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==Special Rules== *All Troops gain Objective Secured. *'''Armour of Contempt:''' <s>The Q2 2022 Balance Dataslate came ringing in again to show how much GW fucking LOVES Space Marines, and this just so happens to have spilled over to the sisters because of fringe benefits. Now any attacks against your {{W40kKeyword|Adepta Sororitas}} models reduce their AP by 1, protecting them a little more from bolter and shuriken fire. This does not stack with shields (which sadly denies the Celestian Sacresants) and if you're using any other worsening or AP reducing effect.</s> NO LONGER RELEVANT AS OF THE Q1 2023 BALANCE DATASLATE. *'''Decree Passive''': One detachment can only have one Canoness and Missionary in a detachment, which stings with the value of the priests. On top of that, you can't have more {{W40kKeyword|Cult Imperialis Priest}} models than you have {{W40kKeyword|Adepta Sororitas Character}} models. *'''Shield of Faith''': Every Sisters unit has a 6+ invul, and can Deny the Witch with 1d6, with 6s being auto-denies. If you're facing a psyker-heavy army, you can take a specific Sacred Rite to auto-deny on 5+. The 6+ invul can be buffed with a few different units. *'''Order Convictions''': Standard sub-faction rules if all units, exluiding units without the <ORDER>, are from the same <ORDER>. *'''Acts of Faith''': Good old miracle dice, how to obtain and use them. *'''Sacred Rites''': Another additional army wide buff you chose after selecting the mission. Melee armies should always take The Passion for exploding 6s. Hand of the Emperor is a nice +1 to advancing and charging if you really need it. Spirit of the Martyrs might work if you don't have any melee and are against a meele heavy army. Aegies of the Emperor is the worst fear of psychic heavy armies, essencially making it so that 1/3 of their powers are auto denied. Divine Guidence is a worse The passion, but for shooting, might works if thats the focus of your list. Lastly Light of the emperor let's you ignore modifiers to combat atrittion, which is mostly useless. *'''Zealot''': Found on a few of your powerful melee units, this rule lets units with it reroll all their misses in combat in a turn in which they charged, were charged, or performed a heroic intervention. It turns the 4+ WS some of those units have into a 75% chance to hit, better than a 3+. ===Blessings of the Faithful=== As with Masters of the Chapter and Lords of Commorragh, the Sisters also have a special upgrade that costs points and PL to grant a canoness or palatine a special upgrade and blessing to any that come within Miracle Range. The first half is always on. The second part is activated once per game and requires the use of a miracle die - the value of the die used is the Miracle Range. *Miraculous Ability is an aura that has to be activated each turn by sacrificing a miracle die in the command phase. When you spend it, the value of the die determines the range of this miracle, with a 1 making the range 1", a 2-5 making the range 3", and a 6 making it 6". <tabs> <tab name="Word of the Emperor"> The most expensive, and for damn good reason. You can mark one enemy unit within 3" of your character to fight last, which is always useful for your less-than-tanky women. In addition, an {{W40kKeyword|<order> Core}} or {{W40kKeyword|<Order> Character}} unit that fights within Miracle Range can punch past any invulns, stripping the chief defense of Harlequins and Mechanicus. 40 points. </tab> <tab name="Rapturous Blows">Your characters's non-relic melee weapons all add +1 to Strength and Damage, which makes for a very good pick for a Bloody Rose character. The miracle aura allows those within it to deal a mortal wound when they roll a natural 6 to wound. Support leaders need not apply, you've got other buffs to use. 25points </tab> <tab name="Blinding Radiance">All ranged shots against the character take -1 to wound, which is something you desperately need to keep these ladies alive. Their miraculous aura lets enemies who shoot a friendly {{W40kKeyword|<order> Core}} or {{W40kKeyword|<Order> Character}} units to suffer a -1 to hit. 30points </tab> <tab name="The Emperor's Grace"> Your character heals d3 wounds each turn. Any time an enemy tries to shoot a friendly {{W40kKeyword|<order> Core}} or {{W40kKeyword|<Order> Character}} within miracle range, that enemy can't re-roll any hit or wound rolls. Simply put this is your tanky option. 20points </tab> <tab name="Righteous Judgment"> This character can automatically snipe other characters and any nat 6 to wound with a ranged attack deals a MW on top of their base damage. Their miracle aura allows friendly {{W40kKeyword|<order> Core}} or {{W40kKeyword|<Order> Character}} to ignore all cover when shooting. Simply put, this blessing is made entirely to support a massive gunline with Retributors and Dominions. 25points </tab> <tab name="Divine Deliverance"> During the enemy command phase, pick an enemy within 6" of the character and roll 3d6 - exceeding the unit's Ld score renders one of their auras inactive until their next command phase, letting you shut off other HQs. The miracle aura allows neighboring {{W40kKeyword|<order> Core}} or {{W40kKeyword|<Order> Character}} units that kill an enemy model with a shot to reduce their target unit's Ld by 1 to a maximum of -3. 15points </tab> </tabs> ===Acts of Faith=== Acts of Faith is the unique mechanic for Adepta Sororitas units. It's exclusive to the Sisters themselves, and not other Ecclesiarchy units — important to note, you lose all Acts of Faith and Miracle Dice if your army contains any units that are not {{W40kKeyword|Adepta Sororitas}}, {{W40kKeyword|Agents of the Imperium}}/{{W40kKeyword|Cult Imperialis}}, or {{W40kKeyword|Unaligned}}. Simply put, it lets you generate Miracle Dice, and then save those dice to spend later. You gain one per turn, and earn one more at the end of a phase if at least one of the following conditions is met: *'''Vengeance:''' Destroy an enemy unit using a unit with the Acts of Faith ability. *'''Sacrifice:''' A {{WH40Kkeyword|Character}} with the Acts of Faith ability is slain. Several units or upgrades also grant or otherwise boost miracle dice - these will be looked into later. To generate a Miracle Die, roll it and then set it aside, keeping it face up on whatever number it landed on. Once you've generated a Miracle Die, you can use them in an Act of Faith whenever appropriate. You can only use one Act of Faith per phase. Before rolling a die, you simply grab a Miracle Die from the pool, and place it instead of rolling the die in question, using its result from earlier. You can use Miracle Dice in the following situations. *Hit Roll *Wound Roll *Damage Roll *Saving Throw *Advance Roll *Charge Roll *Morale Test You ''cannot'' use miracle dice for other types of dice rolls, such as the number of attacks for a weapon that makes random attacks. In addition, because you can (usually) only make one Act of Faith per turn, and attacks are technically fully resolved one at a time, you can only use one die when making attacks - no fair using two 6s with melta weapons to do 12 damage and blow up that tank immediately. You can, on the other hand, use two miracle dice on a charge roll, since charge rolls are a single roll of 2d6. This means that it's fairly easy to guarantee a 9" charge roll. Miracle dice don't go away if they aren't spent, they save up forever. If you want to hold onto that 6 for a critical use on an inferno pistol's overwatch roll, you can. Don't ignore those 1s and 2s you roll, either. 1s can be spent to automatically pass morale, and there are several stratagems that make you spend miracle dice but don't care about the value of the dice spent. ===Sacred Rites=== Similarly to the AdMech's Canticles of the Omnissiah, {{W40kKeyword|Adeptus Ministorum}} units with this special rule (basically, all the sisters units and none of the non-sister units) gain a free a buff of their choice (or if you roll for it, you can take two). Unlike the cogboys, these are picked at the beginning of the game and cannot be changed in mid-battle other than with a stratagem. In 9th edition you actually keep Sacred Rites if you take allies from other codexes (but you lose Acts of Faith now so it's still not worth it). *'''Hand of the Emperor''': Add 1 to advance and charge rolls. ** This is probably the best option all around, especially for melee-heavy units, but also good for Argent Shroud units that can fire while advancing. **Not when The Passion exists. *'''Spirit of the Martyr''': If a model is killed in melee, they can deal a MW before dying on a 6+. *'''Aegis of the Emperor''': When a unit attempts to Deny the Witch using Shield of Faith, a natural 5+ shuts down the power. *'''Divine Guidance''': Ranged attacks that roll an unmodified 6 to wound improve AP by 1. ** Bolt and flame weapons are both weight of fire weapons so plenty of chances for this to happen. A good all-rounder choice for a shooty list. *'''The Passion''': Melee attacks that roll a natural 6 to hit score an extra hit. ** Sororitas have plenty of melee attacks to take advantage of this, especially Bloody Rose with a priest nearby. Mathematically, this is roughly the same as +1 to hit. ** Except that it isn't just equivalent to +1 to hit because the Zealot rule is stapled to units like Repentia, and full rerolls to hit can be given out to by Morvenn Vahl to everything relevant. The Passion is unambiguously the best of the Sacred Rites you can pick and competitive players sometimes write "always pick the passion" on their list submissions in case they forget to declare it at the start of the game. *'''Light of the Emperor''': You can re-roll the dice for combat attrition. **Not particularly useful. Morale rarely matters to you anyway. ===Hymns of Battle=== Getting thrown a much-overdue bone, your priests all gain prayers that the chaplains got to enjoy last edition. While your average ministorum priests get War Hymn and one of the first three hymns, your Dogmatas get to pick any from the following: *'''War Hymn:''' The one open to all priests. Grants an extra attack to one {{W40kKeyword|Adeptus Ministorum Core, Character,}} or {{W40kKeyword|Engine of Redemption}} unit within 6". Sucks that it's now something that isn't always up. Expect to rely on this a ton. *#'''Refrain of Blazing Piety:''' An enemy unit within 12" of the priest suffers d3 Mortal Wounds, which maxes out if the enemy has the {{W40kKeyword|Chaos}} keyword. If you're throwing your priest at a blob and need a few more hits, there's no harm in trying this. *#'''Chorus of Spiritual Fortitude:''' One {{W40kKeyword|Adeptus Ministorum Core, Character}} or {{W40kKeyword|Engine of Redemption}} unit within 6" is immediately freed of any psychic powers and can't be targeted by any more psykers until the next command phase. *#'''Psalm of Righteous Smiting:''' The priest gains +1 to Attacks and Strength and their non-relic melee weapons improve their AP by 1. In addition, they can fight twice this turn. This is the hymn of choice for a smash priest. *#'''Litany of Enduring Faith:''' One {{W40kKeyword|Adeptus Ministorum Core}} or {{W40kKeyword|Character}} unit within 6" improves its Shield of Faith save by 1. *#'''Verse of Holy Piety:''' One {{W40kKeyword|Adeptus Ministorum Core}} or {{W40kKeyword|Character}} unit within 6" can use an additional Sacred Rite for the turn. *#'''Catechism of Repugnance:''' One {{W40kKeyword|Adeptus Ministorum Core}} or {{W40kKeyword|Character}} unit within 6" that fires a bolt weapon auto-wounds on a nat 6 to hit and improves the AP of their gun when firing within half range.
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