Codex - Sisters of Battle: /tg/ edition

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On this page: Sisters are updated into an army that's worth more than the armor paint the Grey Knights use them for.

Overall Rules[edit]

  • Faithful [X]: A unit with this special rule contributes X faith points to to your Faith Points total. Additionally, in every assault phase where Force weapons are used against a unit containing a least one model with this special rule, roll a d6 after charges are declared but before any blows are struck. If the result is 4+, then the Force weapon is considered a Power Weapon of the same type.
  • Shield of Faith: Models with this rule have 6+ invulnerable save.
  • Witchhunt: Weapons with this rule have Poisoned (4+) and AP 2 against Psykers.
  • Righteous Rage: Every model in the unit has Hatred USR.
  • Angelic Visage: The unit may re-roll failed Tests of Faith and failed invulnerability saves granted by Shield of Faith.

Faith[edit]

  • At the start of each of your turns you gain a number of Faith Points equal to you Faith Point total.
  • At the start of each of your opponent's turns you gain a number of Faith Points equal to you Faith Point total halved (rounded down).
  • At the end of every turn the number of Faith Points you currently possess is halved (rounded down). There's no limit to the number of Faith Points you can possess per turn.
  • Faith points are global and can be used for Acts of Faith. To use an Act of Faith you first have to spend the indicated amount of Faith Points, then you may perform a Test of Faith which is a simple Leadership test. If the Test of Faith is successful the described effects occur. If the Test of Faith is not successful nothing further happens. In either way the faith points are spent.

Global Acts of Faith[edit]

Aside from where stated otherwise the following Acts of Faith can be performed by all units with the Acts of Faith special rule. You may only perform a Test of Faith in the stated phase.

  • Hand of the Emperor: Costs 1 Faith Point. During either player's Assault phase, you may perform a Test of Faith before to hit rolls are made. Models in the unit gain +1S and +1T for that assault phase, but cannot strike above I2.
  • Divine Guidance: Costs 1 Faith Point. During your shooting phase or either player's Assault phase, you may perform a Test of Faith after to hit rolls are made by your models, but before rolling to wound. For that phase, your weapons gain the Rending USR.
  • Light of the Emperor: Costs 2 Faith Points. At the beginning of either player's Assault phase, you may perform a Test of Faith. For that Assault Phase, that unit gains the Fearless USR. If the unit contains five models or fewer, they gain +1A. If this Act of Faith succeeds while the unit is fleeing, it immediately regroups with no morale checks required.
  • Spirit of the Martyr: Costs 1 Faith Point. During your movement phase, you may perform a Test of Faith before moving the unit. Until your next movement phase, models in the unit gain the Feel No Pain USR. If they already had Feel No Pain, it is improved by 1.

Sororita Warlord Abilities[edit]

Instead of rolling on the General Warlord Table in the Warhammer 40k Rulebook, a Sisters of Battle Warlord may roll on this table instead.

  1. Deep Faith: The warlord has its Faithful value increased by 1. (e.g. A Canoness would have Faithful [3].)
  2. Beacon of Hope: Once per battle, you can use an Act of Faith without spending Faith Points and without performing a Test of Faith.
  3. Witchhuntress: The warlord and every unit within 12" of her gain Adamantine Will USR.
  4. Like an Angel of Death: The warlord and every unit within 6" gain the And They Shall Know No Fear USR.
  5. Uprisings' Crusher: The warlord and the unit she's attached to gain the Stealth (Ruins and debris) and Hatred (Chaos Cultists and Dark Apostles) USR.
  6. To the Bitter End: The warlord gains the It Will Not Die USR.

Armory[edit]

Blessed Artifacts[edit]

You can take each of these items only once per army. Each model may only carry one blessed artifact.

  • Brazier of Holy Fire (10 pts.): Melee, S User, AP -, May be used once per battle as a flamer (Range Template, S 4, AP 5).
  • Blade of Admonition (20 pts.): Melee, S +2, AP d6, The d6 is rolled at the start of every Close Combat round.
  • Mace of Chastisement (30 pts.): Melee, S +2, AP 4, Concussive, Witchhunt, +1A
  • Book of St. Lucius (5 pts.): Any friendly models within 6" may use the bearer's unmodified Leadership value for Morale checks or Pinning tests.
  • Cloak of St. Aspira (20 pts.): Grants +1 bonus to Armor Save and Deny the Witch rolls.
  • Mantle of Ophelia (40 pts.): Model gains the Eternal Warrior USR.

Melee Weapons[edit]

The model can exchange any of her weapons with one of the following:

  • Power Weapons (10 pts. each)
    • Power Sword: Melee, S User, AP 3.
    • Power Axe: Melee, S +1, AP 2, Unwieldy.
    • Power Maul: Melee, S +2, AP 4, Concussive.
    • Power Lance: Melee, S +1/user's, AP 3/4 (the first profile is only used in the first round of combat)
    • Power Stake: Melee, S +1, AP 4, Witchhunt.
  • Neural Whip (15 pts.): Melee, S 8, AP 3, Strikes against target's unmodified leadership, no effect against vehicles.
  • Eviscerator (25 pts.): Melee, S x2, AP 2, Armourbane, Unwieldy, Two Handed.

Ranged Weapons[edit]

The model can exchange any of her weapons with one of the following:

  • Storm Bolter (5 pts.): Range 24", S 4, AP 5, Assault 2.
  • Hand Flamer (5 pts.): Range Template, S 3, AP 6, Pistol
  • Inferno Pistol (10 pts.): Range 6", S 8, AP 1, Pistol, Melta.
  • Combi-Weapons (10 pts. each): Combi-weapons may be fired as a bolter or once per game with the alternate weapon profile.
    • Combi-Flamer; Alternate weapon profile: Range Template, S 4, AP 5, Assault 1.
    • Combi-Melta; Alternate weapon profile: Range 12", S 8, AP 1, Assault 1, Melta.
    • Combi-Plasma; Alternate weapon profile: Range 24", S 7, AP 2, Rapid Fire, Gets Hot!.
    • Condemnor Boltgun; Alternate weapon profile: Range 24", S 5, AP -, Assault 1, Witchhunt.
  • Plasma Pistol (15 pts.): Range 12", S 7, AP 2, Pistol, Gets Hot!.

Special Issue Wargear[edit]

The model may take any of the following items:

  • Bionics (5 pts.): Model gains Feel no pain +6.
  • Purity seals (5 pts.): Roll an extra d6 when determining fall back distance and discard one d6 of your choice.
  • Auspex (15 pts): Character, may lower the cover save value of an enemy unit within 12" by 1.
  • Melta bombs (5 pts.): Melee, S 8, AP 1, Armorbane, Unwieldy.
  • Inferno Bolts (10 pts.): A model equipped with inferno bolts rerolls failed To Wound rolls for bolt pistols, bolter, storm bolter or heavy bolter.
  • Holy Prometheum (10 pts.): A model equipped with holy promethium treats hand flamer, flamer and heavy flamer as pinning weapons.

Holy Banners[edit]

  • Holy Icon (10 pts.): Any friendly unit with with a model within 6" of the vehicle adds 1 to its Leadership for the purposes of taking any Morale checks and Pinning tests, up to a maximum of 10. The effects of multiple Holy Icons are not cumulative.
  • Sacred Banner of the Order (15 pts.) (Sororitas Command Squad only): Any Sisters of Battle unit within 12" of the banner bearer re-rolls failed Morale and Pinning tests. In addition, while the Banner Bearer is still alive, the Sororitas Command Squad counts as having scored one extra wound in close combat for the purposes of calculating the assault result.
  • Simulacrum Imperialis (20 pts.): Units with this item can reroll Acts of Faith attempts.

Vehicle Armory[edit]

  • Dozer Blade (5 pts.): See the Rulebook entry.
  • Pintle-mounted Storm bolter (5 pts.): Range 24", S 4, AP 5, Assault 2.
  • Extra Armour (10 pts.): See the Rulebook entry.
  • Hunter-killer missile (10 pts.): Range Unlimited, S 8, AP 3, Heavy 1, One Shot.
  • Inferno Bolts (10 pts.): See Special Issue Wargear entry.
  • Holy Prometheum (10 pts.): See Special Issue Wargear entry.
  • Holy Icon (10 pts.): See Holy Banners entry.
  • Laud Hailer (10 pts.): When any Sisters of Battle unit within 12" of a model with a Laud Hailer successfully makes an Act of Faith, roll a D6 straight away. On a 6, your army immediately gains a single Faith Point.

Units[edit]

HQ[edit]

Living Saint Celestine[edit]

175 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Saint Celestine 7 7 4 4 3 6 5 10 2+/4++ Jump Infantry (C) 1 (Unique)


Special Rules:

  • Faithful [3].
  • Fearless.
  • Eternal Warrior.
  • Independent Character.
  • Divine Will: Celestine succeeds Deny the Witch rolls on a roll of a 4+ on a d6.
  • Acts of Faith:
    • Protective Dome: Costs 3 Faith Points. At the beginning your movement phase, you may perform a Test of Faith. Celestine can cast a great barrier of light which lasts until her next movement phase. Vehicles and units with at least one model within 12" have a 5+ Invulnerable save, or if their invulnerable save is already 5+ or better, it is improved by 1.
  • Miraculous Intervention: When Celestine is removed as a casualty place a marker where she stood. You may spend 1 Faith Point at the beginning of your next subsequent turns to roll a d6. On 4 or higher you may return Celestine to the battlefield with d3 wounds within 1" of the marker. If it would put her within 1" of an enemy model move her to the minimum distance required to avoid being placed in 1". Celestine may not assault on the turn she is resurrected.

Warlord Traits:

  • Deep Faith.

Wargear:

  • The Ardent Blade: Melee, S +2, AP 2, may be fired as a flamer (template, S 4, AP 5 assault 1) in the shooting phase.
  • Armour of Saint Katherine: Grants a 2+ Armour save, and a 4+ Invulnerable save to Saint Celestine, due to having a built-in Rosarius.
  • Wings of Faith: Such is the Faith of Saint Celestine, that she soars above the battlefield, striking down the enemies of humanity like an Angel of Retribution. Celestine counts as having assault grenades and has the Hit and Run USR. In addition, Celestine may always make an additional move of up to 6" in the assault phase if she is not engaged in close combat and hasn't joined a squad. She may use this move on the turn she deep strikes.

Arch-Confessor Kyrinov[edit]

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Kyrinov 5 5 3 3 3 4 3 10 4+ Infantry (C) 1 (Unique)


Special Rules:

  • Faithful [2].
  • Independent Character.
  • Shield of Faith.
  • Acts of Faith.
  • Rightious Rage.
  • Zealot.
  • Hightened Fervour, Kyrinov counts as equipped with a Laud Hailer and a Simulacrum Imperialis.

Warlord Traits:

  • Beacon of Hope.

Wargear:

  • Bolt Pistol.
  • Flak Armour.
  • Frag granades.
  • Krak granades.
  • Rosarius (Grants the wearer a 4+ Invulnerable save).
  • Icon of Chiros, All friendly units within 6" have the Fearless USR.
  • Mace of Valaan, Range Melee, S +2, AP 3, Concussive.

Uriah Jacoubus, Protector of Faith[edit]

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Uriah Jacoubus 5 5 3 3 3 4 3 10 4+ Infantry (C) 1 (Unique)


Special Rules:

  • Faithful [2].
  • Independent Character.
  • Shield of Faith.
  • Acts of Faith.
  • Rightious Rage.
  • Zealot.
  • Protector of Faith, All of Uriah's weapons have Witchhunt.

Warlord Traits:

  • Blasphemer's Bane.

Wargear:

  • Bolt Pistol.
  • Chain Sword.
  • Flak Armour.
  • Frag granades.
  • Krak granades.
  • Rosarius.
  • The Redeemer, Range 24", S 4, AP 4, Assault 2.
  • Banner of Sanctity, Models in Uriah's unit have +1 A and Feel no Pain.

Canoness[edit]

60 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Canoness 5 5 3 3 3 4 3 10 3+ Infantry (C) 1 Canoness


Special Rules:

  • Faithful [2].
  • Independent Character.
  • Shield of Faith.
  • Acts of Faith.
    • The Passion: Costs 1 Faith Point. At the beginning of your Assault phase, you may perform a Test of Faith. The Canoness and the squad she is attached to gain +1I and the Preferred Enemy (Everything) USR until the start of her next assault phase.

Wargear:

  • Bolt Pistol.
  • Close combat weapon.
  • Power Armour.
  • Frag granades.
  • Krak granades.

Options:

  • May take equipment from the Blessed Artifacts, Melee Weapons, Ranged Weapons and Special Issue Wargear lists.
  • May replace her Power Armour with an Artificer Armour for 15 pts.
  • May replace her close combat weapon with a bolter for free.
  • May take a Rosarius for 20 pts.
  • May take Jump Pack for 25 points, which changes the Canoness type to Jump Infantry.

Ecclesiarchy Confessor[edit]

70 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Confessor 5 5 3 3 3 4 3 10 4+ Infantry (C) 1 Confessor


Special Rules:

  • Faithful [2].
  • Independent Character.
  • Shield of Faith.
  • Acts of Faith.
  • Righteous Rage.
  • Zealot.

Wargear:

  • Las Pistol.
  • Close combat weapon.
  • Flak Armour.
  • Frag granades.
  • Krak granades.
  • Rosarius.

Options:

  • May take equipment from the Blessed Artifacts, Melee Weapons, Ranged Weapons and Special Issue Wargear lists.
  • May exchange his laspistol or close combat weapon for a bolt pistol, bolter or shotgun (+2 pts.).
  • May have a plasma gun for 15 points.

Sororitas Command Squad[edit]

85 pts.

You can take a Sororitas Command Squad for every Canoness without Jump Pack or Confessor (including Uriah Jacoubus and Arch-Confessor Kyrinov) in your army. The Sororitas Command Squad doesn't take up an HQ choice but counts as one.

WS BS S T W I A Ld Sv Unit Type Composition
Celestian 4 4 3 3 1 4 1 9 3+ Infantry 3 Celestians
Hospitaler 4 4 3 3 1 4 1 9 3+ Infantry (C) 1 Hospitaler
Dialogus 4 4 3 3 1 4 1 9 3+ Infantry (C) 1 Dialogus


Special Rules:

  • Faithful [1].
  • Shield of Faith.
  • Acts of Faith.
    • Serve and Protect: Costs 1 Faith Point. At the beginning of the enemy player's Shooting phase, you may perform a Test of Faith. All Celestians in this unit automaticlly succeed Look Out Sir rolls.

Wargear:

  • Bolter (Celestian only).
  • Bolt pistol.
  • Power Armour.
  • Frag grenades.
  • Krak grenades.
  • Laud Hailer (Dialogus only).
  • Chirurgeon's tools (Hospitaler only): As long as the hospitaler is alive, the entire unit has Feel No Pain.

Options:

  • Any Celestian may exchange her bolter for a storm bolter or a combi-weapon for +5 pts.
  • Any Celestian may take a Close combat weapon for +2 pts. each.
  • One Celestian may exchange her bolter for one of the following:
    • flamer (+5 pts.)
    • meltagun or heavy flamer (+10 pts.)
  • One Celestian not carrying a special or heavy weapon may choose an item from the Holy Banners list.
  • The squad may take a Rhino or an Immolator as a Dedicated Transport.

Elites[edit]

Preacher[edit]

30 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Preacher 3 3 3 3 1 4 2 7 5+ Infantry (C)


Special Rules:

  • Shield of Faith
  • Acts of Faith
  • Righteous Rage
  • Zealot
  • Companion: A preacher may never be fielded separately, but does not take up an elite slot. The following squads may be accompanied by a preacher: Repentia Squad, Celestian Squad, Battle Conclave (cost included), and Retributor Squad.

Wargear:

  • Preacher:
    • Flak armour.
    • Close combat weapon.
    • Laspistol.
    • Frag grenades.
    • Krak grenades.
    • Rosarius.

Options:

  • The Preacher may choose equipment from the Melee weapons, Ranged Weapons and Holy Banners lists.
  • The Preacher may exchange his laspistol with a bolt pistol (2 pts.)
  • The Preacher may exchange his close combat weapon with one of the following:
    • a bolter or shotgun (2 pts)
    • a Meltagun (10 pts)
    • a Flamer (5 pts.)

Celestian Squad[edit]

80 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Celestian 4 4 3 3 1 4 1 9 3+ Infantry 4 Celestians
Celestian Superior 4 4 3 3 1 4 2 9 3+ Infantry (C) 1 Celestian Superior


Special Rules:

  • Faithful [1].
  • Shield of Faith.
  • Acts of Faith.

Wargear:

  • Celestian and Superior:
    • Bolter.
    • Bolt pistol.
    • Power Armour.
    • Frag grenades.
    • Krak grenades.


Options:

  • You can add up to five Celestians to the squad for 14 pts. each.
  • The Celestian Superior may choose equipment from the Melee Weapons and Ranged Weapons lists.
  • The Celestian Superior may take Melta Bombs for +5 points.
  • The Celestian Superior may take Purity Seals for +5 points.
  • Any Celestian may exchange her bolter for a storm bolter or a combi-weapon for +5 pts. each.
  • Any Celestian may take a Close combat weapon for +2 pts. each.
  • Two Celestians every five models may exchange their bolter for one of the following:
    • flamer (+5 pts.)
    • meltagun, heavy bolter or heavy flamer (+10 pts.)
    • multimelta(+20 pts.)
  • One Celestian not carrying a special or heavy weapon may choose an item from the Holy Banners list.
  • The squad may take a Rhino, an Immolator or a Repressor* as a Dedicated Transport.

Repentia Squad[edit]

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Sister Repentia 4 4 3 3 1 3 2 8 - Infantry 4 Sisters Repentia
Mistress of Repentance 4 4 3 3 1 4 2 9 3+ Infantry (C) 1 Mistress of Repentance


Special Rules:

  • Shield of Faith.
  • Acts of Faith.
    • His foes shall fall!: Costs 2 Faith Points. At the beginning of either player's Assault Phase, you may perform a Test of Faith. The unit gains the Preferred Enemy (Everything) USR for that phase.
    • Repent!: Repentia Squads can never attempt to use the Hand of the Emperor, Divine Guidance and Light of the Emperor Acts of Faith.
  • Fearless.
  • Feel No Pain.
  • Rage.

Wargear:

  • Sister Repentia:
    • Eviscerator.
    • Frag Grenades.
  • Mistress of Repentance:
    • Power armour.
    • Two neural whips: S 8, AP 3, Strikes against target's unmodified leadership.
    • Frag grenades.
    • Krak grenades.

Options:

  • You can add up to five additional Sisters Repentia to the squad for 16 points each.
  • Any Repentia may exchange her Eviscerator to a a pair of Power Mauls for free.
  • The Mistress of Repentance may take Melta Bombs for +5 points.
  • The Mistress of Repentance may take Purity Seals for +5 points.
  • The squad may take a Rhino or an Immolator as a Dedicated Transport.

Battle Conclave[edit]

60 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Preacher 3 3 3 3 1 4 2 7 5+ Infantry (C) 1 Preacher
Crusader 4 3 3 3 1 3 1 8 5+ Infantry 2 Crusaders
Death Cult Assassin 5 3 4 3 1 6 2 8 5+ Infantry
Arco-flagelant 5 1 5 3 1 3 4 8 - Infantry


Special Rules:

  • Righteous Rage (Preacher only).
  • Uncanny Reflexes (Death Cult Assassin only): The model as a 5+ Invulnerablity Save.
  • Feel No Pain (Arco-flagelant only).

Wargear:

  • Preacher:
    • Flak armour.
    • Close combat weapon.
    • Laspistol.
    • Frag grenades.
    • Krak grenades.
    • Rosarius.
  • Crusader:
    • Flak armour.
    • Power weapon.
    • Storm shield.
  • Death Cult Assassin:
    • Flak armour.
    • Two power swords.
  • Arco-flagelant:
    • Close combat weapon.

Options:

  • You can add up to seven Crusaders to the squad for 15 pts. each.
  • Every Crusader may be replaced by a Death Cult Assassin or Arco-flagelant for free.
  • The Preacher may choose equipment from the Melee Weapons and Ranged Weapons lists.
  • The Preacher may exchange his laspistol or close combat weapon for a bolt pistol, bolter or shotgun (+2 pts.).
  • The squad may take a Rhino, an Immolator or a Repressor* as a Dedicated Transport.

Troops[edit]

Battle Sister Squad[edit]

60 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Battle Sister 4 4 3 3 1 4 1 8 3+ Infantry 4 Battle Sisters
Sister Superior 4 4 3 3 1 4 2 9 3+ Infantry (C) 1 Sister Superior


Special Rules:

  • Shield of Faith.
  • Acts of Faith.

Wargear:

  • Bolter.
  • Bolt pistol.
  • Power Armour.
  • Frag grenades.
  • Krak grenades.
  • Close Combat Weapon. (Sister Superior only)

Options:

  • You can add up to fifteen Battle Sisters to the squad for 10 pts. each.
  • The Sister Superior may choose equipment from the Melee Weapons and Ranged Weapons lists.
  • The Sister Superior may take Melta Bombs for +5 points.
  • The Sister Superior may take Purity Seals for +5 points.
  • One Battle Sister every five models may exchange her bolter for one of the following:
    • flamer (free)
    • storm bolter (+5 pts.)
    • meltagun, heavy bolter or heavy flamer (+10 pts.)
  • One Battle Sister not carrying a special or heavy weapon may choose an item from the Holy Banners list.
  • The squad may take a Rhino, an Immolator or a Repressor* as a Dedicated Transport.

Fast Attack[edit]

Seraphim Squad[edit]

95 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Seraphim 4 4 3 3 1 4 1 8 3+ Jump Infantry 4 Seraphim
Seraphim Superior 4 4 3 3 1 4 2 9 3+ Jump Infantry (C) 1 Seraphim Superior


Special Rules:

  • Shield of Faith.
  • Acts of Faith.
  • Angelic Visage.

Wargear:

  • Jump Pack.
  • A pair of bolt pistols.
  • Power Armour.
  • Frag grenades.
  • Krak grenades.

Options:

  • You can add up to five Seraphim to the squad for 17 pts. each.
  • The Seraphim Superior may choose equipment from the Melee Weapons list and Pistols from Ranged Weapons list.
  • The Seraphim Superior may take Melta Bombs for +5 points.
  • The Seraphim Superior may take Purity Seals for +5 points.
  • For every five models, two Seraphim may exchange their two bolt pistols with one of the following:
    • Two hand flamers (+10 pts. each)
    • Two inferno pistols (+15 pts. each)

Dominion Squad[edit]

80 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Dominion 4 4 3 3 1 4 1 8 3+ Infantry 4 Dominions
Dominion Superior 4 4 3 3 1 4 2 9 3+ Infantry (C) 1 Dominion Superior


Special Rules:

  • Shield of Faith.
  • Acts of Faith.
  • Scout.

Wargear:

  • Bolter.
  • Bolt pistol.
  • Power Armour.
  • Frag grenades.
  • Krak grenades.
  • Close Combat Weapon. (Dominion Superior only)

Options:

  • You can add up to five Dominions to the squad for 13 pts. each.
  • The Dominion Superior may choose equipment from the Melee Weapons and Ranged Weapons lists.
  • The Dominion Superior may take Melta bombs for +5 points.
  • The Dominion Superior may take Purity Seals for +5 points.
  • For every five models, two Dominions may exchange their bolter with one of the following:
    • Flamer or storm bolter (+5 pts. each)
    • Meltagun (+10 pts. each)
  • One Dominion not carrying a special weapon may choose an item from the Holy Banners list.
  • The squad may take a Rhino, an Immolator or a Repressor* as a Dedicated Transport.

Rhino[edit]

40 pts.

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Rhino 4 3 11 11 10 Vehicle (Tank, Transport) 1 Rhino


Transport Capacity: Ten models
Access Points: 3
Fire Points: 2

Special Rules:

  • Shield of Faith.
  • Repair: If a Rhino is immobilized for any reason, then in subsequent turns the crew can attempt to repair the vehicle instead of shooting the vehicle's weaponry. Roll a D6 - on a 6 the vehicle is no longer immobilized. This doesn't allow the Rhino to gain a HP back.

Wargear:

  • Smoke Launchers.
  • Searchlight.

Options:

  • May choose equipment from the Vehicle Armory list.

Immolator[edit]

65 pts.

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Immolator 4 3 11 11 10 Vehicle (Tank, Transport) 1 Immolator


Transport Capacity: Six models
Access Points: 3
Fire Points: 1

Special Rules:

  • Shield of Faith.

Wargear:

  • Turret-mounted twin-linked heavy flamer.
  • Smoke Launchers.
  • Searchlight.

Options:

  • May choose equipment from the Vehicle Armory list.
  • May change the twin-linked heavy flamer with one of the following:
    • Twin-linked heavy bolter (free)
    • Twin-linked multi-melta (free)

Heavy Support[edit]

Exorcist[edit]

135 pts.

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Exorcist 4 3 13 11 10 Vehicle (Tank) 1 Exorcist


Special Rules:

  • Shield of Faith
  • Missile Massacre: When this unit contains three Exorcists, every Exorcist counts its Exorcist Missile Launcher as being Twin-linked.

Wargear:

  • Exorcist Missile Launcher: The Exorcist Missile Launcher is a ranged weapon that can be fired with the following profiles:
    • Range 48" S8 AP3 Heavy d6
    • Range 48" S7, AP4, Heavy d6 Skyfire
  • Smoke launchers.
  • Searchlight.

Options:

  • May include up to two additional Exorcists: 135 points per model
  • May choose equipment from the Vehicle Armory list.

Penitent Engines[edit]

75 pts.

WS BS S Front Armour Side Armour Back Armour I A HP Unit Type Composition
Penitent Engine 4 2 5(10) 11 11 10 3 4 3 Vehicle (Walker, Open-topped) 1 Penitent Engine


Special Rules:

  • Shield of Faith
  • Rage
  • Unstoppable Rampage: Ignores Crew Shaken or Crew Stunned results on the vehicle damage table.
  • Battle Frenzy: For every unsaved wound a Penitent Engine inflicts in close combat, it immediately makes an additional attack. This attack doesn't generate further attacks.

Wargear:

  • Two Dreadnought close combat weapons with in-built Heavy Flamers. (The extra attack is already included in the profile.)

Options:

  • Include up to two additional Penitent Engines: 75 points per model.
  • A penitent engine may replace it's in-built Heavy Flamers with in-built Meltaguns for free.

Retributor Squad[edit]

60 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Retributor 4 4 3 3 1 4 1 8 3+ Infantry 4 Retributors
Retributor Superior 4 4 3 3 1 4 2 9 3+ Infantry (C) 1 Retributor Superior


Special Rules:

  • Shield of Faith.
  • Acts of Faith.
    • Reign of Heaven: Costs 1 Faith Point. At the beginning of your shooting phase, you may perform a Test of Faith. The unit gains the Skyfire USR until the end of your shooting phase.

Wargear:

  • Retributor and Retributor Superior:
    • Heavy Bolter (Retributor only).
    • Bolt pistol.
    • Power Armour.
    • Frag granades.
    • Krak grenades.
    • Bolter. (Retributor Superior only)

Options:

  • The Retributor Superior may choose equipment from the Melee Weapons and Ranged Weapons lists.
  • The Retributor Superior may take Melta Bombs for +5 points.
  • The Retributor Superior may take Purity Seals for +5 points.
  • The whole unit may replace their frag grenades with defensive grenades for free.
  • The whole unit may replace replace their Heavy Bolter (if they have one) with with one of the following:
    • Heavy flamer: free.
    • Multi-melta: +10 points per model.
  • The squad may take a Rhino, an Immolator or a Repressor* as a Dedicated Transport.

Non-Official Codex Entries[edit]

Warning: this section contains Codex entries which weren't in the White Dwarf mini-dex. Some are old entries, some are from Forgeword books, others are completely new.

HQ[edit]

Techpriestess[edit]

35 pts.

You can take up to three Techpriestess in your army. A Techpriestess counts as being an HQ choice, but doesn't take up an HQ slot.

WS BS S T W I A Ld Sv Unit Type Composition
Techpriestess 4 4 3 3 1 4 1 8 3+ Infantry (C) 1 Techpriestess


Special Rules:

  • Independent Character.
  • Shield of Faith.
  • Acts of Faith.
  • Blessing of the Omnissiah.

Wargear:

  • Bolt pistol.
  • Power Axe.
  • Power Armour.
  • Servo-Arm.
  • Frag grenades.
  • Krak grenades.

Options:

  • May replace her bolt pistol with a bolter for free, and choose equipment from the Ranged Weapons and Special Issue Wargear lists.
  • May replace her Power Armour with an Artificer Armour for 10 pts.

Servitors[edit]

10 pts.

You can take one unit of Servitors for every Techpriestress you have included in your army. A Servitors unit doesn't take up an HQ slot.

WS BS S T W I A Ld Sv Unit Type Composition
Servitor 3 3 3 3 1 3 1 8 4+ Infantry 1 Servitor


Special Rules:

  • Mindlock: Unless a Techpriestess is part of this unit, an unengaged unit that contains at least one model with this special rule must a D6 at the start of its turn. On a roll of a 4+, there is no effect. On a roll of a 1,2 or 3, the unit is Mindlocked until the start of its following turn. A Mindlocked unit may not voluntarily move, shoot or charge. A mindlocked unit must still complete its compulsory moves such as Pile In and Fall Back moves. Mindlocked units do not take Morale tests.

Wargear:

  • Servo-Arm.
  • Carapace Armour.

Options:

  • You can add up to four servitors for 10 points each.
  • Up to two servitors can replace their servo-arms with:
    • Flamer (free)
    • Heavy bolter or heavy flamer (+5 pts.).
    • Multi-melta (+15 pts.).

Ordo Hereticus Inquisitor[edit]

50 pts.

Ordo Hereticus Inquisitors can't be your warlord nor can fulfill your mandatory HQ choice.

WS BS S T W I A Ld Sv Unit Type Composition
Ordo Hereticus Inquisitor 4 5 3 3 3 4 2 10 4+ Infantry (C) 1 Ordo Hereticus Inquisitor


Special Rules

  • Iron Will: an Inquisitor can choose whether to pass or fail any Morale check or Pinning test he is called upon to make. This ability is conveyed to any unit he joins. Even if failure is normally automatic, the Inquisitor may still choose whether to pass or fail the test.

Wargear

  • Bolt pistol.
  • Close Combat Weapon.
  • Carapace Armour.
  • Frag grenades.

Options

  • May take up to three Mastery Levels (becoming a Psyker) for 20 points each. He can roll his powers from the Pyromancy, Telepathy and Ordo Hereticus Powers tables.
  • May exchange his bolt pistol for any weapon in the Ranged Weapons list or for a Lightning Claw for +15 points.
  • May exchange his Close Combat Weapon for one of the following:
    • Power weapon (+10 pts.):
      • Power Sword;
      • Power Axe;
      • Power Maul;
      • Power Lance;
      • Power Stake;
    • Lightnig Claw (+15 pts.)
    • Force Weapon (+15 pts., Psyker only):
      • Force Sword;
      • Force Axe;
      • Force Staff;
    • Power Fist (+20 pts.).
  • May exchange his Carapace Armour for a Power Armour for +15 points.
  • May take Melta Bombs for +5 points.
  • May take Purity Seals for +5 points.

Troops[edit]

Novices Squad[edit]

50 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Novices 3 4 3 3 1 4 1 7 5+ Infantry 4 Novices
Sister Superior 4 4 3 3 1 4 2 9 3+ Infantry (C) 1 Sister Superior


Special Rules

  • Shield of Faith.
  • Acts of Faith.

Wargear

  • Novices:
    • Bolter.
    • Bolt pistol.
    • Flak Armour.
    • Frag grenades.
    • Krak grenades.
  • Sister Superior:
    • Bolter.
    • Close Combat Weapon.
    • Bolt pistol.
    • Power Armour.
    • Frag grenades.
    • Krak grenades.

Options

  • You can add up to Fifteen Novices to the squad for 8 pts. each.
  • The Sister Superior may choose equipment from the Melee Weapons and Ranged Weapons list.
  • The Sister Superior may take Melta Bombs for +5 points.
  • The Sister Superior may take Purity Seals for +5 points.
  • One Novice in the squad (and one novice for every additional 10 models) may exchange her bolter for one of the following:
    • flamer (free)
    • storm bolter (+5 pts.)
    • meltagun (+10 pts.)
  • The squad may take a Rhino as a Dedicated Transport.

Inquisitorial Stormtroopers Squad[edit]

65 pts.

You are allowed to take only two Inquisitorial Stormtroopers Squads for every Ordo Hereticus Inquisitor in your army.

WS BS S T W I A Ld Sv Unit Type Composition
Stormtrooper 3 4 3 3 1 3 1 8 4+ Infantry 4 Inquisitorial Stormtroopers
Stormtrooper Veteran 4 4 3 3 1 3 2 9 4+ Infantry (C) 1 Veteran


Wargear

  • Hot-shot Laspistol
  • Hot-shot Lasguns (Stormtroopers only)
  • Frag Grenades
  • Carapace Armour
  • Close Combat Weapon (Veteran only)

Options:

  • You can add up to 5 Inquisitorial Stormtroopers to the squad for 11 points each.
  • Two Stormtroopers may exchange their Hot-shot Lasguns for one of the following:
    • flamer or grenade launcher (+5 pts. each)
    • meltagun (+10 pts. each)
    • plasmagun (+15 pts. each)
  • The entire squad may take krak grenades for +2 points per model.
  • The Veteran may exchange his close combat weapon for a Hot-shot lasgun for free, or for a Power Sword, Axe or Maul for 10 points.
  • The squad may take a Chimera as a Dedicated Transport.

Elites[edit]

Callidus Assassin[edit]

145 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Callidus Assassin 8 8 4 4 2 7 4 10 4+ Infantry (C) 1 (Unique)


Special Rules

  • Fearless.
  • Fleet.
  • Move Through Cover.
  • Lightning Reflexes: The model as a 4+ Invulnerablity Save.
  • Hit and Run.
  • Stealth.

Wargear

  • Frag grenades.
  • Synskin: Grants the wearer Feel No Pain (6+).
  • C’tan Phase Sword: Range Melee, S User, AP 3, Instant Death.
  • Neural Shredder: Range Template, S 8, AP 1, Pistol, Strikes against target's unmodified leadership, no effect against vehicles.
  • Polymorphine: When the Callidus enters game through Reserve target an enemy unit. The choosen unit suffers 1d6 hits with S4 AP2. The Callidus then enters play via Deep Strike. She has to be placed within 3" of the enemy unit and doesn't scatter.

Eversor Assassin[edit]

130 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Eversor Assassin 8 8 4 4 2 7 4 10 4+ Infantry (C) 1 (Unique)


Special Rules

  • Fearless.
  • Fleet.
  • Move Through Cover.
  • Lightning Reflexes: The model as a 4+ Invulnerablity Save.
  • Furious Charge.

Wargear

  • Frag grenades.
  • Synskin: Grants the wearer Feel No Pain (6+).
  • Melta bombs.
  • Lightning claw.
  • Executioner Pistol: Range 12", S 4, AP 2, Pistol, Poisond (2+)
  • Combat Drugs: On an assault the Eversor gains +1d6 bonus attacks instead of +1.

Culexus Assassin[edit]

135 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Culexus Assassin 8 8 4 4 2 7 4 10 4+ Infantry (C) 1 (Unique)


Special Rules

  • Fearless.
  • Fleet.
  • Move Through Cover.
  • Lightning Reflexes: The model as a 4+ Invulnerablity Save.

Wargear

  • Frag grenades.
  • Synskin: Grants the wearer Feel No Pain (6+).
  • Psyk-Out Grenades: If a unit equipped with Psyk-Out Grenades assaults one or more units, all deamons and psyker in the assaulted units have their Initative reduced to 1 until the end of the turn.
  • Psyocculum: When shooting at a Psyker or a unit containing one or more Psykers, the Culexus count as having a BS 10.
  • Etherium: Whenever a unit wants to shoot at or wants to use a Psy ability against the Culexus, they have to pass a leadership test with 3d6 (vehicles have a Ld 10). If they fail the test they may not target the Culexus, but may declare a diffrent target.
  • Animus Speculum: Range 12", S 5, AP 1, Assault 2*, *For every Psyker within 12" of the Culexus, you get an additional shot with the Animus Speculum.

Vindicare Assassin[edit]

145 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Vindicare Assassin 8 8 4 4 2 7 4 10 4+ Infantry (C) 1 (Unique)


Special Rules

  • Fearless.
  • Fleet.
  • Move Through Cover.
  • Lightning Reflexes: The model as a 4+ Invulnerablity Save.
  • Stealth.
  • Infiltrate.
  • Marksman: Wounds caused by the Assassin are assigned by you rather than to the closest model.

Wargear

  • Frag grenades.
  • Defensive grenades.
  • Synskin: Grants the wearer Feel No Pain (6+).
  • Exitus Weapons always use one type of special ammunition.
    • Exitus Rifle: Range 36", S X, AP 1, Heavy 1, Sniper
    • Exitus Pistol: Range 12", S X, AP 1, Pistol, Sniper
  • Special ammunition
    • Hellfire rounds: Posioned (2+).
    • Shieldbreaker rounds: If the Vindicare causes a wound, the target loses all invulnerable saves given through equipment.
    • Turbo-penetrator rounds: Causes 2 wounds against non-vehicle units and has 4d6 for amour penetration rolls against vehicles.

Fast Attack[edit]

Avenger Strike Fighter[edit]

160 pts

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Avenger Strike Fighter 4 2 12 10 10 Vehicle (Flyer) 1 Avenger Strike Fighter


Special Rules:

  • Shield of Faith.
  • Armoured Cockpit: May ignore results of Crew Shaken or Crew Stunned on a roll of 4+.

Wargear:

  • Hull-mounted Avenger Bolt Cannon. (Range 36", S 7, AP 3, Heavy 7)
  • Two wing-mounted lascannons.
  • Turret-mounted Defensive Heavy Stubber. (Range 36", S 4, AP 6, Heavy 3, Skyfire, may fire at a different target to the other weapons)

Options:

  • May take one of the following:
    • Two Hellfury Missiles (20 pts.): Range 72", S 4, AP 5, Heavy 1, Large Blast, Ignore Cover Saves, Missile.
    • Two Hellstrike Missiles (20 pts.): Range 72", S 8, AP 3, Heavy 1, Missile.
    • Two autocannons (30 pts.)
    • Two multilasers (30 pts.)
    • Two missile launchers (40 pts.) with frag and krak missiles.
    • Six Tactical Bombs (40 pts.): Range -, S 6, AP 4, Heavy 1, Blast, Bomb.
  • The Avenger may equip any of the following:
    • Infra-red Targeting (5pts)
    • Illum Flares (5pts)
    • Chaff Launcher (10pts)
    • Holy Icon (10pts)

Repressor[edit]

75 pts.

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Repressor 4 3 13 11 10 Vehicle (Tank, Transport) 1 Repressor


Transport Capacity: Ten models.
Access Points: 3
Fire Points: 2

Special Rules:

  • Shield of Faith.

Wargear:

  • Turret-mounted storm bolter.
  • Pintle-mounted heavy flamer.
  • Smoke launchers.
  • Searchlight.
  • Dozer blade.

Options:

  • May choose equipment from the Vehicle Armory list.

Chimera Armored Transport[edit]

55 points

BS HP Front Armour Side Armour Back Armour Unit Type Composition
Chimera 3 3 12 10 10 Vehicle (Tank, Transport) 1 Chimera


Transport Capacity: 12 models.
Access Points: 1 (rear)
Fire Points: 5 (top hatch)

Special Rules:

  • Amphibious: water-based terrain counts as open ground for a Chimera. Any terrain's Special Rule is still applied.

Wargear:

  • Turret-mounted multi-laser: R 36", S 6, AP 6, Heavy 3
  • Hull-mounted heavy bolter.
  • Searchlight.
  • Smoke Launchers.

Options:

  • Replace the multi-laser with an heavy bolter or a heavy flamer for no additional points cost
  • Replace the heavy bolter with a heavy flamer for no additional points cost.
  • Take any of the following:
    • Pintle-mounted storm bolter or heavy stubber for +10 points (heavy stubber: r 36", S 4, AP 6, Heavy 3)
    • Hunter-killer missile for +10 points
    • Dozer blade for +10 points.
    • Extra armour for +10 points.
    • Camo netting for +20 points

Heavy Support[edit]

Super Heavy[edit]

Ordo Hereticus Powers Table[edit]

Roll a d6 to determine which power the Psyker knows. You can change one of the powers you obtain with the Primaris power.

Primaris:

  • Scourging: Psychic fire, 1 Psy point; Range 18", S 5, AP 5, Assault d6

Rollable:

  • 1 Hammerhand: Blessing, 1 Psy point; Use at the beginning of any assault phase. User's strength is doubled until his next turn, and gains +1A as if he had an additional close combat weapon. However, the psyker may not use any weapons for the duration of this power.
  • 2-3: Word of the Emperor: Benediction, 1 Psy point; After an enemy units declares a charge to the Psyker or the unit he's attached to, but before overwatch rolls are made, the charging unit must pass a Leadership test. If they fail, they may not assault at all that turn, but you may not overwatch (the enemies didn't move at all: their fear was too overcoming).
  • 4 Purgatus: Malediction, 1 Psy point; Choose an enemy Character or Indipendent Character within 24". Both players roll a d6 and add the Leadership of their respective models. If the Inquisitor scores higher than the target model, the target’s Leadership is reduced by 2 for the remainder of the game. This power may only be used only once per target.
  • 5-6 Hammer of the Witches: Malediction, 2 Psy points; Choose an enemy Psyker within 24", then roll a d6. The target suffers a Peril of the Warp on a roll of 4+.

Work In Progress[edit]

A place to put everything we're working but aren't ready to "officially" add to the homebrew Codex.

HQ[edit]

Noya Sabathiel[edit]

??? pts.

WS BS S T W I A Ld Sv Unit Type Composition
Noya Sabathiel 5 5 3 3 3 4 3 10 3+ Infantry (C) 1 (Unique)


Special Rules:

  • Faithful [4]
  • Independent Character
  • Fearless
  • Feel No Pain
  • Rage
  • Crusader
  • Hatred (Chaos)
  • Shield of Faith
  • Acts of Faith
    • His foes shall fall!
    • Repent!
  • Sister of the Unforgivable: Noya's bitterness over her blood sister's unprecedented fall to Chaos has led her to extreme callousness, commonly consigning Sisters to Repentia squads for absolutely no reason (even by Sororitas standards). Repentia squads count as Troops if Noya is the Warlord of the army.
  • Redemptionist: Noya always has the Redemptionist Warlord Trait.

Wargear:

  • Power Armour
  • Eviscerator
  • Two Neural Whips
  • Frag Grenades
  • Krak Grenades
  • Purity Seals

Elites[edit]

Troops[edit]

Frateris Militia[edit]

55 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Frateris Militia 2 2 3 3 1 3 1 7 6+ Infantry 9 Frateris Militia
Preacher 3 3 3 3 1 4 2 7 5+ Infantry (C) 1 Preacher


Special Rules:

  • Righteous Rage: (Preacher only).
  • Demagoguery: Frateris Militia are generally only held together by the force of will of the demagogue leading them. If he is incapacitated or dies, the Frateris quickly lose their religious fervor and run away. If there is not a Preacher or Independent Character with the Faithful special rule at the start of the turn, make a Morale test as if the unit had lost a combat.

Wargear:

  • Preacher:
    • Flak Armour
    • Close Combat Weapon
    • Laspistol
    • Frag Grenades
    • Krak Grenades
    • Rosarius
  • Frateris Militia:
    • Improvised Armour: 6+ armour save
    • Close Combat Weapon
    • Laspistol

Options:

  • Add up to 30 Frateris Militia for 3 points each.
  • The Preacher may choose equipment from the Melee Weapons and Ranged Weapons lists.
  • The Preacher may exchange his laspistol or close combat weapon for a bolt pistol, bolter or shotgun (+2 pts.).
  • The preacher may be Melchoir Mathyis ? Points--perhaps he should be an HQ that makes Militis troops

Melchior Mathyis[edit]

WS BS S T W I A Ld Sv Unit Type Composition
Melchior Mathyis 5 3 3 3 2 4 3 9 4+ Infantry, Independent Character 1 Preacher


Special Rules:

  • Crusader
  • Firey Rhetoric--Gives the unit/units in 6"? hatred(everything)
  • DEUS VULT!!--For n points, any unit of Frateris in the army can be made a Zealot Mob. If the Zealot Mob unit is destroyed, it may re-enter play from the controlling player's board edge. Any special characters in with the mob do not return.
  • Iron Faith--Mathyis and his unit are fearless

Equipment

  • Carapace Armor
  • Flamer
  • Crosius of Munster--This crosius was bestowed upon Mathyis for his fanatical devotion and aid by Black Templar Chaplain ..., it is a power mace that gives +3s.