Editing
Warhammer 40,000/9th 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!
==Armoury== ===Melee Weapons=== *'''Chainsword''': A nearly worthless option for a Canoness - c'mon, you can find 5 points for a power sword. That said, our Superiors can take one of these for free without having to surrender their bolter - unless you're taking a better melee weapon (Celestians, maybe), always throw in the free chainsword. It's not like you'll ever wish you ''didn't'' have it! *'''Power Weapons''': Each type of Power Weapon has its own profile now, so pick the right one for the situation (almost always the maul). All Power Weapons have a damage value of 1: **'''Power Sword''': S+1 AP-3. They will remove armour saves after the wound roll. Especially good with Bloody Rose. **'''Power Maul''': S+3 AP-1. Broadly the most useful for sisters. S6 is an important wound roll 'breaking point' in 9th ed. Wounding marines and T5 on 3s and T8 models on 5s as well. If your opponent has good invulnerable saves (i.e. Terminators w/ Stormshields & Thunder Hammers) the AP-1 won't matter too much. Special mention goes to to Bloody Rose (S+3 AP-'''2'''). **'''Blessed Blade:''' The best out of any Power Weapon. S+2 AP-3 D2. If you want to hurt everything, take this. Exclusive to the Canoness. ===Ranged Weapons=== *'''[[Bolter#Bolt_Pistol|Bolt Pistol]]''': It's a bolter in 12" Pistol 1 S4 AP0 D1 form. Shorter range, but can now be fired when locked in close combat, so it's got ''some'' use for choppy units or taken in pair by Seraphim. 1 point for Ministorum Priests since they use the AM codex prices. *'''[[Bolter#Sororitas_Boltguns|Boltgun]]''': You know what a bolter is. 24" Rapid Fire 1 S4 AP0 D1. The loss of AP hurts, but if your opponent has a brain he would have been keeping his 5+/6+ units in cover anyway. Apparently, the Adeptus Mechanicus forgot how to make armour piercing rounds. Again, remember it's 1 point for your Ministorum Priests. **'''[[Condemnor Boltgun]]''': Special Adepta Sororitas weapon ('''''NOW''''' a combi-weapon again). For 10 points you get a bolter with an assault crossbow that hits at S4 AP-1 D2 with D3 mortals against Psykers. Note that a vast majority of psykers are either Characters or single-wound models, meaning that in most cases the Condemnor either won't be able to shoot at its intended target or won't gain as much (or any) benefit from its higher damage. At 10 points it's a hard sell but AP-1 and D2 has uses against marines. Point filler. *** it now worth equivalent to a combi weapon. ***On the off chance that you ''do'' get to shoot at a psyker, be sure to use "Suffer not the witch" to re-roll wounds, especially if said psyker is a Big Nid, Daemon Prince, or one of those fucking Zoanthropes with a 3++. ***Now that Sisters/Dominions/Retributors/Celestians Superior and Canonesses can't take storm bolters outside of Legends, this might sometimes be useful if you can't find the points to give them a combi-weapon or Plasma Pistol. ***GW really dropped the ball on this one. Ideally, it should have been allowed to ignore look out sir. However, Thousand Sons and Grey knights do seem to like their Psykers *** The Ebon Chalice Relic version of this gun (Annunciation of the Creed) is possibly worth the 10 points for the ability to snipe characters and deal a flat 3 damage to Psykers (and plenty of characters you want dead are Psykers). Probably not worth 10 points ''and'' a relic slot, though. **A list of things that this weapon can target that don't have one wound.<div class="toccolours mw-collapsible mw-collapsed"><ul class="mw-collapsible-content"><li>[[Grey Knight Paladin]]s/[[Terminator]]s [[Khornate Knights|(Revenge!)]]</li><!-- --><li>[[Dreadknight]]s</li><!-- --><li>[[Wraithseer]]s</li><!-- --><li>[[Hemlock Wraithfighter]]s</li><!-- --><li>[[Hive Tyrant]]s</li><!-- --><li>[[Zoanthrope]]s</li><!-- --><li>[[Maleceptor]]s</li><!-- --><li>[[Rubric Terminators]]</li><!-- --><li>[[Great Unclean One]]s</li><!-- --><li>[[Lord of Change]]s</li><!-- --><li>[[Keeper of Secrets]]</li><!-- --><li>[[Magnus the Red]]</li><!-- --><li>[[Mortarion]] (Irony)</li><!-- --></ul></div> *'''[[Combi-Weapon]]''': Now infinite use, your choice of flamer, melta or plasma gun slapped to a bolter that can be fired independently of the bolter, bolter half only or at the same time together. Firing both the bolter and the special weapon causes a -1 to hit. Sisters love combi-weapons as all of their "sergeants" have access to it, effectively allowing you to field 5 special weapons per Dominion squads and 3 per basic sisters squad. Melta is most often the superior choice, although the Canoness and Retributor Superior can make a good use of plasma due to the reroll 1 bubble - but it's now an index-only weapon for Canonesses. Plasma is also the (expensive) option if you want some volume of fire to go with storm bolters, risking the overload only if you really need it. ** Remember that firing both weapon profiles of a combi-flamer or combi-melta at the same time counts for the bolt AND flame/melta weapon requirements of the Holy Trinity strategem, giving you easy access to it in any melta or flamer spamming squad like Retributors or Dominions, allowing you to considerably increase the squad's damage output at short range. **Our Martyred Lady Sister Superiors like to spam overloaded combi-plasma fire both halves, TOGETHER, hoping to self DETONATE on 2's. Why? So she can get an auto 'rez' from a Hospitaller 6" away and grant the squad their Conviction's +1 to hit... thus eliminating her own future overloaded plasma ONLY shots from danger. ***This no longer works in 9th edition because plasma only slays the wielder on unmodified hit rolls of 1 and because rezzing the dead model in a squad of Our Martyred Lady removes the buff. *'''[[Inferno Pistol]]''': Baby Melta, 6" Pistol 1 S8 AP-4 D d6 and +2 Damage when in half range. The strong choice on Seraphims and melee Canoness. Obviously, a GREAT weapon to use a Miracle Die on, particularly DAMAGE rolls. **Think of this as 5-point melta bombs with a 6" range. Not too terrible an idea to give this out to every Sister Superior who isn't already packing a combi-melta. **Any time you have a Miracle dice with a 6 in your pool, your opponents will give pause charging within 6" of you KNOWING that you can guarantee a hit from your "Baby Melta" during overwatch. **Remember that you can shoot these while in melee, your opponents will often forget that you can. It can be hysterical to '''*BLAM*''' characters who thought they were safe locked in combat *'''[[Flamer#Hand_Flamer|Ministorum Hand Flamer]]''': Finally the pyromaniac faction has better fire. Ministorum flame weapons are one strength higher than other Imperial factions. This version is essentially a bolt pistol that auto hits D6 times. Suffers from being in direct competition with inferno pistol on any model (save the Canoness) that can take one, but possibly useful if you're already packing a combi-melta/plasma and want some insurance against hordes. They are no longer dirt-cheap, however, now at 5 points per gun. ** Seraphim take these in pairs. Two Seraphim models with two Hand Flamers each will be dropping 4d6 (~14) hits. Not shots, '''hits'''. If you are running a 4++ Seraphim screen, this is an interesting option and unlike Inferno pistols you get to fire hand flamers TWICE in a round if you use the Deadly Descent strategem. *'''[[Plasma Pistol]]''': 12" Pistol 1 S7 AP-3 D1 for 5 points. Effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage (S8, D2) but kills the user on unmodified hit rolls of 1. Either take an inferno pistol for melee Canoness or a combi-plasma on anything else. Sadly the only shooty option for the Seraphim Superior (can't even take em in pairs... what's up with that?). **Our Martyred Lady Sister Superiors like to spam overloaded plasma (in hopes of self-detonation)... but combi-plasma are better suited for that 'Niche' task. (fire both halves while overloading) **Unless you are running out of points, give a plasma pistol to the the Superior of any Seraphim Squad you intend to deepstrike with the Deadly Descent strategem. The extra two plasma shots considerably increase the squad's damage output for a low cost and gives you more bang for your command points. ====Special Weapons==== *'''[[Storm_Bolter|Artificer crafted Storm Bolter]]''': 24" Rapid Fire 2 S4 AP0 D2, 5 points makes for cost-efficient dakka and a good pick if you don't know which special weapon you should pick for your squads. (Dominions with four of these bad boys love it). Potentially <b>quadruple</b> the damage of a bolter and capable of one-shotting two wound models but held back by S4 and AP-. Good for using Blessed Bolts if you have a few in a squad (Dominions are the obvious choice for this) *'''Meltagun''': 12" Assault 1 S8 AP-4 Dd6 '+2 damage when in half range' for 10 points. Being in half range is now a lot more advantageous, one-shotting 3W models and averaging 5.5 wounds.. Still a big threat and one of the few weapons that negate 3+ armour entirely. Decent damage dealers against T7 vehicles. You can use these in combination with Miracle Dice to guarantee kills on damaged vehicles. *'''[[Flamer#Imperial_Variations|Ministorum Flamer]]''': Not your standard-issue flamer: 12" Assault d6 S5 AP0 D1 'auto-hitting'. Only 5 points, but still suffers from the lack of shots, making it bad against hordes and the lack of AP against elite while requiring to take your model within short range of the enemy. Usually, you're better off with a storm bolter. Probably best picked with outflanking Dominions packing four of them. *'''[[Plasma Gun]]''': (Index) 24" Rapid Fire 1 S7 AP-3 D1, with an option to overcharge for +1 Strength and Damage at the risk of killing the wielder. The Index Ministorum Priest is your only source of this, though as an Astra Militarum model, he uses their discounted price. If you're not building your priest for budget or for melee, you'll probably be giving him one of these. ====Heavy Weapons==== *'''[[Heavy Bolter]]''': 36" Heavy 3 S5 AP-1 D2 Acceptable dakka for the cost, and marine killers. **Heavy Bolters cost the same as Heavy Flamers, with the same AP, and come on many of the same units. Mathhammer puts bolters as slightly better than flamers at killing Primaris-equivalents (1.33 vs 1.17 expected wounds, respectively), but the flamers are better in most other scenarios. Take bolters if you can take advantage of the range and the condensed damage - remember that doing 2 wounds to a model with only one remaining is wasteful. *'''[[Flamer#Heavy_Flamer|Ministorum Heavy Flamer]]''': 12" Heavy d6 S6 AP-1 D1 'auto-hitting'. Despite being much stronger than it's lighter variants, it's still overcosted compared to other options. Can occasionally help deter opponents from charging. ** Note that its a <b>''Heavy''</b> weapon, not an assault weapon. Therefore, you can't advance and shoot these like you can with a normal flamer, gutting their usefulness...unless you're running Argent Shroud. Then you're fine. ** With the use of a stratagem making certain you can pump out 36 hits at strength 6 from a retributor squad (4 flamers and 2 cherubs). Watch entire conscript blobs melt in purifying fire. *'''[[Multi-melta]]''': 24" Heavy '''2''' S8 AP-4 Dd6 '+2 damage when in half range'... For 20 pts. The Multi-melta doubles the Melta's range and shots. For double the price and becoming Heavy. It may well be a worthy trade. ====Vehicle weapons==== *Immolator Turret: **'''[[Flamer#Heavy_Flamer|Immolation Flamer]]''': Now we're talking. A Lil' hefty at 130 points but it is '''18" Heavy''' 2D6 S6 AP-1 D1... everything you love about the Heavy Flamer, but two of them. Note 9th has changed the Immolation Flamer from assault to '''heavy'''. This single change seriously questions the usefulness of Immolators as transports given how disembarking works. **'''Twin [[Heavy Bolter]]''': Default turret gun on the Immolator, it's two heavy bolters tied together. Nothing crazy, nothing special, take it if you need to kill Marines. **'''Twin [[Multi-Melta]]''': Bumps up the cost of the Immolator to 150 points but can actually do some serious damage with its 4 shots and gets improved damage at half range, which is easy to get when you get to move 12" beforehand. With the latest changes Multi-Meltas rock and make them a good pick on Immolators too if you want more anti-tank. *Exorcist Turret: **'''Exorcist Conflagration rockets''': Blast weapon that ignores cover. Hits at 48" heavy 3D6 S5 AP-1 D1. **'''Exorcist Missile Launcher''': Hits at 48" heavy 3D3 S8 AP-2 Dd6. *Castigator Turret: **'''Castigator autocannons''': Default loadout. Its 4D3 autocannon shots. This is your only source of S7 shooting aside from the odd combi-plasma or plasma pistols. It is also one of the longest ranged weapons in the whole codex. Averages around 8 shots so stick with this if you want to deal with hordes or prefer quantity over quality. **'''Castigator battlecannon''': At 72" this is the longest ranged weapon in the codex. It can fire two shell types; santified: heavy D6 S9 AP-3 D3 Blast; pyro: heavy 3D3 S6 AP-1 D1 Blast, ignores cover. Take for the sanctified shell as the autocannons are better than the pyro shell. *'''Hunter-Killer Missile:''' A single-use 48", heavy 1, S10, AP-2, Dd6 missile for 5pts, just in case you didn't have enough anti-tank. Your rhino chassis based vehicles can take one for 5 points. ===Other=== *'''Brazier of Holy Fire:''' ''Chainsword-armed Canoness'' only. It's single-use but when used, it's an Assault d6 flamer where the enemy takes a MW on a 4+ to wound (improved to 2+ when fired on a unit containing {{W40kKeyword|Daemon}}.). *'''[[Cherubs]]:''' Cherubs are the little winged babies you see flying with units. There are different types: **'''Armourium Cherub''' - Once per battle may remove this Cherub. If so, a model from the unit that the cherub has been removed from may fire again. **'''Incensor Cherub''' - Once per battle you may remove the Cherub from play and gain a miracle dice. Roll 2D6 and decide which to keep. That dice must be used for an Act of Faith this phase or it is lost. *'''Null Rod:''' ''Chainsword-armed Canoness'' only, can't be affected by psychic powers, and -1 to psychic tests while the Psyker's within 18" of a rod. *'''Rod of Office:''' ''Plasma pistol & power sword-armed Canoness'' only. On the command phase, you can grant one {{W40kKeyword|<Order> Core}} or {{W40kKeyword|Character}} unit within 12" the ability to re-roll all 1s to hit. **Rules as written, the Rod of Office is a mandatory 5 point item if your Canoness has a plasma pistol & power sword, and the ONLY way to get it. *'''Simulacrum Imperialis:''' Unit upgrade; once per phase can perform an Act of Faith for that unit, even if an Act of Faith has already been used already in that phase. If you're running Retributors or other damage dealing infantry units, you want this. ===Relics=== Remember that sisters get the Open the Reliquaries stratagem, so up to three characters in your army can have a relic if you have the CP to spend, and then you can also pay for A Sacred Burden for even more, just carried in a squad. So don't think what 1-3 relics should I use, instead think what relic is not worth 1 CP. Order-specific relics are detailed in the Order tabs below. *'''Blade of Saint Ellynor''': S+2 (5) AP-3 D3, replaces a Blessed Blade. Literally 1.5x your damage output against multi-wound models over a Blessed Blade. It should be your default weapon on a Canoness. Two unsaved wound rolls from this baby will outright kill most non-monstrous models on the tabletop. ** A similar effect can be achieved by taking a Canoness with a Blessed Blade and taking the Rapturous Blows blessing (which is actually slightly ''better'' since it'll be S+3 instead, i.e. S6), but sadly the two can't stack. *'''Blessings of [[Sebastian Thor]]:''' {{W40kKeyword|Adepta Sororitas}} only. The bearer's unit can use two different sacred rites from the rest of the army. This relic is best used with the Sacred Burden stratagem to give a unit a pair of important Sacred Rites - consider using it on Sacresants or Paragon Warsuits or Zephyrim, to grant them both Hand of the Emperor and The Passion. *'''Book of Saint Lucius:''' Increase a character's aura range by 3". Usable all of the Canoness's or Imagifier's auras as well. *'''Brazier of the Eternal Flame:''' This is the "I really hate psykers" Relic. Replaces a Brazier of Holy Fire; any {{W40kKeyword|Daemon}} units attacking the bearer take -1 to hit and psychic tests within 18" automatically take perils from failing. **Good if you have forewarning that psykers or daemons are being used by your opponent, but not good enough to main list it over other relics. Forcing a nigh-constant risk of perils is good, but you know what else stops them from casting? Melta, applied directly to the forehead. *'''Chaplet of Sacrifice:''' {{W40kKeyword|Adepta Sororitas}} only. Once per game, the bearer can spend 0 CP to use any Epic Deed Stratagem that isn't Divine Intervention. The bearer can also re-roll all hit rolls and when slain can shoot or swing again before being removed. *'''Ecclesiarch's Fury:''' Replaces a chainsword with an S+2 AP-3 D2 eviscerator-like that suffers -1 to hit but +1 to wound (making it better than an Eviscerator). Another possibility for B-list characters that can't grab power weapons and the like, though the hit penalty will dull your expectations of rending Primaris and Termies a fair bit. Compared to a Blessed Blade, this is a bit underwhelming. *'''Litanies of Faith:''' {{W40kKeyword|Adepta Sororitas}} only. Once per turn, if the user is on the battlefield when you gain a Miracle Die, you can re-roll the value of the die. Who wouldn't want the opportunity to improve the chance that you can hold that 6 in reserve for a key roll? **The benefit of this relic depends on what you're after, but remember, you can always choose not to use it, if you have multiple dice coming in: ***6, so you'll re-roll 1-5: You go from a 16.7% chance to a 30.6% chance. ***3+, so you'll re-roll 1s and 2s: You go from a 66.7% chance to 88.9%. ***You just want the biggest possible die, so you re-roll 1-3: the average value of your dice increases from 3.5 to 4.25. *'''Mantle of Ophelia:''' Canoness only, reduces ''all'' damage taken '''''to 1'''''. Plasma, lascannons, melta, all can straight-up EAT SHIT. That said, a Canoness isn't that costly and this doesn't fix the issue that she's still T3. *'''Iron Surplice of St. Istaela''': {{W40kKeyword|Adepta Sororitas}} only. Model gets a 2+ save and an extra Wound. In addition, wound rolls of 1-3 always fail regardless of modifiers. Congratulations, your Canoness is now tougher than a Terminator captain (Math-Hammer confirmed). No really, this is a really good relic as it makes a lot of the scary weapons used against sisters like Plasma, Thunderhammers, and many other (anything S4+) weapons become a lot less effective. She will still be weak to high concentrations of Bolter fire and such, but combined with Valorous Heart WT, for that 5+++ and the additional armor, this relic can really make your Canoness an immovable object. A really good relic against secondaries that require you to kill the Warlord. **The Triptych is best for characters who don't have a native 4++. The Mantle of Ophelia is a bit of a gimmick pick, but it leaves you vulnerable to massed AP-1 - watch out for chopppas and marines in Assault Doctrine. The Iron Surplice is pretty much strictly the best of the three, however. *'''Redemption:''' {{W40kKeyword|Adepta Sororitas}} only. Replace a plasma pistol with a permanently-overcharged pistol that doesn't overheat, but can punch through any units in between you and your prey - if your initial shot hits, you roll to wound each of those units. If you grabbed Righteous Judgement, you've found a nice toy to rip through some fodder while sniping down your chosen foe. *'''Sigil Ecclesiasticus:''' {{W40kKeyword|Priest}} only. The bearer knows one more hymn and can chant an extra hymn each turn provided that it wasn't used before. Considering how many priests you get, you can expect to see returns on this very quickly. *'''Simulacrum Sanctorum:''' Imagifier only. This model can pick two buffs to emit rather than just one. Absolutely a good way to spend 1 CP if you can spare it, especially if you already have your Canoness decked out to kill. *'''Triptych of Macharian Crusade''': {{W40kKeyword|Sanctified}} or {{W40kKeyword|Cult Imperialis}} models only. 4++ Invuln, +1 to Toughness, and no-sells the first failed save each turn by setting Damage to 0. Useful for front-line characters who'll at least benefit from an improved Shield of Faith and being slightly tougher, but they will likely take more damage than any mitigation can manage. **B-list characters don't have wargear options and therefor they often can't take relics, but they can take this one. This is also a way to get a 4++ on characters that don't usually have it, which is everyone but the Canoness and Palatine. *'''Wrath of the Emperor''': Relic bolt pistol which acts like a short-range 4-shot heavy bolter: 18" Pistol 4 S5 AP-1 D2. The fact that all your characters have Bolt Pistols and the fact that you can take extra relics for 1CP means this is a very reliable play. Unless you're maxed out on uses of Open The Reliquaries, it's hard to go wrong with this.
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
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information