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===Special Rules=== *'''Acts of Faith:''' Still the same system from the Digital Codex. Each unit can only use one Act of Faith per game for each unit, unless you take a Simulacrum Imperialis. On a Ld test you pass and it comes into play, giving the Sisters a little bonus for a short period, otherwise you fail and your Sisters gain nothing (though veteran players will feel right at home). Make sure that there's nothing nearby reducing the ladies leadership when they start praying. You can't attempt AoF unless the whole unit has Act of Faith / War Hymns (Sisters are very puritan about who can and can't receive miracles). Each of the Sisters' units has its own Act (see below). *'''Shield of Faith:''' Pretty much everybody in the army gets Adamantium Will and a 6++ invulnerable save... you know, in case your enemy brought a ton of plasma or something, which, come to think of it, they probably did given that this is the plasmaspam edition and all. It's also useful against pain in the ass template weapons (looking at you, Helldrake). In case your opponent hits you with something that can punch through your 3+ save (or 4/5+ cover save), you've got a 1/6th chance to save your little dudettes, which is 17% better than the average Marine, so don't forget it. All in all, not great, but not bad either for an army-wide rule. Also, while the extra point of toughness on a space marine will be more useful against most small arms fire, SoF makes your basic Sisters more likely to survive a Power Fist to the face than the average Marine, which is highly amusing. :Do not forget Adamantium Will, it moves your chances of negating psychic warp charges from 17% to 33%, however, this should not change your attitude towards allocating deny the witch charges, still throw the same as necessary because you still need to overcome your opponent's casting successes. ::It's very (VERY) important to remember that it works for vehicles as well (6++ and Adamantium Will). So if your opponent fires off a Psychic power that can hurt vehicles (like Eldritch Storm) you get a 5+ roll for each charge you allocate (yes vehicles get to Deny the Witch too), even before cover/invul saves. And it'll also occasionally make meltabombs bounce off which will make your opponent rage. *'''Martyrdom:''' If a model with this rule is your Warlord and gets killed, Sisters get all hot and bothered and pass all their leadership tests until the end of your next turn. All of your HQ's have this rule and when they die, it usually means that the rest of the Sisters who haven't used their AoF yet will be able to spam their AoFs in addition to not running away scared. There's the possibility of sacrificing your warlord in order to make your next turn hurt, but resist the urge - it's a nice bonus, sure, but never worth giving up your HQ (especially with their cheap, powerful special rules (you ARE taking Jacobus, right?)). It's also worth noting that this may mean your Opponent will be reluctant to off your warlord if you have multiple units with primed acts of faith in a position to use them so make sure to strategically "remind" your opponent of this rule every so often.
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