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==Unit Analysis== Common keywords are {{W40kKeyword|IMPERIUM}} and {{W40kKeyword|ADEPTUS MINISTORUM}}. Sororitas units specifically have {{W40kKeyword|ADEPTA SORORITAS}}. Uriah Jacobus and Ministorum Priests also have the {{W40kKeyword|ASTRA MILITARUM}} keyword which allows them to interact with Imperial Guard units and transports, along with {{W40kKeyword|ASTRA TELEPATHICA}} psychic powers. ====HQ==== =====Generic===== *'''[[Canoness]]:''' The Canoness is an excellent all-rounder HQ. She has the same standard "reroll 1s to hit" aura as other armies HQ's get, she BS2+ WS2+ W5 A4 Ld9 Sv3+/4++ and is armed with a chainsword and bolt pistol. Now for some bad news, in the new Codex she only has two basic stock configurations, the before mentioned bolt 'pistol & chainsword' or a swap to an ''un-upgradeable'' loadout consisting of a 'plasma pistol (FAQ errata, change boltgun to plasma pistol), a power sword & the 'Rod of Office' (rules as written, mandatory item costing 5 points) that adds 3" to the reroll 1's aura (BTW this un-upgradeable plasma pistol & power sword loadout is the ONLY WAY to be able to take the Rod of Office). A Canoness armed with a chainsword and bolt pistol can swap the chainsword for a power sword or a Blessed Blade. She may also swap the bolt pistol for a comdemnor boltgun or 1 weapon from the pistol list... except a hand flamer for some reason. If she is armed with a <u>chainsword</u> she <i>MAY</i> have a Null Rod -OR- the Brazier of Holy Flame (you can NOT have both on the same Canoness). Combi-weapons and Evicerators are now a <b>Legends</b> [[-4_Str|<b>ONLY</b>]] options and she STILL doesn't have a jump-pack option... **'''Cheerleader:''' (A.K.A. Support) Take Beacon of Faith warlord trait, with the Litanies of Faith relic if you want, and have her swing that rod of office atop her Battle Sanctum in the midst of your fire-base (Exorcists, Retributors etc.) like a pom-pom! ***She's not here to <b>MURDERKILL</b>... she has every one else do that for her (Reminder: she MUST be armed with a plasma pistol & power sword in order to take the rod of office). She's here to max-out the Act of Faith mechanics. ***Not particularly glorious but the utility of generating both a 9" reroll 1's aura AND an extra miracle die each turn for cheap can't be underestimated. ***"Book of Saint Lucius" stacks and gives your cheerleader a 12" reroll aura. Nice. ****If you do take this relic instead of Litanies, and don't much like miracle dice shenanigans, changing the warlord trait for something else is also viable ("Indomitable Belief", "Inspiring Orator" etc.). **'''Melee Specialist''': Surprisingly enough, the Canoness can be built into a powerful melee fighter. Give her the "Blade of Adminition" relic, and suddenly she's getting 4 attacks at S5 AP-3 3D hitting on 2s, rerolling 1s to hit, for less than 60 points. She can give characters twice her price a serious run for their money. OBVIOUSLY Being <ORDER> Bloody Rose make the above better due to "Quick to Anger" (+1A & additional -1AP). However an alternate option for Bloody Rose is the "Benificence" relic: Replace a FREE chainsword to get S+1, AP-2 D2, with 3 additional attacks instead of just 1 that the chainsword gives (NOTE: "Benificence" will become AP-3 because of "Quick to Anger"). For those who can't "MATH" good, that's '''8''' (9 w/ "blazing Ire") S4 (S5 w/"Tale of the Warrior") AP-3 D2 rerolling 1s to hit, attacks AND she's cheaper still because you're replacing a FREE chainsword instead of a Blessed Blade that you have to buy (BONUS: you can still pick up a Null Rod or Brazier). Actually not half bad for a beatstick! As for ranged options it is highly suggested to pick up an Inferno Pistol. ***Since were on 'Teh Bloddy Rose's ''RIP N'TEAR'' train', "Tear Them Down (1 CP)". Your welcomed. ***If you are playing in a game setting that allows for <b>Legends</b>, Evicerator... Nuff said. **'''BEGONE WITCH:''' Take Pure of Will warlord trait, Condemnor Boltgun, Brazier of Eternal Flame relic. Use the "Aegis of the Emperor" Sacred Rite. Psykers are now taking -3 to their psychic tests; you're getting +3 to Deny the Witch with a reroll to boot if you're near an Imagifier's "Tale of the Faithful" banner. ***Bonus: take a second Canoness w/Null-rod, -4 to psychic tests... **'''Lady SmashFucker:''' (A.K.A. TANK) Take "Iron Surplice of St. Istaela", and choose Valorous Heart as your <ORDER>. Then give her a Blessed Blade (Legends? Evicerator. Nuff said.) and (optionally) pick "Impervious to Pain" as her Warlord Trait. Your Canoness can now only be wounded on ''unmodified rolls of 4+'', ignores AP-1 (AP-2 if you stack with Imagifier's "Tale of the Stoic") and has a 6+++ FNP(5+++ if you took "Impervious to Pain"). As well as being ridiculously tanky, the Blessed Blade also gives her a respectable damage output as well. *'''Missionary:''' Best used where his +1A aura will make a difference, or near hordes to make sure they don't run away. Arco-Flagellants (as their D3 attacks come from their weapons and not their statline), Repentia Squad, etc will all benefit from the added attack. Maxed at 1 per detachment, which doesn't matter much as they don't stack well. He's your cheapest HQ option that also acts as melee buffer to anything nearby, and a good alternative to an extra Canoness. He's practically mandatory to take maximal advantage of your assault options. **Remember that this dude and every other churchman can throw a krak grenade every turn instead of using his crappy gun =====Named===== *'''[[Celestine]]:''' An angelic [[Living Saint]] and [[Heresy|definitely not the Imperial equivalent of a daemon prince]]. For 160 points, you get a model with a S7 sword that's AP-3 and 2 damage per hit and works like a heavy flamer in the shooting phase. She has a 2+ save, a 4++, grants +1 units to the Shield of Faith ability of nearby Sisters units, grants other Ministorum and Militarum units a 6++, and the first time she'd destroyed, she stands back up on a 2+ at the end of the phase with all 6 wounds restored. **Celestine is in an odd place right now - she has the statline of a beatstick character with the abilities of a support hero, and properly utilizing her requires working on both duties. <s>The best way to use her, probably, is to deep strike her onto the battlefield along with a full unit of Zephyrim(who have a 4++ when they're next to her) and go for a deep strike charge on the enemy.</s> Celestine does not have the Sky Strike rule. <s>Thanks to the Zephyrim Pennant granting rerolls, it's more reliable than most.</s> Nice try, but Celestine doesn't have the <b>ORDER</b> keyword. **She doesn't have <ORDER>, so she can't benefit from the Canoness' or Imagifier's auras, but she can benefit from that of a Priest or Dialogus, as well as the Hospitaller's healing. *'''[[Saint Katherine|Triumph of Saint Katherine]]:''' A funeral procession for the bones of the most holy Sister. This model is absolutely stunning, six Sisters from the six major orders carrying a funeral casket. It makes a wonderful painting project and a beautiful centerpiece for your army. Too bad about its rules. The Triumph of Saint Katherine is counted as a single CHARACTER with 18 wounds, which means it can't hide behind other units. It has toughness 3, which means it will be shot to pieces by anything that looks at it, and only a -1 to hit and a 4+ invulnerable save to mitigate that. It can't be placed in a transport at all. It costs 185 points. It has a slight amount of melee power - it gets four attacks at S6 AP-3, damage 2, plus more attacks at S5 AP-1 damage 1, but with only a 6" move and no way to teleport or ride a transport, much less hide behind other units, it'll never reach melee. The Triumph's gimmick is its Relics - each of the Sisters is carrying a Relic of their order, and each relic grants a bonus. You have five(the sword is treated separately) and normally all five are active, but when the Triumph drops to 9 wounds, you choose two to be active, and when it drops to four you choose one to be active. **Not for nothing, but if you're taking Guard allies, a barebones unit of Bullgryns can be parked in front of this thing, and for 1 CP, you can stack another -1 to hit modifier on it if the Bullgryns are closer to the firing unit. Your funeral procession has bodyguards now. This is a considerable investment and of dubious value, but if you're marching it up your enemy's ass to take advantage of its mean melee profile, it could be hilarious. **The Relics are: ***''Sacred Rose'': She gives +1 Miracle dice each turn. ***''Ebon Chalice'': Start of shooting phase, roll 1 D6 for every enemy unit within 6". Add 1 if a psyker. Add 1 if its a chaos unit. On a 5+ they receive D3 mortal wounds. ***''Bloody Rose'': Add 1 for hit rolls for attacks made by friendly Adepta Sororitas units within 6". ***''Valorous heart'': Once per phase, you can perform 1 act of faith for friendly units within 6" that has the Acts of faith ability, EVEN if you have performed one or more acts of faith that phase. ***''Argent Shroud'': When you perform an act of faith for a friendly unit which is within 6", you can increase or decrease the value of miracle dice by to a max of 6 or min of 1. But it's not affected by any other abilities that can also increase or decrease the value of miracle dice. While all of these abilities would be nice on their own, none of them are usable on this walking target. For now, the Triumph will be staying on display shelves. *'''[[Ephrael Stern|Ephrael Stern & Kyganil of the Bloody Tears:]]''' Sterns back baby. And so far she looks like she is the most powerful Sister character in terms of shear damage output. Firstly she has 4's in S, T and Attacks putting her on par with Marine characters, and a S+1 D2 Power Sword just to make sure she can hold her own in a fight. But the scariest thing revealed so far is her Daemonifuge rule, which gives her the Smite psychic power but with the bonus that it can't be denied and it can't suffer POTW, with +2 to rolls against {{Template:W40kKeyword|CHAOS}}. Yes, Stern can mind-nuke Eldar and they can do nothing about it. She also comes with a 4++ and -1 to hit her at all times. She can also deepstrike! Kyganil is the other half of the package who so far looks.... alright. Aeldari Toughness and Strength with 4A and 5W, along with a 4++. Kyganil grants Stern a 5+ FnP as long as he is within 3" of her which is pretty good. He has the Outcast Blades- S: User AP-1 D1 but make 2 attacks for every attack used- and the Harlequin's Kiss, which gives him some utility. He also fights first! At the moment he seems like a tax for Stern. They can't be your Warlord (though technically you can use Heroine in the Making to give her a WT). They cost 115 points for the pair, so not bad at all. **Her +2 cast is gained if a CHAOS unit is nearby, it doesn't say it needs to be an enemy CHAOS unit. But she's IMPERIUM, so she can't ally with CHAOS detachments so how can you give her the 2+ you ask? FALLEN! They have both CHAOS and IMPERIUM keywords, so you can add some plasma spammers (or any other weapon combination) while getting your 2+ to the special smite and trigger the D6 more often. '''However''', it seems GW did kind of spot this possibility and her rules state that she can be taken in any {{W40Kkeyword|Imperium}} detachment, excluding ones that include {{W40Kkeyword|Fallen}} units, so if you want to use this little trick you will need to bring a separate Vanguard detachment of Cypher and 3 squads of his buddies. ** When not engaging in extreme edge cases like the above, they make for a reasonable pair. They won't necessarily be better than two Canoness' with their support and offensive abilities, but they certainly hold their own for their point cost and bring abilities you otherwise lack. *'''Taddeus The Purifier:''' A named Missionary from the Blackstone Fortress boxed game. In addition to his laspistol and power maul, his servo-stubber is considered a pistol weapon, so he can unload both in close combat, which is exactly where you want this guy. Like other Uriah Jacobus and generic Ministorum Priests, he gives an extra Attack in close combat to both {{W40kKeyword|ASTRA MILITARUM}} and {{W40kKeyword|ADEPTUS MINISTORUM}} units nearby, but unlike them, he lacks the {{W40kKeyword|ASTRA MILITARUM}} keyword, which means that he can't take Guard transports. Taddeus is basically a missionary that for 15 extra points lost his moral aura but got a bit more punch in CC. *'''[[Canoness Superior Junith Eruita]]:''' Order of Our Martyred lady special Canoness, more info found in the Orders section below. *'''[[Uriah Jacobus]]:''' ('''Legends''') Got a huge points reduction in Chapter Approved 2018. He's now 50 points including all his wargear, which is 15 points over a normal missionary, but with an improved statline across the board. Better WS/BS with better guns, an extra wound and attack, and adds to +1 Ld to his aura on top of the new ability to ignore morale failures on a 4+, means the Sisters never have to worry about running away while he's around. His Shotgun got a change with the Legends update, where instead of +1 Strength at half range, it instead deals 2 Damage on a Wound roll of 6+. **Interesting fact: Uriah's Ld bubble brings Commissar to 9Ld and Lord Commissar to 10Ld. Better used in a guard army than in a sister army, as the sisters won't benefit as much from the extra Ld, which comes for 15pts over a Missionary *'''[[Arch-Confessor Kyrinov]]:''' ('''Legends''') The triumphant return! Well, somewhat, he got dropped straight into Legends. In any case, the man with the magic hat is back and has an extremely similar statline to Uriah. He shares almost all of his abilities (Zealot, Rosarius, War Hymns and Word of the Emperor), but has a 5+ Armour save and trade's Uriah's +1 Leadership aura for a "roll twice and take lower for Morale" one. This is mathematically very similar, but they do stack with each other if that's your thing. More notably, Kyrinoc allows you to fish for 1s on morale checks for those sweet miracle dice. While he lacks a ranged weapon beyond the basic Bolt Pistol and Frag+Krak Grenades, he makes up for it by bringing his Mace of Valaan, which is a D2 Relic Blade. Overall not a bad option at all for accompanying melee squads into the fray, but he's 10 points more expensive than Uriah, so make sure you put him someplace where he can put his beatstick and leadership aura to good use. ====Troops==== *'''Battle Sister Squad:''' Consisting of 5-15 girls, Battle Sister Squads form the backbone of any pure Ministorum army. A cross between a Human and Astartes, Humans with BS3+, Sv3+, and a bolter for 9ppm. They're more or less about as tough, affordable, and deadly as space marine scouts. Generally speaking, you'll want 5-10 Battle Sisters in a transport to capture and hold objectives. The number of special/heavy weapons you get doesn't scale with the size of the unit, so you're usually better off with multiple smaller squads than one big one. **A squad of five with 2 Stormbolters is 49 points. Tossing a 7 point inferno pistol to the superior is recommended. Useful for cost-effective objective secured units, but 8th ed is all about mobility, tons of cheap wound (hordes) or very high toughness/inv save. While being on paper one of the most cost-efficient troops of the game at killing stuff, footslogging basic sisters squads have none of the aforementioned desirable traits that actually matters for winning games. You probably should just take the minimum need to satisfy your detachments' requirements and spend the majority of your points elsewhere. **Your Sister Superior can't take a storm bolter anymore outside of [Legends], which is annoying (Tell GW you want it back), but they can replace either their bolt pistol, or boltgun, or BOTH, for any of the other weapons from the pistol & ranged list to tailor them to suit your needs. ** Your Superior can just take a free chainsword too - always do that, since they don't normally fight well enough (two WS4+ S3 attacks base)to justify power weapons, but you don't give up anything to get +1A. <b>Take the freebie</b> - you'll be glad you did every time you use it. **Not unique to the Battle Sister Squads, the Sister Superior can also dual-wield bolt pistols, or a bolt pistol and another kind of pistol (I'll have a 'Baby Melta', please and thank-you!). Of dubious utility, though could be amusing and on a Bloody Rose unit for the extra point of AP. **While tempting to kit the squad with as many wargear options as possible, this overspending will water-down your army too much to be able to win games. ====Dedicated Transport==== *'''[[Rhino|Sororitas Rhino]]:''' Good old rhino that can transport 10 {{W40kKeyword|ADEPTUS MINISTORUM}} infantry units, so this goes for your Sisters of Battle as well as any Ecclesiarchy units that you might have taken, which is probably a good thing seeing as the old melee-only Conclave units really need a transport to ferry them across the field and assault from. With the ''Shield of Faith'' to distinguish yourself from every other Rhino in the Imperium. Very nice. Oh, and it can Deny the witch too, so facing off against an opponents psyker isn't a sweat with the "Aegis of the Emperor" Sacred Rites. *'''[[Immolator]]:''' This thing is one of the best transports in the game. It has the now decent durability of a Rhino, a transport cap of 6 and its turret is now a terror - and it just got an extra hull mounted Hv-bolter in the new codex. It can be equipped with the classic twin-linked multi-melta or twin-linked Hv-bolter, vomiting out lots of shots... or it can be equipped with an Immolation Flamer (so it can do its job) an <b>ASSAULT</b> 2d6 at 12" Auto-hits, that unlike the other two options, can still shoot when you advance (very few other transports in the game can do that). It's useful to take small units to where they are needed, but not the 'must have three at least' that was before. The Hull mounted Hv-bolter is also a nearly ten point nerf in practice because it doesn't really help them accomplish their jobs (which is to TRANSPORT things forwards into battle) but makes it more difficult to fit them into lists. (WOULD BE NICE IF WE COULD SWAP IT FOR ANOTHER Hv-FLAMER GW) **Take the Immolation Flamer. TURN ONE: Advance and shoot (or pop smoke). TURN TWO: Disembark units inside, then move (order of operation matters), shoot, then CHARGE! Absorb overwatch fire for your dismounts -OR- use it to tie up opponents key units. DIE! Smile. play "Martyr's Immolation"... any questions? **This is not a tank, its a transport. Unless you're on a budget use the T8 Exorcist TANK instead if you are looking for long ranged fire support unit in vehicle form. ***Ok... if you must absolutely try to field them as a fire support unit be mindful that unlike Retributor Squads, your Hv-weapons will suffer -1 to hit moving penalty. That said, if you place them well a three Hv-bolter immo will only set you back 97 points and can provide you with a decent, durable, anti-horde ranged unit; but the more capable Conflagration Rocket equipped Exorcist exists and is only 140 points... so maybe only consider this option AFTER you have three of those first? **Dominons' "Vanguard move" no longer works on transports. *'''[[Repressor]] (Forge World):''' It is a Rhino on crack. Has 6 firing ports, which is a rarity now. Has the option to give it a second heavy flamer or a second storm bolter. Either take none or the storm bolter. The firepower of the Repressor is coming from the embarked squad anyway. If you want to grill stuff, take an Immolator instead. This vehicle is, with Dominions, what makes the SoB a decent army in 8th ed, allowing you to release your holy fire without having to expose to enemy fire your frail T3 dudettes. 20pts more since CA, making it best reserved for melta Dominions only. **Neat trick, usable by any transport but even more so Repressors : If your vehicle have not advanced in the previous movement phase, it can charge. Useful for either absorbing overwatch (Rhino of Repentia/arc-flag/DCA) or simply tie up in CC an enemy shooty unit. With a 24"+D6" move followed by a 2D6" charge, Repressors makes great "fuck your shooting" rams. **If you want to use those additional four transport slots, go bananas, since Dominions can't do their Vanguard thing in a transport anymore, even if they're alone. **Thanks to the FAQ update on Imperial Armor, they have updated firing ports to be in line with open-topped. Any models embarked within this transport now are subject to all MODIFIERS that affect the transport itself. no Shooting after having fallen back nor if there is an enemy model within 1 inch of the hull. Your glorious immunity engine to all things melee or rules related has been nerfed down to a transport with holes in it. Still an excellent method of transport and fire support but we've now lost our best alpha strike option. ** This is the best transport in the game. (Order of the Ebon Chalice - Stratagems - Cleansing Flames (2 CP): Use when Shooting, either in your own Shooting Phase or Overwatch, choose a unit. Do not roll shot generation for that unit's flamers. They roll max.) Yes, because of the IA update the rules affecting the vehicle now affect the infantry inside. But this means that by using a strategem, you can stick 2 (Retributor/ Battle sister squads in the thing, give the vehicle 2 heavy flamers and how you have 6-8 heavy flamers coming from a vehicle. Normal move and fire your looking at 20" threat range of 48 autohits, wounding most things on 3s (32 wounds) at -1, 1 damage. It is not to be sniffed at. Alternate Take, MODIFIERS that affect the transport now affect the unit inside, whether you consider stratagem buffs to be modifiers is up to your local play group or your TO. Look for similar rulings for other open topped vehicles. The wording is now consistent with all open topped transports and should give you a good precedent for whether or not this would be legal. ====Elite==== =====Sororitas===== *'''Geminae Superia:''' Celestine's bodyguards, broke off from her to be her own character unit. Though they are clearly still supposed to be used alongside Celestine, because she completely restores a Geminae model each turn if the unit is within 3" of her, she increases their SoF save by +2 within 6" of her, and they don't take up a slot in your detachment if Celestine is also there. But if both of them are slain then they stay dead. They went from overcosted at 8th release to good after CA to their current useless iteration. They don't guarantee "look out lady" tests anymore, stay dead, and succeed/fail charges independently from Celestine (possibly breaking the aura). You are paying 40pts for a bunch of S3 attacks. At best they are the closes thing sisters have to a jump pack character. Hands down the least useful unit of the codex, as they can't even benefit from <ORDERS> abilities. ** You might just end up running these models as extra Zephyrim - they're more useful that way. *'''Celestian Squad:''' They are like normal Battle Sisters gear-wise but have 1 better WS, A, and Ld. What really separates them is their ''Bodyguard'' rule, where on a 2+ they intercept wounds taken by an {{W40kKeyword|<Order>}} {{W40kKeyword|Character}} model. <s>They will be outrun by Celestine, and </s>Canonesses aren't precious enough to warrant bodyguards. Due to Celestine and Triumph of Saint Katherine lacking the {{W40kKeyword|<Order>}} {{W40kKeyword|Character}} keyword, their bodyguard rule can't be used on them. Otherwise, their weapon choices are the same as normal Bolter-babes. In terms of function, don't think that extra attack and WS will really help them in close combat, as they aren't kitted out for that job, though giving the Celestian Superior a good melee weapon will serve you better than regular squads. They have exactly the same ranged output as a squad of regular Battle Sisters for an increased cost and are only marginally more effective in close combat, where they'd rather not be. Moreover, Basic Sisters have Objective secured. With their new codex buffs, they can be a fairly solid retinue for a Canoness with somewhat greater offensive firepower. With their new stratagem, they're also a possible candidate for actually getting some mileage out of the Holy Trinity stratagem (albeit somewhat expensively) **The new codex has given them two useful offensive buffs: first off, Sworn Protectors. While within 6" of an {{W40kKeyword|<Order>}} {{W40kKeyword|Canoness}}, they re-roll all hit rolls, not just 1s, and not just fails. Second, the stratagem Exceptional Proficiency - although it costs a steep 2CP, it allows a unit of Celestians to re-roll all hits '''and''' wounds in shooting, melee or Overwatch. *'''<s>Mistress of Repentance</s> Repentia Superior:'''Moved from leader of Repentia a character that only buffs them, (to the point that the Repentias still have maximum squad size 9 to accommodate her). Reroll wound of 1, Advance and Charge rolls for Repentia <order> units within 6". Doesn't take up a slot if you have any Repentia of the same order. *'''Imagifier:''' The banner bearer has 3 banners to choose from when its setup during deployment for a flexible approach to adapted to different enemy lists. **'''Tale of the Faithful:''' Re-roll Deny the Witch tests for <ORDER> units within 6". **'''Tale of the Stoic:''' <ORDER> units within 6" ignore AP -1. ***Sisters will draw a lot of small arms fire. Without T4, keeping that 3+ Sv is important. If you're Valorous Heart, this gets a lot stronger, because it stacks with their Conviction. Also affects Exorcist, Sorotitas Rhino, Immolator, Repressor, giving them ignore -1 AP. (Ignore -2 AP and FNP 6+++ if playing Valorous Heart, forcing opponents to use dedicated anti-tank to penetrate Valorous Heart vehicles.) **'''Tale of the Warrior:''' +1 Strength for <ORDER> units within 6". ***Now we are getting close to SM levels. This would be amazing for Zephyrim if the Imagifier could keep up with them. Instead, it's mostly useful for buffing Repentia attacks to S8. *'''Hospitaller:''' For the "low" cost of 30pts, a Hospitaller can resurrect a friendly {{W40kKeyword|ADEPTA SORORITAS INFANTRY}} model or heal d3 wounds per turn <s>on a 4+</s> (it just happens now, no roll needed). She lacks an {{W40Kkeyword|<Order>}}. As any other medic in the game, points spent there is less firepower for the gunline but making the points spent keeping that Heavy weapon in the fight. Martyred Lady armies probably get the most out a Hospitaller's abilities, but still effective for what she brings. ** With an average sister being 9pts + wargear, it can be difficult to earn her pointage back during a game in a pure Sisters army. Keep her near your more expensive units, with more expensive wargear. (i.e. Retributor or Dominion Squads, maybe Celestians) ** Sisters being T3, against smart opponents it can be difficult to even HAVE something nearby to rez when they focus fire your units down to the last model... ** Consider increasing the size of your units by 2 or 3, effectively using the extra sisters as 'ablative wounds' for the unit. Just don't go overboard else you'll suffer unwanted loses from morale. ** She also gives you access to the Last Rites stratagem, giving you a bubble where casualties don't count for morale tests, making your unit automatically pass while still getting to roll for it (so you get a chance at a Miracle Dice) for only one command point (less than Insane Bravery), which is worth remembering. *'''Dialogus:''' +1 LD to Sisters within 6", a 5+ FnP against Mortal Wounds(for herself only, not nearby models), and she allows you to increase or decrease the value on a Miracle Dice used for an Act of Faith by a unit within 6" by one to a maximum of 6 and minimum of 1. **Finally, this unit isn't totally wet socks. The ability to modify Miracle Dice is pretty handy, turning an otherwise-worthless 2 into a 3 that hits, for example, which can be great when you really need that meltagun or inferno pistol to connect. *'''Zephyrim Squad:''' Close-combat Seraphim. Armed with power swords and bolt pistols with 2 attacks base (3 for the Superior). Deep Strike per normal and the option to get a pennant that allows re-roll charges for {{W40kKeyword|ORDER}} Sisters within 6", they can get there. Once they get there the power sword attacks may not appear all that threatening at first but a special rule helps soothe that fear: Rapturous Blows allows them to re-roll wounds (think AP-3 lightning claw). Re-rolling 4+ to wound is better than wounding on 3+ (75% vs 66% chance), re-rolling 5+ is better than 4+ (55.55% vs 50%). Re-rolling 6's is the only loser vs. wounding on 5+ but not by much (30.55% vs 33%). ** Like all CC units, it benefits from the Imagifiers' +1Str banner (Tale of the Warrior). The problem is getting the two units next to each other and KEEPING them together... ** An effective way to run Zephyrim is in Bloody Rose - making their swords AP-4 helps, but the real point is giving them that +1 attack on the charge, upping them to 3 attacks per model. Along with that, you get access to the Bloody Rose stratagem, which grants +1 to wound in the fight phase, mitigating the Zephyrim's biggest weakness. =====Melee Infantry===== The Sisters book is in an unusual place in that they have ''four'' different units of close combat infantry who cost 13 points per model once kitted out, all in their Elites slot. As these all compete for the same position in your army, they will be compared against each other here. All of these options are best delivered in a rhino, with a Preacher in support. Note that Zephyrim, above, fulfull a similar role, but cost more in exchange for having no interest in a transport. *'''[[Arco-flagellant|Arco-flagellants]]:''' Two wounds each, with a 5++ feel no pain to keep them going, Arco-Flagellants have two attacks each, but their weapons make d3 hit rolls per attack, at S+1 AP-1, damage 1. Always run them with a Priest to make the most of the D3 attack multiplier. Every time this unit attacks, you should be using the Extremis Trigger Word stratagem for 2CP, which makes their weapons get 'three' hit rolls per attack instead of D3. Combine that with a preacher, and each model gets ''nine'' attacks at S5 AP-1 damage 1, which is enough of a blender to tear through just about anything. The only issue with all of this is that Arco-Flagellants only hit on 4s, but since they have Zealot that means they'll still be hitting around two thirds of the time. **Arco-Flagellants are the most devastating option here, if and only if you invest the command points into Extremis Trigger Word. Otherwise, they're still decent. **Arco-Flagellants benefit massively from having an Ordo Malleus Inquisitor around, as it can use the Power From Knowledge power to give them a 5+ Invul. Since they have no save at all and rely on their FNP, this keeps them going a lot longer. Use Coteaz to also cast Terrify on your victim, keeping them from using Overwatch. *'''[[Crusaders]]:''' A basic human with a Storm Shield and a Power Sword. 2 attacks base, and a 5+ feel no pain against mortal wounds in the psychic phase only. Like your other melee options, they have the Zealot rule. However, they max out at 6 models per unit. **With their low damage output, Crusaders struggle to get anything done. However, they are excellent at tanking Overwatch for your other units, all of which die hard to Overwatch, giving them a potential niche. **Note that, because these boys have the {{W40Kkeyword|Astra Militarum}} keyword, if you are taking Guard allies they can use Chimeras and Tauroxes as a transport. **Palanite Subjugators from Necromunda make a good stand-in for Crusaders that isn't monopose resin, as they have big shields. *'''[[Death Cult Assassin|Death Cult Assassins]]:''' The sword to the Crusaders' shield, Death Cult Assassins are a surprisingly deadly option. At 4 attacks each with S4 AP-3 D1, they're a blender, especially since you can buff them to 5 attacks each with a Priest. Their 7" move is a slight bonus, and they have a 5++ invulnerable. Like the Crusaders, they max out at 6 per unit and have Zealot. **Death Cult Assassins are an absolute blender. Raw number of power sword attacks will bring anything down with time, and these guys are Strength 4 to make that time a lot shorter. They require the least investment to be good, and are hard to go wrong with once they reach melee. **Daughters of Khaine models can easily be converted to Death Cult Assassins, or you can use something like the Warcry warbands. Really, any human with little armor and a pair of swords works. *'''Repentia Squad:''' Unlike the other options listed here, Repentia are {{W40Kkeyword|<ORDER>}} units, and have access to Sacred Rites, Acts of Faith, and Convictions. They get two attacks per model with Penitent Eviscerators, which are Sx2 AP-3 D2, and -1 to hit, so they hit on 4s rather than 3s. They make up for this by having the Zealot rule, granting them re-rolls to hit in the first round of combat. They have the 6++ from Shield of Faith, and a 5+++ Feel No Pain. As consolation for their fragility, you do get a miracle die when they're inevitably wiped out. They're also the only option here with access to the Desperate For Redemption stratagem to fight twice, though they're unlikely to live long enough to use it unless they're attacking a tank. **In a nutshell, Repentia have the most potential of these options, but require the most investment. By running them with a priest and making them Bloody Rose, you can get them to 4 attacks per model, and by running an Imagifier with them you can make their eviscerators S8. They benefit from having a Repentia Superior on hand for rerolls on charges, and can benefit from the two melee-oriented Sacred Rites, making them attractive in a pure ministorum list. Without investing in them, they're not particularly useful, but if you do invest in them, they can be devastating. ** A possibility, the Repentia Slingshot: Deploy a unit of Bloody Rose Repentia inside a rhino on the very edge of your deployment zone, 24" away from the enemy(this works best if you go second so you can know where he's set up and/or take advantage of his movement). Disembark the Repentia from the Rhino and Advance them directly towards the enemy. You're running The Passion, by the way. 3" disembark from the Rhino, 6" movement. Get lucky and use a 6 on Miracle Dice(easier if you have lots per turn, or an Ebon Chalice warlord for the guaranteed 6). That puts you 16" forward, making you 8" from the enemy deployment zone. Use the stratagem to allow the Repentia to advance and charge. Reaching the enemy is now a simple 8" charge, and you have the +1 from The Passion to make it 7. This takes a bit of doing and/or luck, but it delivers a unit of Repentia to the enemy on turn 1. 9 Repentia will, on average, kill almost any Primaris unit in the game, and if they're up against a tank or the like you can use the +1 to wound BR strat for extra killiness. =====Other===== *'''Ministorum Priest''' (Index)''':''' Your original Priest from the Index and the {{W40Kkeyword|ASTRA MILITARUM}} Codex is technically still perfectly legal, having not been shoved into Legends and having the {{W40Kkeyword|ADEPTUS MINISTORUM}} Keyword in any case. Statistically, he's almost identical to your Preacher in his Codex iteration, trading the Leadership penalty aura for an Autogun and Frag/Krak grenades. He ''is'' 5 points more, but since his Index wargear was likewise not put in Legends, it's still tournament legal to bring him with a Plasma Gun or an Eviscerator and Inferno Pistol. Just be sure when you take him its to avoid Legends restrictions, as Preachers become better if they are allowed. *'''Preacher:''' The missionary's little brother who also gives a +1A buff to nearby {{W40Kkeyword|ASTRA MILITARUM}} or {{W40Kkeyword|ADEPTUS MINISTORUM}} units within 6". These guys are much more efficient than the Missionary, especially since you can take more than one. Critical if you want to get the most out of your melee options, these are even more important to Repentia than a Repentia Superior. They also, as a small bonus, inflict a -1 Leadership penalty on nearby {{W40Kkeyword|CHAOS}} units. If you are playing in a Legends legal game, they suddenly become a whole lot better. They gain access to Frag and Krak Grenades as well as all of the {{W40Kkeyword|ASTRA MILITARUM}} Ministorum Priest's Index wargear, such as Combi-weapons, Plasma Guns, Eviscerators, beefier pistols and the like. *'''Pious Vorne:''' A borderland sadist that come into the Blackstone Fortress boxed game. For 25 points, you get a glass cannon (emphasis on the glass) with a heavy flamer in all but name (that gets to roll an extra D6 for shot counts against {{W40kKeyword|CHAOS}} units and discard the lower result) and a chainsword. As long as you screen her properly (she is a character) you will get a lot of juice from her assault heavy flamer. Please note that she does not benefit from an {{W40Kkeyword|<Order>}} conviction, but no longer prevents your army from taking one. *'''Gotfret de Montbard:''' A unique Crusader from the Blackstone fortress escalation box. He has Crusader stats including Zealot, Acts of Faith and Shield of Faith, but with 4 Wounds and Attacks, every hit of a 6 scores 2 hits and is a {{W40Kkeyword|CHARACTER}} so he's safe from enemy fire and can Heroically Intervene. However, he suffers the same issue that has been stated many times in both the Guard and Sisters tactics guides: S3 Power Sword attacks just don't do enough, even if he can deliver a ton of them. For 35 points, not a terrible choice, very fluffy if you're building a Feudal World melee regiment, but your Elite slot is crowded as is and cheap as he is, you have access to cheaper units that support your army. ====Fast Attack==== *'''Dominion Squad:''' Dominions are your special weapon wielding sisters with the ability to make a pre-game move (no longer able to do this if they are in a vehicle). Armed with 4 storm bolters makes a good target for the Blessed Bolts stratagem to unleash a storm of primaris shredding shells. If you are awash with points, consider dropping an extra 10 for a 6th Dominion to serve as Grenadier. Additionally, consider giving this additional <s>guy</s> girl a Simulacrum, as it'll be your only way to take it. As they have lost their ability to scout inside of a Repressor, they have lost some of their melta lethality: Retributors outshine them in this regard with their ability to move and fire multimeltas with no penalty and the stratagem Storm of Retribution to increase their range to 36" and get +1 to their damage rolls. ** Since the Superior can no longer pack a storm bolter, consider taking a combi-melta in an otherwise storm-bolter-equipped squad to help out against heavy infantry or monsters, or take a condemnor boltgun and a hand flamer for the 2 points you would have paid before - they won't come up terribly often, but add a bit of tactical flexibility. (Don't forget that Hive Tyrants, non-Khorne greater daemons and daemon princes and a few other things are psykers, and sometimes you will be in position to shoot a character!) *'''Seraphim Squad:''' A jetpack unit sporting pair of various kinds of pistols. They have the honor to fly around the back of the enemy, drawing fire and tying down units. Unlike most sisters, Seraphims do have a WS3+ but don't be fooled into thinking this makes them good in assault, their strength is still too low, but feel free to charge a smaller shooty unit to tie them up. An option available to you is to run a big squad of them and use them as a cheap 3+ 4++ screen (via the Celestine Cathedral method) that can fly. **Another optimal way to run them is several 5 girl squads with a plasma pistol on the superior and inferno pistols on two dudettes. Such units cost a meager 88 pts and are able to deliver 5 BS3+ S8 AP-4 multiple wound shots + 3 bolt shots and a krak every shooting phase. This is Dominion-level pain. If you want to run this then keep in mind Inferno pistols are out of range if you deepstrike unless you pay a CP. The handflamer buff and low cost also make running it a good choice if you have another anti-tank source (Doms, Rets, Exorcists, allies, etc). **If you use the Stratagem "Deadly Descent" and destroy any units, you gain a miracle die at the end of the <b>movement phase</b> via "Vengeance". Then, if you destroy any units during your <b>shooting phase</b>, you earn another one at the end of that phase too. Nice. **Bloody Rose gets a special mention here as they have AP-1 for pistol and melee weapons... you know... that THING seraphim squads have an abundance of. ====Heavy Support==== *'''[[Exorcist]]:''' The Sister's Main Battle Tank/Musical Instrument has undergone heavy changes. It now has two turret options. The first is Anti-tank (<b>RANGE 48"</b> Heavy 3d3, Strength 8, AP-3, D6 Damage). The other is Anti-infantry (<b>RANGE 48"</b> Heavy 3D6, Strength 5, AP-2, 1 Damage). It benefits from Acts of Faith, Shield of Faith- deny a smite with a tank, what a world- Convictions, and Sacred Rites. The downside now? The Exorcist with the Exorcist Missile Launcher + hull mounted Heavy Bolter will set you back <b>170 points</b>. That is an increase of 45 points from the beta book. It gains flexibility and better reliability and maximum output as well as special rule support, but 45 more points is 45 <b>more</b> points. Keep in mind that with the Valorous heart strat, the reroll all dice for # of shots strat, and miracle dice, an Exorcist can move 12", and have a 90ish percent chance of killing an Alaitoc Hemlocke wraithfighter(even more against a CHE) in a single volley. That's a 60" range of a near guaranteed kill on one of the boogeyman units of the game, and the best part is they really don't care about those plane's return fire that much. **The only unit in the army with a range greater than 36", its not hard to want more than 3... **Funnily enough, an exorcist is one of the very few models in the game that has a chance to one-shot a Warhound Titan but will still only shave 5 wounds off a rhino on average. *'''Retributor Squad:''' Your cheaper longish range heavy support option. You have a choice of 3 different heavy weapon options. Since the Stratagem Storm of Retribution (At 2 CP, it is really expensive for what it does) only affects 1 weapon type at a time, it's probably better to make all heavy weapons in a unit the same. Also, note that heavy flamers have +4" range and all Retributors can move and shoot all heavy weapons with no penalties. **Multi-Meltas: Formerly overcosted compared to Dominions with meltaguns, but get breath of new life from the dominion nerf and synergy with both Valorous Heart and Argent Shoud, get an additional 12" range with the Storm of Retribution Stratagem, so 36" range, not bad. Good to have 2 Ammo Cherubs to shoot 6 melta shots, and Simulacrum to make the shot that gets through 6 damage. So a full unit of 10 in cover has a 2+ save, 6 36" Melta Shots using the stratagem in round 1. But any shot that gets through the opponents saves lets you use 1 miracle dice for max 6+1 Damage. If you compare this to an exorcist averaging 6 shots for 170 points, 12 Wounds 3+ Sv. against Retributors with 10 wounds, 2+ Sav for 190+ does not seem to stack up that well, but might be worth it with Sister Superior Junith Eruita, since +1 inv only for Infantry, and gives you re-roll 1's to wound. Also, if they're Order of Our Martyred Lady, enemies won't want to shoot at them for fear of having all that melta hate hitting on 2+ for the rest of the battle. **Heavy Flamers: If you are playing Ebon Chalice, then you can drop these out of a Rhino/Immolator and using 2 Ammo Cherubs and Cleansing Flames stratagem get 36 Heavy Flamer hits. Expensive unit and you have better flamer units for this stratagem, but interesting, also nobody will charge this unit if they have to take overwatch. Can also put a combi-melta on the Superior and use the Trinity Stratagem, to add +1 to wound. And also use the Storm of Retribution stratagem to re-roll wounds... **Heavy Bolters: They're the cheapest way to spam BS 3+ heavy bolters in the game and castling up with 4 heavy bolters and gaining a 2+ in cover for only 90 points is pretty sweet! They are T3, but they can hug cover as the rest of your army moves around and does the real damage. Because of this your opponent will either take multiple rounds of BS3+ HB shots or focus far more heavy firepower than such a cheap unit would normally require to destroy. Altogether a good unit that does a decent job of complicating your opponents' plans and harassing your opponents' heavy infantry/light armour. Superiors can't get storm bolters anymore, but a combi-plasma wouldn't be misplaced if you have the points. **If you want a really sticky unit, Retributors are one of the few sister squads that can be run with a full crew of 10 without issue. Doing so gives the squad an extra few extra wounds while adding a few extra bolters in and can give you a bearer for a Simulacrum Imperialis, allowing extra AoF in a phase. An MSU squad is a much more tempting target when you know every casualty is going to hurt. Knowing they have to chew through 4 or 5 other models to get to the creamy center might help discourage them from being targeted outright. **It should go without saying, but these gals love being from the Order of the Argent Shroud, the wording of their abilities is such that they stack, meaning you can run and gun at full BS. There's really no weapon configuration that doesn't benefit from this since adding D6" to your threat range is something Sisters will always benefit from. If you want to go even further you can stack with Storm of Retribution on your multi meltas. *'''[[Penitent Engine]]s:''' The 7" WS4+ BS5+ T5 W5 A4 Sv4+ 5++ FnP (w/ Zealot, 4+ rerolling to hit = 75% to hit)dreadnoughts of the sisters <s>(or is it Helbrutes?)</s> - {{BLAM}} {{Blam|'''Heresy!'''}}. These sweet half-naked sinners, fused with grimdark killing robots of death exist for one sole purpose: '''''MURDER'''''. Hordes? Dead. Dedicated melee elite units? Dead. Knights/Greater Daemons/other LoW? '''DEAD'''. 56 pts per model (max 4 per unit) armed with two flail and two Hv-flamers, they carry an incredible amount of killing power (Khorne would "figuratively" sell half of his skull collection for these). You can swap the one or both the flails out for penitent buzz-blades which makes them S8 AP-3 D2 (std. Dred equivalent armament). If you take either of a pair of flails or a pair of penitent buzz-blades you get an extra attack. Unfortunately, Penitent Engines are not the most resilient units in the game. Against dedicated firepower they won't last long; so hide them behind Line of Sight blocking terrain and/or use cover, wait for the right opportunity to unleash their holy retribution (in short, rush to the enemy, but don't "YOLO" them through the open ground of the battlefield like a dumbass). **One of the best [[Distraction Carnifex]]s in the game right now. You can up the effect by telling your opponent about the rules beforehand. **If you actually manage to get these to melee, 15 attacks per model will mulch anything T6 or less. If your going after bigger pray (landraiders, Titans etc.), the buzzblades with their better AP, are recommended as they are the better choice for that. **Don't forget to play "DESPERATE FOR REDEMPTION" <i>IF</i> you can (3CP). **Note that sadly, this unit <b> do 'not' have the Shield of Faith, Acts of faith, Sacred Rites abilities OR the <ORDER> keyword </b> *'''[[Penitent_Engine|Mortifiers]]:''' These are special <b>9"</b> WS3+ BS3+ T5 W5 A4 Sv4+ <b>6++</b> FnP penitent engines that entomb sisters of battle that have sinned. one of them can be upgraded to an Anchorite which gives it a Sv3+. Unlike Penitent Engines, they have an additional purpose: '''''Gun Boat'''''. They can contain up to an additional 3 engines in a unit, for a total of 4. Each engine is equipped with 2 Heavy Bolters and 2 Penitent Flails stock. Like Penitent Engine above you can swap one or both of the Penitent Flails for Penitent Buzz-Blades. You can also swap one or both of their Heavy Bolters for Heavy Flamers too. When they die in combat, they mete out "'final vengeance" where on a 4+ every <b>enemy units</b> within 1" suffers D3 mortal wounds (Can you imagine when 4 die in combat...). In addition, they may ''choose'' to change their Heavy Bolters to Assault 3 (i.e. no penalty for shooting while moving and can advance with -1 to hit penalty if desired) or their Heavy Flamers to [[AWESOME|Pistol d6]] for any shooting phase (your opponents can't silence their guns by getting stuck in). Unfortunately, Mortifiers lack the "Zealot" rule, meaning that they don't reroll to hits. This means that, for the first phase of combat(all they're likely to live through) Mortifiers are actually 'worse' than Penitent Engines - their 3+ to hit grants a ~66% chance vs 75% chance, but you do get better gun options and better tactical flexibility as a result of it... and you're move 9" instead of 7". So 'dems the trade offs. **like Penitent Engines, they also <b> do 'not' have the "Shield of Faith", "Acts of faith", "Sacred Rites" abilities OR the <ORDER> keyword </b> , meaning (if you haven't figured it out by now)they don't benefit from MOST of your army wide bonuses such as: "Indomitable Belief" Warlord trait or a Canoness "Lead the Righteous" ability. Hospitallers can't even heal them for God Emperors sake!(sorry Bloody Rose players). **The one notable exception to the above are the Zephyrim squads and their extremely relevant "Embodied Prophecy" stratagem. ** Any Strategem that only requires it to be a Sisters unit and not an Order unit- this means they can benefit from three very powerful strategems. Desperate for Redemption allows them to fight twice. Judgement of the Faithful allows them to fall back, shoot, and charge. Holy Rage allows them to advance and charge. **Don't forget to play "DESPERATE FOR REDEMPTION" also... hey look, COMBO! (-1 Titan, LULZ !) **Even with Zephyrim units help, this is mostly a [[Distraction Carnifex]] as one benefit to having almost NOTHING to buff them is that you have almost nothing to worry about fielding them all alone so they can do DISTRACTION CARNIFEX things... like distracting your opponents into shooting them instead of your T3 sisters. ====Fortification==== *'''Battle Sanctum:''' 50 point terrain piece that your opponent can't do anything to stop. As long as you park a sister unit in it, you get another miracle dice at the start of your turn and as a piece of terrain, it can provide cover. Additionally, +1 Leadership to Ministorum, -1 Leadership to Chaos.
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