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===Ranged Weapons=== *'''[[Bolter#Bolt_Pistol|Bolt Pistol]]''': It's a bolter in 12" Pistol 1 S4 AP0 D1 form. Shorter range, but can now be fired when locked in close combat, so it's got ''some'' use for choppy units or taken in pair by Seraphim. 1 point for Ministorum Priests since they use the AM codex prices. *'''[[Bolter#Sororitas_Boltguns|Boltgun]]''': You know what a bolter is. 24" Rapid Fire 1 S4 AP0 D1. The loss of AP hurts, but if your opponent has a brain he would have been keeping his 5+/6+ units in cover anyway. Apparently, the Adeptus Mechanicus forgot how to make armour piercing rounds. Again, remember it's 1 point for your Ministorum Priests. **'''[[Condemnor Boltgun]]''': Special Adepta Sororitas weapon ('''''NOW''''' a combi-weapon again). For 10 points you get a bolter with an assault crossbow that hits at S4 AP-1 D2 with D3 mortals against Psykers. Note that a vast majority of psykers are either Characters or single-wound models, meaning that in most cases the Condemnor either won't be able to shoot at its intended target or won't gain as much (or any) benefit from its higher damage. At 10 points it's a hard sell but AP-1 and D2 has uses against marines. Point filler. *** it now worth equivalent to a combi weapon. ***On the off chance that you ''do'' get to shoot at a psyker, be sure to use "Suffer not the witch" to re-roll wounds, especially if said psyker is a Big Nid, Daemon Prince, or one of those fucking Zoanthropes with a 3++. ***Now that Sisters/Dominions/Retributors/Celestians Superior and Canonesses can't take storm bolters outside of Legends, this might sometimes be useful if you can't find the points to give them a combi-weapon or Plasma Pistol. ***GW really dropped the ball on this one. Ideally, it should have been allowed to ignore look out sir. However, Thousand Sons and Grey knights do seem to like their Psykers *** The Ebon Chalice Relic version of this gun (Annunciation of the Creed) is possibly worth the 10 points for the ability to snipe characters and deal a flat 3 damage to Psykers (and plenty of characters you want dead are Psykers). Probably not worth 10 points ''and'' a relic slot, though. **A list of things that this weapon can target that don't have one wound.<div class="toccolours mw-collapsible mw-collapsed"><ul class="mw-collapsible-content"><li>[[Grey Knight Paladin]]s/[[Terminator]]s [[Khornate Knights|(Revenge!)]]</li><!-- --><li>[[Dreadknight]]s</li><!-- --><li>[[Wraithseer]]s</li><!-- --><li>[[Hemlock Wraithfighter]]s</li><!-- --><li>[[Hive Tyrant]]s</li><!-- --><li>[[Zoanthrope]]s</li><!-- --><li>[[Maleceptor]]s</li><!-- --><li>[[Rubric Terminators]]</li><!-- --><li>[[Great Unclean One]]s</li><!-- --><li>[[Lord of Change]]s</li><!-- --><li>[[Keeper of Secrets]]</li><!-- --><li>[[Magnus the Red]]</li><!-- --><li>[[Mortarion]] (Irony)</li><!-- --></ul></div> *'''[[Combi-Weapon]]''': Now infinite use, your choice of flamer, melta or plasma gun slapped to a bolter that can be fired independently of the bolter, bolter half only or at the same time together. Firing both the bolter and the special weapon causes a -1 to hit. Sisters love combi-weapons as all of their "sergeants" have access to it, effectively allowing you to field 5 special weapons per Dominion squads and 3 per basic sisters squad. Melta is most often the superior choice, although the Canoness and Retributor Superior can make a good use of plasma due to the reroll 1 bubble - but it's now an index-only weapon for Canonesses. Plasma is also the (expensive) option if you want some volume of fire to go with storm bolters, risking the overload only if you really need it. ** Remember that firing both weapon profiles of a combi-flamer or combi-melta at the same time counts for the bolt AND flame/melta weapon requirements of the Holy Trinity strategem, giving you easy access to it in any melta or flamer spamming squad like Retributors or Dominions, allowing you to considerably increase the squad's damage output at short range. **Our Martyred Lady Sister Superiors like to spam overloaded combi-plasma fire both halves, TOGETHER, hoping to self DETONATE on 2's. Why? So she can get an auto 'rez' from a Hospitaller 6" away and grant the squad their Conviction's +1 to hit... thus eliminating her own future overloaded plasma ONLY shots from danger. ***This no longer works in 9th edition because plasma only slays the wielder on unmodified hit rolls of 1 and because rezzing the dead model in a squad of Our Martyred Lady removes the buff. *'''[[Inferno Pistol]]''': Baby Melta, 6" Pistol 1 S8 AP-4 D d6 and +2 Damage when in half range. The strong choice on Seraphims and melee Canoness. Obviously, a GREAT weapon to use a Miracle Die on, particularly DAMAGE rolls. **Think of this as 5-point melta bombs with a 6" range. Not too terrible an idea to give this out to every Sister Superior who isn't already packing a combi-melta. **Any time you have a Miracle dice with a 6 in your pool, your opponents will give pause charging within 6" of you KNOWING that you can guarantee a hit from your "Baby Melta" during overwatch. **Remember that you can shoot these while in melee, your opponents will often forget that you can. It can be hysterical to '''*BLAM*''' characters who thought they were safe locked in combat *'''[[Flamer#Hand_Flamer|Ministorum Hand Flamer]]''': Finally the pyromaniac faction has better fire. Ministorum flame weapons are one strength higher than other Imperial factions. This version is essentially a bolt pistol that auto hits D6 times. Suffers from being in direct competition with inferno pistol on any model (save the Canoness) that can take one, but possibly useful if you're already packing a combi-melta/plasma and want some insurance against hordes. They are no longer dirt-cheap, however, now at 5 points per gun. ** Seraphim take these in pairs. Two Seraphim models with two Hand Flamers each will be dropping 4d6 (~14) hits. Not shots, '''hits'''. If you are running a 4++ Seraphim screen, this is an interesting option and unlike Inferno pistols you get to fire hand flamers TWICE in a round if you use the Deadly Descent strategem. *'''[[Plasma Pistol]]''': 12" Pistol 1 S7 AP-3 D1 for 5 points. Effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage (S8, D2) but kills the user on unmodified hit rolls of 1. Either take an inferno pistol for melee Canoness or a combi-plasma on anything else. Sadly the only shooty option for the Seraphim Superior (can't even take em in pairs... what's up with that?). **Our Martyred Lady Sister Superiors like to spam overloaded plasma (in hopes of self-detonation)... but combi-plasma are better suited for that 'Niche' task. (fire both halves while overloading) **Unless you are running out of points, give a plasma pistol to the the Superior of any Seraphim Squad you intend to deepstrike with the Deadly Descent strategem. The extra two plasma shots considerably increase the squad's damage output for a low cost and gives you more bang for your command points. ====Special Weapons==== *'''[[Storm_Bolter|Artificer crafted Storm Bolter]]''': 24" Rapid Fire 2 S4 AP0 D2, 5 points makes for cost-efficient dakka and a good pick if you don't know which special weapon you should pick for your squads. (Dominions with four of these bad boys love it). Potentially <b>quadruple</b> the damage of a bolter and capable of one-shotting two wound models but held back by S4 and AP-. Good for using Blessed Bolts if you have a few in a squad (Dominions are the obvious choice for this) *'''Meltagun''': 12" Assault 1 S8 AP-4 Dd6 '+2 damage when in half range' for 10 points. Being in half range is now a lot more advantageous, one-shotting 3W models and averaging 5.5 wounds.. Still a big threat and one of the few weapons that negate 3+ armour entirely. Decent damage dealers against T7 vehicles. You can use these in combination with Miracle Dice to guarantee kills on damaged vehicles. *'''[[Flamer#Imperial_Variations|Ministorum Flamer]]''': Not your standard-issue flamer: 12" Assault d6 S5 AP0 D1 'auto-hitting'. Only 5 points, but still suffers from the lack of shots, making it bad against hordes and the lack of AP against elite while requiring to take your model within short range of the enemy. Usually, you're better off with a storm bolter. Probably best picked with outflanking Dominions packing four of them. *'''[[Plasma Gun]]''': (Index) 24" Rapid Fire 1 S7 AP-3 D1, with an option to overcharge for +1 Strength and Damage at the risk of killing the wielder. The Index Ministorum Priest is your only source of this, though as an Astra Militarum model, he uses their discounted price. If you're not building your priest for budget or for melee, you'll probably be giving him one of these. ====Heavy Weapons==== *'''[[Heavy Bolter]]''': 36" Heavy 3 S5 AP-1 D2 Acceptable dakka for the cost, and marine killers. **Heavy Bolters cost the same as Heavy Flamers, with the same AP, and come on many of the same units. Mathhammer puts bolters as slightly better than flamers at killing Primaris-equivalents (1.33 vs 1.17 expected wounds, respectively), but the flamers are better in most other scenarios. Take bolters if you can take advantage of the range and the condensed damage - remember that doing 2 wounds to a model with only one remaining is wasteful. *'''[[Flamer#Heavy_Flamer|Ministorum Heavy Flamer]]''': 12" Heavy d6 S6 AP-1 D1 'auto-hitting'. Despite being much stronger than it's lighter variants, it's still overcosted compared to other options. Can occasionally help deter opponents from charging. ** Note that its a <b>''Heavy''</b> weapon, not an assault weapon. Therefore, you can't advance and shoot these like you can with a normal flamer, gutting their usefulness...unless you're running Argent Shroud. Then you're fine. ** With the use of a stratagem making certain you can pump out 36 hits at strength 6 from a retributor squad (4 flamers and 2 cherubs). Watch entire conscript blobs melt in purifying fire. *'''[[Multi-melta]]''': 24" Heavy '''2''' S8 AP-4 Dd6 '+2 damage when in half range'... For 20 pts. The Multi-melta doubles the Melta's range and shots. For double the price and becoming Heavy. It may well be a worthy trade. ====Vehicle weapons==== *Immolator Turret: **'''[[Flamer#Heavy_Flamer|Immolation Flamer]]''': Now we're talking. A Lil' hefty at 130 points but it is '''18" Heavy''' 2D6 S6 AP-1 D1... everything you love about the Heavy Flamer, but two of them. Note 9th has changed the Immolation Flamer from assault to '''heavy'''. This single change seriously questions the usefulness of Immolators as transports given how disembarking works. **'''Twin [[Heavy Bolter]]''': Default turret gun on the Immolator, it's two heavy bolters tied together. Nothing crazy, nothing special, take it if you need to kill Marines. **'''Twin [[Multi-Melta]]''': Bumps up the cost of the Immolator to 150 points but can actually do some serious damage with its 4 shots and gets improved damage at half range, which is easy to get when you get to move 12" beforehand. With the latest changes Multi-Meltas rock and make them a good pick on Immolators too if you want more anti-tank. *Exorcist Turret: **'''Exorcist Conflagration rockets''': Blast weapon that ignores cover. Hits at 48" heavy 3D6 S5 AP-1 D1. **'''Exorcist Missile Launcher''': Hits at 48" heavy 3D3 S8 AP-2 Dd6. *Castigator Turret: **'''Castigator autocannons''': Default loadout. Its 4D3 autocannon shots. This is your only source of S7 shooting aside from the odd combi-plasma or plasma pistols. It is also one of the longest ranged weapons in the whole codex. Averages around 8 shots so stick with this if you want to deal with hordes or prefer quantity over quality. **'''Castigator battlecannon''': At 72" this is the longest ranged weapon in the codex. It can fire two shell types; santified: heavy D6 S9 AP-3 D3 Blast; pyro: heavy 3D3 S6 AP-1 D1 Blast, ignores cover. Take for the sanctified shell as the autocannons are better than the pyro shell. *'''Hunter-Killer Missile:''' A single-use 48", heavy 1, S10, AP-2, Dd6 missile for 5pts, just in case you didn't have enough anti-tank. Your rhino chassis based vehicles can take one for 5 points.
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