Editing
Warhammer 40,000/8th Edition Tactics/Adeptus Ministorum
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Orders== ===[[Order of the Valorous Heart]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheValorousHeartEmblem.jpg|100px|left|]] In the grim darkness of the far future, the path of pain tempers the strongest Faith. <br> These sisters are always in a state of imposed penance, as they feel responsible of the [[Age of Apostasy]] and believe it is their solemn duty to repay the Imperium for all the trouble they caused it. They stand, alone, unbending and unbreakable against their foe, bearing the brunt of fire and powering through it, till the battle is won. <br> On the tabletop, they are great at defending and holding positions, as with the right buffs and positioning, you'll be sitting with a 2+ armour save, ignoring all AP-2 weapons. Combined with the 6+ FNP, these girls can dig into an objective like an Alabama tick, infuriating even the most stoic of [[Imperial Fists]] player with how immovable they are. <br> <div class="mw-collapsible-content"> '''Orders Convictions - Stoic Endurance''': 6+ FNP to models with this {{WH40Kkeyword|<ORDER>}}. In addition, ignore AP-1, and ignore AP-2 within 6" of the Imagifier if the Tale of the Stoic is in effect. *This is maybe the best overall {{WH40Kkeyword|<ORDER>}} for your sisters if you are running many infantry units. It helps mitigate one of Sisters' biggest weakness, which is staying power as an army. And is what Shield of Faith should have been all along, not a 6++ on power armoured models. * Ignoring AP-1 all the time is fantastic for power armour models. Ignoring AP-2 when added with Tale of the Stoic given by the Imagifier, the Sisters become much harder to remove. Also has good utility on vehicles. '''Warlord Trait - Impervious to Pain''': 5+ Feel No Pain. Weak tea considering they'll have a 6+ FNP anyway. '''Relics - Casket of Penance''': -1 Toughness to enemy units within 1" of a model with this relic. This is actually kind of handy on a Canoness who wants to be in the thick of it anyway, and since it's a Toughness debuff instead of a to-wound buff, it'll even help your Ecclesiarchy Battle Conclave units or allies. '''Stratagems - Blind Faith (1 CP):''' Use at the start of your Shooting Phase. A single unit may ignore to-hit modifiers. Nice for swatting those thrice-damned xenos flyers. '''Tactics''' * Find an objective. Plop your sisters on it, and refuse to move. Bonus if it's in cover. Out-stay Imperial Fists. Remember to bring bonuses to your Invulnerable save. </div></div> ===[[Order of Our Martyred Lady]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfOurMartyredLadyEmblem.jpg|100px|left|]] In the grim darkness of the far future, Faith is proven with Sacrifice.<br> This order seeks to emulate the sacrifice of their founding [[Saint Katherine]] by any means possible.<br> On the tabletop, they like to die, as you gain power as you take casualties. Intelligent enemies who tend to be selective with what they kill will regret it if they don't finish the job. Even if they do wipe out that unit, they will still have to deal with the fact that they just gave you a new Miracle Die.<br> <div class="mw-collapsible-content"> '''Order Convictions - The Blood of Martyrs''': At the end of any phase other than the Morale Phase where a unit with this Conviction was destroyed, earn a Miracle Die (this is in addition to Miracle Dice earned from the death of a Character that could use AoF). Additionally, add 1 to hit for any unit which has lost at least one model, ''even if the model is later restored''. *An interesting if risky ability which might lend itself to a handful of expendable MSUs backed up by larger units which can have lost models revived by a Hospitaller. This seems like a bit of a double-edged sword, as intelligent opponents will work to wipe entire squads much like Necron Reanimation Protocols...but on the other hand, if they do that they'll still give you those Miracle Dice. **The Spirit of the Martyr Sacred Rite seems like it would be a good fit here since it'll give you even more opportunities to get something useful out of a destroyed unit. '''Warlord Trait - Shield Bearer:''' +1 to wound Characteristic & +1 Armor Save (Max 2+). *Pass, use cover to get a 2+ armor save -OR- better yet, don't let your Character get shot at in the first place. Take Indomitable Belief over this. '''Relics - Martyr's Vengeance:''' Replaces an Inferno Pistol. 12" S9 Inferno Pistol that always rolls 2D6 and picks highest. Not exceedingly useful given how many other good relics Sisters get... but you do wound T8's on 3's (reliably wounding Titans is a thing) and can threaten over-watching with it beyond 6" as long as you have a '6' in your miracle dice pool showing. '''Stratagems - Honor the Martyrs (1CP):''' Use when a Martyred Lady character is slain. For the rest of the battle, Order units re-roll 1 's to hit; but only against the unit that killed the character. *Turns a B-list character into a torpedo that you charge towards your opponents '''Biggest Baddest Deadkilly-est "THING" ''' that they have (i.e. a Titan, Magnus the Red, Chapter Master Smashfucker etc.). Doesn't even matter if they die in the incoming overwatch fire. *Combos with "Test of Faith", "Martyred" or "Divine Intervention" Stratagems. KNOW which you are going to play BEFORE you commit. **"Test of Faith" probably being the bread winner here. Earns 3-5 Miracle dice. **Note: You are NOT getting your sacrificial character back with a Hospitaller's rez and using "Divine Intervention" prevents miracle dice/CP gains for having lost that character that turn... '''Special Characters''' *'''[[Canoness Superior Junith Eruita]]:''' Order of Our Martyred lady unique character that rides atop 'The pulpit of Saint Holline's Basilica'. 10" Fly WS2+ BS2+ S3 T4 W7 A4 Ld9 Sv3+/4++. Armed with TWO Heavy Flamers and a S+2 AP-1 D2 melee weapon, The Mace of Castigation. Importantly, she allows <ORDER> units re-roll 1's to hit AND wound rolls within 6". Improves ALL ADEPTA SORORITAS INFANTRY "Shield of Faith rolls" by 1, regardless of Order. Very cool. If chosen as your warlord she has the "Inspiring Orator" warlord trait, making her Ld10 and <order> units can use her leadership instead if within 6". She counts as a vehicle that when destroyed explodes on a 6 dealing 1 mortal wound to each unit within 3"... and earns you two Miracle Dice. **Its highly suggested that you use Seraphim and/or Zephyrim units to escort her around the tabletop (both escort units will have "Shield of Faith" bumped up to 4++). **Repentia LOVE being near her too... for obvious reasons. **Being able to share Ld10 when chosen as your warlord means morale test are a lot less of an issue; therefore its now possible to run larger units to be able to use this order's convictions. ** Has utility even outside of her Order thanks to her ability to boost Shield of Faith rolls by one. '''Tactics''' *Its surprisingly effective to run Repentia units with this order, each time your opponent kills a unit of them you earn TWO Miracle Dice. **Consider taking a sacrificial vanguard detachment Martyr Repentias to fill up Miracle Dice pools. *Plasma is cheaper than melta, Is better suited against elite troops/bikes AND has the much needed RANGE that sisters generally lack. Granting an army wide re-roll 1 's to hit is just the thing for plasma weaponry effectiveness(honestly everything likes re-rolling 1's). So If you wanted to run a Sisters list with plasma in it here you go. </div></div> ===[[Order of the Ebon Chalice]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheEbonChaliceEmblem.jpg|100px|left|]] In the grim darkness of the far future, there is no place for doubts.<br> This Order is the oldest and most traditional of all the Sisterhood Orders and are also the most blunt and direct. They land, kill the enemy and leave and have no time for pomp and ceremony, and are also the Order that closest resembles the original Daughter of the Emperor in terms of organisation and tactics.<br> On the tabletop, they have the level of faith you imagine Adeptus Ministorum would have: anti-Psyker tools, guaranteed 6s and Maximum Fire<br> <div class="mw-collapsible-content"> '''Orders Convictions - Daughters of the Emperor:''' 5++ FnP against Mortal Wounds. In addition, you may discard a miracle dice when performing an Act of Faith. If you do so, the dice used for the AoF is a 6. *Melta, applied directly to the forehead. *Melta, applied directly to the forehead. *Melta, applied directly to the forehead. '''Warlord Trait - Terrible Knowledge: ''' As long as your Warlord is on the battlefield, the Miracle Dice you gain at the start of the first battle round is a 6. Also, you gain D3 Command Points at the start of the game. *If you're playing Ebon Chalice, spend the CP for Heroine in Training. Worst case, you earn the CP back and then get the Miracle Dice thing. Little reason not to run this. '''Relics - Annunciation of the Creed:''' Replaces a Condemnor Boltgun. 24", RapidFire1, S5, AP-2, Dd3. It can target characters like a sniper (honestly, ALL Condemnor Boltgun should be able to do this GW...) and against Psykers does a flat 3 damage. *Psykers are annoying and usually weak bodied; being able to start shooting them by turn 2 is great. *"Suffer Not the Witch" (1CP) lets you threaten the unusual STRONG BODIED Psykers. '''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... (I didn't NOT want a 5 flamer Dominion squad) '''Special Characters''' '''Tactical Objectives''' '''Tactics''' *Do you like Flamers? Do you like applying meltas directly to the forehead of your enemies? GOOD, cus you're in the right place for both of those things! </div></div> ===[[Order of the Argent Shroud]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheArgentShroudEmblem.jpg|100px|left|]] In the grim darkness of the far future, Actions speak louder than Words.<br> These girls are [[This Guy|absolute she-bros]] and belive that the truest way to worship the Emperor is with the wars of faith they wage, not the hymns they speak. They have taken it as their duty to protect the people of the Emperor and his empire, and will fight to the bitter and bloody end to shield and aid the wider Imperium . <br> On the tabletop, they are the most mobile shooter order. Their infantry and tanks will have the easiest time getting into Rapid fire and Melta range without sacrificing a turn of shooting. <br> <div class="mw-collapsible-content"> '''Order Convictions - Deeds, Not Words''': When a model with this Conviction advances, it can fire its weapons as if moved without Advancing. *More maneuverability never hurt anyone. Combine with new Retributors and their ability to move and ignore the penalty to fire Heavy for incredibly mobile heavy weapons. *Eldar wish they had this, Imagine running Dominion Squad with Stormbolters or Retributor Squad with Multi-Meltas and suffer no penalties. '''Warlord Trait- Selfless Heroism''': 6" Heroic Intervention, moves 6" during it, and fights first. Generally pants. '''Relics - Quicksilver Veil:''' -1 to hit a model with this relic. Nice, but the Iron Surplice is probably better if you really need that character to stick around. '''Stratagems - Faith is Our Shield (1CP)''': 5+ FnP against mortal wounds in the Psychic Phase. '''Tactics''' Argent Shroud tactics can be described in three words: run and gun. Sisters are chronically limited in their threat range, so anything to improve that will greatly benefit them. Obviously advancing is not very consistent but that's what miracle dice are for! Stand out units are obviously Dominions and Retributors since they already are kitted for bear with heavy and special weapons that need to be up close and personal, and both of them have special rules that interact well with your conviction. Dominions only get their scout move when footslogging, so being able to advance and shoot will help make up for the lack of transportation. Retributors can fire their heavy weapons with no penalty after moving, and can stack additional range onto their heavy flamers or multi meltas. </div></div> ===[[Order of the Bloody Rose]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheBloodyRoseEmblem.jpg|100px|left|]] In the grim darkness of the far future, True devotion is proved with blood.<br> The Order of the Bloody Rose embody all the bristling hate and anger that Sisters are known for. They slaughter, kill and purge any thing heretical with a level of seething hatred they make the [[Black Templars]] look calm<br> On the tabletop, They are the most cc focused order. [[Khorne| Aggression]] is rewarded with more attacks and get AP on their fists. Stack more CC buffs then teach them the [[Khorne|fury of the Emperor]]. <br> <div class="mw-collapsible-content"> '''Orders Convictions - Quick to Anger:''' Units with this {{WH40Kkeyword|<ORDER>}} gain +1 attack when they charged/charge/perform a heroic intervention. Pistol and melee weapons get additional AP. *This trait obviously makes your melee units even better , as Repentia and Zephyrim all get extra attacks to kick the shit out of what they ran into (Penitent Engines and Mortifiers do not have the <ORDER> keyword) . However the scary part of the trait is the additional AP-1 on all Pistols and Melee weapons (including your S:User AP:- D:1 "bare hands"). Bolt Pistols? Ap-1. Power Swords? AP-4. Inferno Pistols? '''Fucking AP-5 (INVULNERABLE SAVE OR <b>DIE</b>)!''' Get your Seraphim up to the land raider and watch the horror form on your opponents face when it eats 4 S8 AP-5 D6 shots. And as if that wasn't enough, this trait effects your relics (the Blessed Blade of ass-kicking is now AP-4). [[Rip and Tear]] '''Warlord Trait - Blazing Ire:''' +1 Attack and can Charge & Advance. Not bad, but generally Righteous Rage is more interesting for a beatstick, since it helps to compensate for low Strength. '''Relics - Benificence:''' Replaces a chainsword. S+1, AP-2 D2, give 3 additional attacks instead of just 1 (NOTE: it will become <b>AP-3</b> because of "Quick to Anger"). *Thanks to the conviction, a Canoness with this can have 9 S4 (S5 w/"Tale of the Warrior:") AP-3 D2 attacks. Actually not half bad for a beatstick Canoness! '''Stratagems - Tear Them Down (1 CP):''' Use at the start of the Fight Phase, choose a unit. Attacks made by that Bloody Rose unit get +1 to wound. THIS is what makes you scary to get into melee with. *Dedicated Close Combat units like Zephyrim, Repentia and a Canoness armed with '''Benificence''' or the '''Blade of Admonition''' are the obvious recipients of choice; but don't be hesitant to use this with other units as well. '''Tactics''' There are some armies that Bloody Rose will absolutely brutalise and others that will not be easy to deal with, and this mostly comes from the stats of the sisters themselves, as Regular battle sisters are only S3 with a WS+4, they will need to bring dedicated units to deal with some armies. The clear units to focus on are Repentia, Zephyrim, Seraphim and Celestials. While Repentia and Zeriphyim are obvious, Seraphim are also great choices as the ap modifier affects pistols, so a 5 girl squad with bolt pistols can be a good way to clear infantry squads and Celestials get an extra attack and a WS+3, so can actually slug it out in melee with some melee units or be body guards for Saint DoomSlayer. *'''Imperial guard''', '''Renegade and Heretics''' & '''Genestealer cults''': These armies should be absolute push overs for Bloody Rose units. You have better weapons, better armour saves, better shooting capability and excellent anti infantry options, with decent anti tank. While some of the quicker or tougher units like Genestealers may need some planning to deal with you should be over all fine. Just shoot, run up and dome in the head of the unlucky cultist who got in your way. *'''Eldar''' and '''Dark Eldar''': Again you should be over all fine against both Eldar flavours but they have some units an tactics that can mess up your day if you aren't careful. The psychic powers are one to watch and those nasty Dark Eldar weapons can also be lethal if not dealt correctly. Also their dedicated melee units will require dedicated melee unit (or a shit ton of flamer fire) to deal with. Bring Zeriphym or Repentia with support to deal with Wyches and Banshees and you should be golden. *'''Orks''', '''Daemons''' and '''Tyranids''': Bloody rose are in the interesting position of being able to hit the unit that just charged them back about as hard as they hit them. The main problem is making sure you are not swamped when the fight comes. Bring flamers. Lots of them. A few squads Retributors with heavy flamers, Immolators and Exorcists should be able to thin out the large units of boyz and gaunts, and Repentia and Zephyrim to counter charge should get things sorted. Deal with large monsters and speed freaks with anti-armour. *'''Tau''' Get into melee, but don't die getting there. Same as all other armies. *'''Space marines''' and '''Chaos Space Marines''': These are definitely a harder army to deal with through melee means. If you want to go through with it, bring things to clear out their horde clearing units, like Khorne Berserkers and Land raider crusaders, and try and swamp the fuckers. You'll have more units, and more attacks. Utilize the Tear Them Down strategem and the Zephyrims re-roll wounds. Have Seraphim harass units and Repentia, Penitent engines and Mortifiers to beat their elite units. If you play smart and brutally you can take it, but it will cost you. Oh and avoid characters like Calgar and Abaddon and their death stars. They will cause havoc. *'''Custodians''', '''Harlequins''' and '''Blood Angels''': No. Simply NO. You won't beat these guys in melee. They hit too hard and/or can easily tank what ever you throw at them ... or just kill you first because you will be struggling to wound them while simultaneously taking ''<b>S[</b>I WOUND YOU ON 2's, RE-ROLLING 1's <b>] AP-[</b> YOUR 4++ "Shield of Faith" WON'T BE ENOUGH <b>]</b> <b>D[</b>NOT EVEN 5+++FNP CAN SAVE YOU!<b>]</b>'' hits in return. Harlequins move fast and hit like a motorised, spinning socks full of rocks. Basic Custodians are 2+5++5+++ tanky enough to shrug off everything you throw and will instantly kill what rams into them. Blood Angels have all the bonuses of regular space marines but hit you even harder in melee. You can try and overrun them with weight of number like skinny Orks and sadly... it's honestly your best chance at beating them. *'''Knights''': Run eight Bloody Rose Repentia in a Rhino with an Imagifier and a Preacher. The Preacher grants +1 attack, the Imagifier grants +1 Strength. Your eight Repentia get 4 attacks each, hitting on 4s with rerolls, for an average of 24 hits. Pop the +1 to wound stratagem to wound the Knight on 3s. for an average of 16 wounds. AP-4 cuts straight through the Knight's armor, and you deal an average of 32 damage in a single phase of combat. </div></div> ===[[Order of the Sacred Rose]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheSacredRoseEmblem.jpg|90px|left|]] In the grim darkness of the far future, only the faithful are rewarded.<br> The Sacred Rose aspire to be the unyeilding golden light. They are loyal, unflinching and remain calm in even the most dire of times, and act as beacons of light for all Imperial forces around them helping them rally and find their faith in the Emperor when it has all but vanished.<br> On the tabletop, they are defensively disciplined and more importantly replacing used miracle dice like Command points (the broken not once per turn way). <br> <div class="mw-collapsible-content"> '''Orders Convictions - Devote Serenity''': Overwatch on a 5+ and never lose more than 1 model on a failed LD test. Additionally, whenever you use a miracle dice for an act of faith, roll a D6. On a 5+, gain a miracle dice. *Consider using a 'sacrificial' Martyred Lady screening detachment (i.e. Vanguard of Dominions)for your army to help fill up your miracle dice pool. *Celestian squads have the "Exceptional Proficiency" stratagem allowing you to re-roll your hit (~55% hit chance now) & wounds rolls for your 5+ overwatch. '''Warlord Trait - Light of the Emperor:''' When you perform an Act of Faith with this Warlord, do not roll for the Devote Serenity Conviction. You automatically gain a Miracle Dice. * In short, your warlord will always be using a miracle die and returning a miracle die. You should do so every turn, even if its just to 'advance 2" ' because you are basically re-rolling a dies' results FOR FREE. (BTW, nothing in the rules forces you to move anywhere when you declare an advance) **Combo with "Vessel of the Emperor's Will" stratagem, earn TWO Miracle Dice... '''Relics - Light of St. Agnatha:''' Replaces a Brazier of Holy Fire. -1 to Leadership of Daemons within 6". Does the same thing as the Brazier- when firing during the shooting phase or on overwatch may roll a dice and on a 2+ it does D3 mortal wounds to target unit 12" away, D6 to Daemons- except this one you can <i><b>discard</b> a Miracle Dice to keep it lit and able to be used again.</i> Fizzles out permanently if you don't spend the miracle die. *Great way to dish out mortal wounds. *Would combo well with "Light of the Emperor" Warlord Trait above... except you can't because "<b>discard</b>" isn't the same as "performing an Act of Faith". '''Stratagems - The Emperor's Judgement (1 CP):''' Pick a unit that is firing Overwatch or chosen to shoot during the Shooting Phase. Unmodified hit roll of 6+ for a Bolt weapon gets an additional hit. *Pass... you just aren't going to have enough 'Bolt' shots to be able to capitalize on the exploding 6's. Save your CP for better things. Save your miracle dice for better things. *(sigh) Combining with "Blessed Bolts" sounds good... but again its 1CP to <i>MAYBE</i> net 1-2 more bolt hits. Now you want to double down and spending another CP? May the God Emperor bless your shooting. '''Tactics''' *Spam "Light of the Emperor" Warlord Trait + "Vessel of the Emperor's Will" stratagem combo. **Consider giving "Light of St. Agnatha" relic as well for some sweet sweet 12" mortal wound action *Use Battle Sanctum terrain (50-Pts ea, 3 for 150-Pts). **Note - you only get 1 miracle dice per turn regardless of how many sanctums you have on the board. However, multiples does mean that you don't need to remain stationed in one building all game *Use Cheerleader Canoness (ideally ON a Battle Sanctum). *Use Incensor Cherub trick to capture extra miracle dice. *Take "Light of the Emperor" as your Sacred Rites. Don't forget roll for morale "every turn you take a casualty", TWICE! *Consider using a sacrificial Martyred Lady detachment. </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information