total. If the dreadnought is destroyed calculate the Rites subtracting 3 for the next turn only to represent the demoralising effect of its loss. See the special rules earlier for details of Sacred Rites

SISTER WATCHER

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Sister Watcher

21

3

3

3

3

1

4

2

9

3+

 

The Sister Watcher is a Veteran Sister Superior, there is no greater honour than to tend for a Dreadnought in Battle.

Weapons: Boltgun, Krack grenades

Special Rules

Watcher - This dedicated Veteran Sister Superior watches over the sacred Dreadnought and applies the holy oils and incantations when necessary. She must stay within 2" of the Dreadnought but may fight normally. If the Dreadnought is destroyed, she is treated as an independent character.

 

Sacred Rites: The Sister Superior adds 1 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

 

ELITES

 

CELESTIAN SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Celestian

11

3

3

3

3

1

4

1

9

3+

Veteran Sis. Superior

+10

3

3

3

3

1

4

2

9

3+

 

Battle Sister who prove themselves to be exceptionally skilled in the arts of war are elevated to Celestian status. These elite warriors often form bodyguards for the Canoness, or they might be deployed as a squad where their superior skill at arms can be used to turn the tide of battle.

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 Celestian may be armed with: a heavy bolter at +10 pts; a heavy flamer at +15 pts; or a multi melta at +25 pts. Up to one Celestian 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 +10 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

Sacred Rites: The Sister Superior adds 1 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

DOMINION SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Dominion

10

3

3

3

3

1

3

1

8

3+

Veteran Sis. Superior

+10

3

3

3

3

1

3

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 or a meltagun at +16 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 +5 points per model.

 

Characters: The sister superior may be upgraded to a veteran sister superior for an additional cost of +10 points.

 

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

 

SPECIAL RULES

Sacred Rites: The Veteran Sister Superior adds 1 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

 

TROOPS

 

BATTLE SISTERS SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Battle Sister

10

3

3

3

3

1

3

1

8

3+

Veteran Sis. Superior

+10

3

3

3

3

1

3

2

9

3+

 

Formed from the most martial members of the Adepta Sororitas, the Battle Sisters of the Orders Militant are the mainstay of the fighting forces of the Ecclesiarchy. They are often seen fighting alongside the Imperial Guard in great crusades or defending isolated shrines and monastaries against the ravages of aliens, heretics and mutants.

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 multimelta 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 +10 points.

 

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

 

SPECIAL RULES

Sacred Rites: The Sister Superior adds 1 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

Transport: Rhino

 

Points

Front Armour

Side Armour

Rear Armour

BS

Rhino

45

11

11

10

3

 

The Rhino is a robust armoured carrier used by many different armies in the Imperium, most notably the Space Marines and the Sisters of Battle. The Rhino is modified to interact with their power armour, recharging power cells and downloading tactical battle information as the troops are transported into the thick of battle.

Type: Tank Crew: Battle Sisters.

 

Weapons: The Rhino is armed with a storm bolter.

 

Options: The Rhino may be equipped with any of the vehicle upgrades for the cost listed in the Sisters of Battle armoury:

 

Transport: The Rhino can carry up to ten models. 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.

 

Special Rules:

Light Armour: An empty Rhino transport without any Upgrades may move an additional 2" on the movement phase and the firing restrictions apply ignoring this additional movement.

 

Battle Taxi: Although Rhino’s are usually allocated to a unit they are free to move independently about the Battle Field and may be used to transport (or rescue) any squad which are allowed to use them at no additional point cost. It is not the intention of this rule to allow squads to be ferried. If there are two squads requiring transport they need two Rhinos, ferrying is not expressly forbidden but it should be a rare occurrence.

 

FAST ATTACK

 

SERAPHIM SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Seraphim

16

3

3

3

3

1

3

1

8

3+

Vereran Sis. Superior

+10

3

3

3

3

1

4

2

9

3+

 

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

 

Weapons: Two bolt pistols (count as linked, may reroll 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 twin hand flamers (these fire together with the same effect as a flamer but count as two close combat weapons in an assault) at an additional cost of +6 points. The squad may be equipped with krak grenades at an additional cost of +2 points per model or melta-bombs at an additional cost of +5 points per model.

 

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

SPECIAL RULES

Sacred Rites: The Sister Superior adds 1 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

 

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

 

HEAVY SUPPORT

 

RETRIBUTOR SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Battle Sister

10

3

3

3

3

1

3

1

8

3+

Veteran Sis. Superior

+10

3

3

3

3

1

4

2

9

3+

 

A small number of Battle Sisters are trained in the use of heavy weaponry. The favoured weapons of the Adepta Sororitas are heavy flamers and multi-meltas – deadly weapons that engulf the enemies of the Sisterhood in a fiery death, cleansing their souls in the name of the Emperor. It is common for Retributor squads to use the lethal Immolator tank to transport them into battle. This deadly tank boasts twin heavy flamers and a burst of fire from them can send the most stalwart enemy troops running.

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 or a Justice Immolator for an additional cost of 90 points (see below for details of the Immolator tank).

 

SPECIAL RULES

Sacred Rites: The Veteran Sister Superior adds 1 to the Sacred Rites Point total. See the special rules earlier for details of Sacred Rites.

 

 

IMMOLATOR

 

Points

Front Armour

Side Armour

Rear Armour

BS

Immolator

70

11

11

10

3

 

The Immolator’s twin heavy flamers can cleanse the battlefields of all but the toughest foes. The Immolator is most dangerous in dense terrain such as cities or jungles. Its very presence forms such a threat that it can disrupt the enemy’s attack and turn back a tide of foes without firing a single shot.

Type: Tank Crew: Battle Sisters.

 

Weapons: The Immolator is armed with twin heavy flamers.

INFERNO CANNON

Weapon

Range

Strength

AP

Type

Inferno Cannon

Template

6

4

Heavy 1

 

Options: The Immoltor may be equipped with any of the vehicle upgrades for the cost listed in the Sisters of Battle armoury:

Transport: The Immolator can carry up to six models.

SPECIAL RULES

Twin Heavy Flamers: The Immolator's twin heavy flamers are fired like an ordinary heavy flamer. However, they inflict twice as many hits as normal on affected models - 2 hits on ordinary models and 4 hits on open-topped vehicles.

 

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 it had just failed a moral test.

 

Battle Taxi: Like the Rhino the Immolator can transport any squad of Battle Sisters of up to 6 models.

 

JUSTICE IMMOLATOR

 

Points

Front Armour

Side Armour

Rear Armour

BS

Immolator

90

11

11

10

3

 

Type: Tank Crew: Battle Sisters.

 

Weapons: The Immolator is armed with a twin-linked Multi-Melta.

Options: The Justice Immolator may be equipped with any of the vehicle upgrades for the cost listed in the Sisters of Battle armoury:

 

Transport: The Immolator can carry up to six models.

SPECIAL RULES

Multi-Melta: Follows the normal Warhammer 40, 000 rules for a twin linked weapon.

 

Battle Taxi: Like the Rhino the Immolator can transport any squad of Battle Sisters of up to 6 models.

 

 

0-1 EXORCIST

 

Points

Front Armour

Side Armour

Rear Armour

BS

Exorcist

100

11

11

10

3

 

Type: Tank Crew: Battle Sisters.

 

Weapons: Exorcist Launcher

 

EXORCIST LAUNCHER

Weapon

Range

Strength

AP

Type

Exorcist Launcher

48"

7

3

Ord.D6+2

 

Options: The Exorcist may be equipped with any of the vehicle upgrades for the cost listed in the Sisters of Battle armoury:

 

 

Special Rules

Excorcist Launcher: The multiple barrels of the Exorcist launcher fire a hail of armour piercing missiles at the enemy, obliterating 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.

 

Pinned: The missile hits do not use blast markers but squads who suffer casualties may be pinned down following the usual rules in the Warhammer 40000 rulebook.

 

Appendix: Rule Sources

 

SISTERS OF BATTLE ARMY – SPECIAL RULES

Sacred Rights Hinted at from a sneak peek at GW’s second playtest draft. The Rites themselves are from WD232 and are different from the list on the draft but they should be adequate enough to playtest the new principle of counting up all characters and applying the Rites to the whole Army. The loss of a Dreadnought has a demoralising effect by temporarily reducing the Sacred Rites point total.

 

WARGEAR

Holy Icon The Holy Icon free assault comes from the Sneak Peek 2nd Draft

 

Vehicles

Light Armour Home Rule Author

Battle Taxi Home Rule Author

 

ARMY LIST

HQ

Cannoness 40 000 Rulebook with White Dwarf Sacred Rights rule

Clestian Superior Playtest but included in the White Dwarf Sacred Rights rule

Celestian Bodyguard 40 000 Rulebook

Dreadnought Based on an Internet posting , originally by Dargan Mulhall, which has been modified to give a General set of rules. Included with the permission of Dargan Mulhall.

Sister Watcher from the Dreadnought Internet Posting

 

Elites

Clestian Squad 40 000 Rulebook with additional Playtest rules

Dominion Squad Playtest and the Sneak Peek 2nd Draft

 

Troops

Battle Sister Squad 40 000 Rulebook with White Dwarf’s Sacred Rights Rule

Transport , Rhino Playtest with Special rules by the Home Rule Author

 

Fast Attack

Seraphim Squad includes the additional flamer Seraphim allowed in the Playtest.

 

Heavy Support

Immolator Battle Taxi Special Rule by the Home Rule Author.

Justice Immolator Multi-Melta variant of the Immolator. Name from Sneak Peek 2nd Draft.

Exorcist Launcher. Playtest and the D6+2 no blast marker rule from the Sneak Peek 2nd Draft. 0-1 deployment limit by the Home Rule Author.