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!
===Allies=== Rule I: If your detachment includes any units that aren't ADEPTUS MINISTORUM, you lose your Sacred Rites, so keep in mind that by dabbling in the wider Imperium you're making a tradeoff. Rule II: Sisters' primary weakness is access to S9 and above, and long ranged firepower. The only weapon in their list that reaches beyond 36" is the Exorcist, and other than that their entire anti tank arsenal is melta weapons. They also have no access to psychic powers of their own. Keep this in mind when selecting your allies. * ''Inquisition'': An exception to Rule I, thanks to the White Dwarf codex, a Sisters force can include a single INQUISITOR in one of their detachments without losing their Sacred Rites or that detachment's Order Conviction, this is very helpful as Inquisition can provide you with much needed Psyker support. Furthermore, for 1CP you can give them a Warlord trait and (if not a named character) a Relic. Each of the Ordos has its role: Ordo Xenos can provide CP recycling, helpful if you aren't running double battalion. Ordo Hereticus has access to the Ascertainment power, which is the best anti-melee debuff in the game and can keep your fragile melee units in the running long enough for them to do their job. Ordo Malleus gets additional casts and debuffs, helping even more with psychic powers. All of the named Inquisitors can fulfill useful roles as well, but the top choices are: **Basic Inquisitor - CP farming - Mental Interrogation psychic power, Esoteric Lore warlord trait and Seize For Interrogation stratagem; switch the bolt pistol for a Boltgun and take the Blackshroud Relic. For support swap Mental Interrogation for Terrify. **Hector Rex - Deny the witch - Psychic Mastery warlord trait: knows 3, casts 3 and denies 4 (with +1 within 12"). Powers should be: Mental Interrogation to generate CP, Terrify to bypass overwatch, and Dominate (Or Castigation). Tanky (2+/3++), can deep strike, and he is BRUTAL vs daemons. **Coteaz - Points efficient all-rounder - Psychic Mastery warlord trait: knows 2, casts 3 and denies 2 with solid offense and defense and an interesting ability. Powers should be: Mental Interrogation to generate CP and Terrify to bypass overwatch. **Karamazov - LD buff/ Hold the line - LD11 in a 12" bubble is going to make low LD hold their ground and makes a nice counter-charger. Your trade off is no psychic powers but some psychic defense. * ''Assassins'': Unlike Inquisitors, Assassins do make you lose your sacred rites, even if you use the stratagem to add one - unlike the Inquisitor rules, the Assassin rules don't specify that they let you keep Doctrines and similar abilities. One will set you back 95 reinforcement points and 2CP, but you choose which one of the four available assassins <b>during deployment</b>. The two assassins most likely to earn back their pointage in a game are the Culexus & Vindicare assassins. As a general rule you should probably take the Vindicare assassin as your 'default choice' for his long-range (72") anti-'Chapter Master SmashFucker' (or equivalent character) fire support unit, and the Culexus when your opponents has pesky psykers you'd rather not have casting. Eversor & Callidus have their uses too, both are solid melee units that can 'UN-alive' most <b>CHARACTERS</b> you charge them into. Regardless of which you chose note that each of them have two unique individualized stratagems that can be played to them and all can play "Priority Threat Neutralized (1CP)" should any of them actually kill their mark (White Dwarf issue of March 2019). ** Fun fact, they all have the CHARACTER keyword themselves, as a reminder this means they can't be shot at unless they are the closest model. * ''Imperial Guard'': The fluffiest choice, right up there with Inquisition and Black Templars. One of the few choices that won't really make you miss Sacred Rites. What Guard lack are elite and mobile infantry units (Scions move just like everybody else once they land); what Sisters lack are ranged artillery, psychic powers, and cheap bodies. Given that Celestine buffs Guardsmen (she gives them a 6++ invul bubble, which can be bumped up to a 5++ via the Psychic Barrier power) and that there are some units that overlap between armies, it's clear that soup isn't entirely off the menu. Bullgryns can also use their 1CP stratagem in The Greater Good to stack a -1 To Hit modifier on any Infantry unit near them if they're closer to the shooting unit... and that will benefit even the Triumph of St. Katherine. [more to be added]
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