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==Stratagems== *'''Open the Reliquaries:''' (1 CP) Standard relic giver stratagem. As of the new codex, it is just 1 CP per additional relic as opposed to 1 CP for one additional relic and 2 CP for two additional relics. **If running sisters with a different faction warlord, use it to give the Blade of Ass-Kicking to your Canoness, or to let you take multiple buff relics. *'''Embodied Prophecy:''' (1CP) Use at the start of the fight phase. Select a Zephyrim squad- <b>other</b> Sisters units within 6" also gain re-roll wound rolls of 1 for that phase. ** Mortifiers have the Adepta Sororitas keyword. So that's a horrifying thing. *'''Furious Recital:''' (1 CP) Target one Exorcist model in the Shooting Phase, inflict -1 leadership to every enemy unit within 12", or -2 if {{W40Kkeyword|Chaos}}. **As with every leadership debuff, best when stacked with more anti-leadership abilities for maximum damage, but consider the following: The Exorcist is an expensive, long-ranged artillery tank, and 12" is Melta range. Your Exorcists have more important things to be doing, and your CP could probably be better spent elsewhere. *'''Blazing Piety:''' (1 CP) Select enemy Chaos unit within 6" of a Dialogus. It suffers 1 Mortal Wound. If it was a Daemon unit, it suffers D3. **Would have preferred it had the ability to 'Select ANY enemy units/D3 If daemons' but it could be useful. *'''Battle Rites:''' (1 CP). Start of Battle Round. You can roll a d6 and generate a new Sacred Rite if the warlord is still alive. **After killing all their psykers and you no long need 'Aegis of the Emperor', play this next turn and swap it out for a different rite. ***Note that no where does it say you can't roll 2 sacred rites at the beginning of the game and then use '''Battle Rites''' to try get a better one at the start of the first round. *'''Martyr's Immolation:''' (1 CP) When an Immolator model from your army would roll to see if it explodes, do not roll. It automatically explodes. *'''Moment of Grace:''' (1 CP) Use after making a hit or wound roll for a model in your army, or even a saving throw. You may discard 1-3 miracle dice to add +1 to the roll per die discarded, maximum of a 6. **More reliable than the old standby re-roll stratagem if you have some garbage Miracle Dice to throw away, and statistically, you probably do. *'''Heroine in the Making:''' (1CP)An unnamed Sisters character that is not your Warlord generates a Warlord Trait. Once per battle. Very good to get the extra Miracle Dice trait on a random Imagifier. *'''Divine Intervention:''' (2 CP) Use when a character is killed. You may spend 1-3 miracle dice. The number spent is the number of wounds the character has as it is revived at the end of the phase, placed as close as possible where it was killed and more than 1β from enemy models. You do not gain miracle dice for having lost that character this turn. This cannot be used on Celestine, Geminae Superia, Junith Eruita or the Triumph of St. Katherine, but it can definitely save your Canonesses, Hospitalers, Imagifiers or Dialogi. *'''Suffer Not the Witch:''' (1 CP) Re-roll wounds by a Sisters unit against a {{W40Kkeyword|Psyker}} in the Shooting or Fight Phase. **Situational but useful. Do not forget about it whenever your blade Canoness is duelling other HQ's. Also exceptional on storm bolter dominions when combined with Blessed Bolts (goodbye Daemon Prince!) *'''Deadly Descent:''' (1 CP) Use when a Seraphim unit uses Sky Strike to enter the battlefield. It may immediately fire as if it were the shooting phase, with hand flamers and inferno pistols (as of the new codex) becoming 12' for purposes of this attack. They may still shoot in the shooting phase, though the extra range of the Flamers and Inferno Pistols does not extend into the normal shooting phase. *'''Extremis Trigger Word:''' (2 CP) Use this Stratagem in the Fight phase when you pick an Arco-Flagellants unit to fight. Until the end of that phase, replace the unit's Arco-flails ability with 'Make 3 hit rolls for each attack made with this weapon'. At the end of that phase, roll a number of D6 equal to the number of models in that unit. For each roll of 6, one model in the unit is slain. **A good and cheapish way to make Arco-Flagellant more reliable in their damage output. This rule scale with any source of +1A you can give them (priests). *'''Vessel of the Emperor's Will (1 CP):''' After performing an Act of Faith for a {{W40Kkeyword|Character}}, gain a Miracle Die. **Stacks with Sacred Roses' warlord trait "Light of the Emperor". Why yes, yes <b>I DO</b> want two, <b>TWO</b> Miracle dice back each and every time my warlord does a Act of Faith with one Miracle die, <b>PLEASE AND THANK YOU! </b> *'''Final Redemption:''' (1 CP) Start of the fight phase, pick a Repentia unit. When a model in that unit is slain for that phase, roll a D6. 4+, enemy unit that does so takes a mortal wound. **Considering how suicidal the Repentia are already, no harm in this. In addition to Bloody Rose, this finally makes the Repentias useful at HQ killing. *'''Blessed Bolts:''' (1 CP) Storm Bolters in a squad get AP-2 and become Damage 2. **Make Storm bolters basically equivalent in damage output to plasma: half the strength, double the shots, and slightly worse AP. **Devastating to medium and heavy infantry, potentially becoming a minor threat to some vehicles as well. (Which is to say, a dominion squad with this stratagem and the right blend of buffs can scrape most of the wounds off of a Russ, many daemons and monstrous creatures.) At 49 pts, 5 Sister, 2 Storm Bolter basic squad of Sisters of Battle will kill 2 Primaris on average with this stratagem, a bit more if you're using Legends and the Superior can also take a Storm Bolter. **If you are using Divine Guidance as your Sacred Rites, 6's to wound become AP-3. *'''Purity of Faith:''' (1 CP) Deny on 4+ for one CP. **NO LONGER your only defense against psykers that is more than a meme. You can choose to use it after an actual Deny the Witch attempt has failed, which lets you save CP, especially if you're using Aegis of the Emperor. *'''Faith and Fury:''' (2 CP) When you perform an Act of Faith (using the Miracle Dice) for a Hit roll, that unit may use the same Dice for the Wound Roll. Spend a 6 to hit? For 2 CP, that becomes a 6 to wound. **Great for over watching with Inferno pistols... and melta in general! **Gives Melta "auto hit & wound" with a 4+ Miracle die. Turns melta into "INVULNERABLE SAVE OR <b>DIE</b>" weapons... *'''Desperate for Redemption:''' (3 CP) Penitent Engine, Mortifier, or Sisters Repentia unit may fight again. If you have to be informed of how devastating this is, perhaps you go back to playing Tau. Very expensive, so save this for when your max strength squad crashes into the enemy deathstar. *'''Test of Faith:''' (1CP) When you gain a Miracle Dice from Purity or Valor, spend 1 CP to gain D3 additional Miracle Dice. **You can't spend a miracle die to guarantee a return of 3, it MUST be rolled. *'''Exceptional Proficiency:''' (2 CP) Celestians, shooting phase or Overwatch. May re-roll the hit roll, re-roll the wound roll. *'''Judgment of the Faithful:''' (2 CP) A Sororitas unit may shoot if they fall back as well as charge. Good for keeping the Retributor squad in the fight. ** Mortifiers can benefit from this. Fall back, shoot with their Heavy Bolters, and charge. Even Heavy Flamers as pistol weapons benefit from being able to charge and go first (most of the time). *'''Martyred:''' (1 CP) Gain D3 CP s when your {{W40Kkeyword|Adepta Sororitas}} warlord dies. ** You cannot spend Miracle Dice on this, sadly. It MUST be rolled for. Still, it is functionally free so long as you have a CP to spend, so there is not excuse to use it whenever possible. *'''Venerated Saint:''' (1 CP) An Imagifier may select two Tales instead of one. Use during deployment. **This one struggles to be useful. On the surface THIS SOUNDS AMAZING! However your combos are ignore AP-1, S+1 or Re-roll Deny the Witch tests... So really just AP & S+1. Alternative opinion this gives so much flexibility. Many a game I've come up against Thousand Sons or Grey Knights and the reroll deny with +3 has won me the game. *'''Last Rites:''' (1 CP) Pick a Hospitallier model in your army in the morale phase. Friendly Sisters units within 6" do not count casualties when they roll their morale checks that phase. **Another way to cheekily 'Auto Pass' morale test. Be sure to roll the morale test anyway, any 1's are free miracle dice. *'''Devastating Refrain:''' (1 CP) Exorcist, Shooting Phase or Overwatch. You may re-roll shot generation for the Missile Launcher or Conflagration Rockets. **Gives you even MORE consistency on a much-improved weapon system. *'''Holy Trinity:''' (1 CP) Pick an {{W40Kkeyword|Adepta Sororitas}} Unit in the shooting phase. As long as the unit has a bolt weapon, a flame weapon, and melta weapon in range and EVERYONE in the units shoots at that same target, add +1 to wound rolls for the firing unit until the end of the phase. **All the listed weapons MUST be in range to the same target, so most times you're looking at a useful range of 'FLAMER' (8"'') for this stratagem. **You lose a significant amount of tactical flexibility because of the requirements that "ALL the models in the unit (regardless of weapon carried) shoot at the same target." I.e. this means that your meltagun sister may NOT split-fire at other, more appropriate targets worthy of melta. So now you have to chose how you are going to waste your squads potential firepower, either by having melta shoot at troops (hilariously wounding most everything not T8 on 2's) or by having flamer & bolt shots wound T8 on 5's. *** Other armies have access to a strictly better version of it, such as Chaos Space marines' 'Veteran of the Long War' that don't have all the requirements but have the same benefits. [[-4_Str|GW rule writers are sexists]]. **Buffed a bit as of the 2019 Codex, now that you can cheat and use a combi-flamer -OR- combi-melta to count as two of the three needed weapons types for a unit. **Retributor squads can use this... 'meme worth stratagem' effectively. ***Give an Argent Shroud Retributor Sister Superior a combi-melta, arm 4 sisters with Hv-flamers, and if you need ablative wounds bring along an extra basic Bolter Sister. You have a 6 sister strong unit that can advance THEN shoot a target 12" away (Retributors add 4" to the Hv-flamers). But wait there's more, read "Storm of Retribution" below, then come back up here. Giggle and share. **Celestians, Dominion or your standard Battle Sisters squad when armed appropriately can also use this (With varying degrees of success and still not as good as Retributors), so its something to consider when building your lists. *'''Storm of Retribution (2 CP)''': When a Retributor squad shoots or fires <b>Overwatch</b>, gain one of the following buffs until the end of the phase: **+1 to hit when firing heavy bolters, hitting on 2's doesn't suck but they are just heavy bolters... Meh *** Doesn't work on overwatch (FAQ confirmed). **Re-roll wounds when using heavy flamers. ***Remember this the next time an opponent charges from further than 8", because Retributors add 4" to the range of Heavy Flamers... **Multi-meltas gain 12"(!) extra range and add 1 to damage rolls. *** Combo this with Faith and Fury and you'll have some serious fun with Multi-meltas that have to potential to do 7 points of damage (Dd6 +1 = 7) AND earn that 'Metal distance die' at 18". *'''Holy Rage (1 CP)''': Start of charge phase pick a <b>sisters</b> unit. It can charge even if it advances that turn. Repentia with their lack of guns come to mind. ** Mortifiers can advance and use their Heavy Bolters as Assault. So a unit of them can move 9 inches, advance D6, fire their Assault 3 Heavy Bolters, and then charge.
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