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==Unit Analysis== Common keywords are {{W40kKeyword|IMPERIUM}} and {{W40kKeyword|ADEPTUS MINISTORUM}}. Sororitas units specifically have {{W40kKeyword|ADEPTA SORORITAS}}. Your preachers, priests and battle conclave units also have the {{W40kKeyword|Adeptus Ministorum}} keyword which allows will block them off of any Imperial Guard buffs. Also frequent is the {{W40kKeyword|Sanctified}} keyword, given to all Sisters infantry units that aren't <ORDER>, and the vehicles get the equivalent {{W40kKeyword|Hallowed}} that the engines don't get. Penitent Engines, Mortifiers, and Ephrael instead get the {{W40kKeyword|Outcasts}} keyword ====HQ==== =====Named Characters===== *'''Abbess Sanctorum Morvenn Vahl:''' Introduced with Warhammer Fest 2021, we have a our first actual character of the edition. So far, we can tell that she's in one of those silly warsuits. She's also being drummed up to be a {{W40kKeyword|Supreme Commander}} along the likes of Cawl or the Primarchs, and has the auras befitting a chapter master. She is equipped with a Cyclone Missile Launcher named differently, an S6 Heavy Bolter, and the Lance of Illumination, which has two profiles: first is an SU (5) AP-2 D1 with double attacks or your MEQ killer S+3 (8) AP-3 D3 with a nat 6 to wound dealing an additional mortal wound. **She's fortunately got the staying power to keep up with the big boys: a 2+/4++ befitting the former Cataphractii and a 4+++ FNP against mortal wounds with the ability to halve incoming damage like Calgar, all with T5 so she won't splatter against plasma. Just as well, because she will always be your warlord as the Abbess and that means she's a walking target. **Like Celestine, she lacks an {{W40kKeyword|<Order>}} keyword. While her auras won't discriminate between her sisters, an imagifier might. *'''[[Celestine]] & the [[Geminae Superia]]:''' An angelic [[Living Saint]], reunited with her backup dancers again. For 200 points, you get a model with a S7 AP-3 D2 sword, with 2 mortal instead of normal damage on 6s to hit, and works as a heavy flamer in the shooting phase as well as two sets of ablative wounds. She has a 2+ save, a 4++, -1 damage reduction, and grants other {{W40kKeyword|Imperium}} units a 6++. The first time she's destroyed, she stands back up on a 2+ at the end of the phase with all 6 wounds restored. Her Geminae, however, can be rezzed and/or healed on any turn. **Celestine is a regenerating beatstick. Her action to heal herself and restore the Geminae only takes up her shooting, leaving her free to charge afterward if near enemies, which conveniently always happens if she dies for the first time in combat. To make Celestine actually stay down and get those sweet assasination points, the enemy has to pile absurd amounts of fire, on average something like 10 melta hits(that is, if they can actually fire at her, since she is a character, has 12" of movement and sacresants are a thing) onto her until she dies and them kill her on the charge, and if they can't go all the way, Celestine can get all her wounds and one of her backup girls back and/or go somewhere safe. **She doesn't have {{W40kKeyword|<ORDER>}}, so she can't benefit from the Canoness's or Imagifier's auras, but she can benefit from prayers as well as the Hospitaller's healing if you're really badly hurt. However, her Shield of Faith boost allows her to help any Imperium Soup lists, like throwing her with a certain Inquisitor crush and her retinue. *'''[[Ephrael Stern ]] & Kyganil of the Bloody Tears:''' Our favorite not-Pariah sister and harlequin are back again in the proper codex; their {{W40kKeyword|Agent of the Imperium}} keyword allows them to join any other army and not throw things off, and she can't be the warlord if she's in a support detachment. Fortunately, they have the ability to deep strike anywhere thanks to Kyganil's webway access. **Kyganil acts as the wall of the two, being the first to fight with his barrage of blows with his swords and the first to suffer any wounds for the two. Fortunately, they both have a 4++ invuln on top of forcing a -1 to hit and wound rolls against them as well as his own 5+ FNP to ensure that he'll last as long as possible. **Ephrael remains the more "shooty" of the lot, with her not-shooting ability dealing instant MWs to those within 18" of her and being particularly nightmarish to Chaos. Her Aura, on the other hand, only harms Chaos by dealing -1 to Ld as well forcing another model to flee when making a morale check. **As with the others in this section, these two lack any {{W40kKeyword|<Order>}} keywords, but do possess the {{W40kKeyword|Adepta Sororitas}} keyword (and yes, even Kyganil the goddamn Eldar has it) that lets them enjoy the protections of most buff auras and hymns. *'''[[Saint Katherine|Triumph of Saint Katherine]]:''' A funeral procession for the bones of the holiest Sister. This model is absolutely stunning, six Sisters from the six major orders carrying a funeral casket. It makes a wonderful painting project and a beautiful centerpiece for your army. Too bad about its rules. The Triumph of Saint Katherine is counted as a single {{W40kKeyword|CHARACTER}} with 18 wounds, but it can thankfully hide behind other units and terrain despite its size but can't fit in a transport. It has toughness 3, which means it will be shot to pieces by anything that looks at it, though it inflicts a penalty to anyone who tries to strike it. It has a slight amount of melee power - it gets four attacks at S6 AP-3, damage 2, plus more attacks at S5 AP-1 damage 1, but with only a 6" move and no way to teleport or ride a transport, much less hide behind other units, it'll never reach melee. The Triumph's gimmick is its Relics - each of the Sisters is carrying a Relic of their order, and each relic grants a bonus. You have five(the sword is treated separately) and normally all five are active, but when the Triumph drops to 9 wounds, you choose two to be active, and when it drops to four you choose one to be active. **The Relics are: ***'''Fiery Heart:''' All {{W40kKeyword|Adepta Sororitas Core}} units within 6" auto-pass all combat attrition checks. ***''Censer of the Sacred Rose'': She gives +1 Miracle dice each round. This is a straight nerf to 8th edition's miracle dice every turn. ***''Simulacrum of the Ebon Chalice'': Start of shooting phase, roll 1 D6 for every enemy unit within 6". Add 1 if a psyker. Add 1 if its a {{W40kKeyword|Chaos}} unit. On a 5+ they receive D3 mortal wounds. Short-ranged indirect smitings for fun, not for serious work. ***''Petals of the Bloody Rose'': Add 1 for hit rolls for attacks made by friendly {{W40kKeyword|Adepta Sororitas Core}} units within 6". ***''Icon of the Valorous heart'': This unit uses all sacred rites. At once. ***''Simulacrum of the Argent Shroud'': When you perform an act of faith for a friendly {{W40kKeyword|Adepta Sororitas Core}} or {{W40kKeyword|Adepta Sororitas Character}} unit which is within 6", you can automatically turn that miracle dice to a 6 for the sake of triggering the effect. **So overall the Triumph is an AOE buffing machine, but is it worth the price? Hard to say - it's expensive, but it doubles your miracle dice, and can give you some insurance on their values, PLUS giving +1 to hits is handy, the other effects are situational. =====Generic===== *'''[[Canoness]]:''' The Canoness is an excellent all-rounder HQ. She has BS2+ WS2+ W5 A4 Ld9 Sv3+/4++ with the ever-popular "re-roll 1s to hit" aura. Her wargear options are a bit bizarre - check out her datasheet for full details but she has to take weird and seemingly arbitrary combinations of weapons and other wargear. Generally, you'll want to run one of two basic builds. **Backfield Support: Take the Beacon of Faith warlord trait and the Litanies of Faith relic to maximize your miracle dice, then put her wherever she's most useful with her aura buffs, probably next to your most powerful shooty units. Take the Rod of Office for additional buffs when you can't reach a unit. **Melee Specialist: Run her with a Blessed Blade that you upgrade to the Blade of Saint Ellynor or the Blade of Sacrifice, Martyr's Strength, and Righteous Rage if you are running Martyred Lady, and the Canoness becomes either a powerful duelist who can go toe to toe with characters twice her cost or a mortal wounds machine able to reliably kill stuff that cost up to 8 times her own cost, like Papa smurf himself. Miracle dice can keep her in the fight far longer than her save profile indicates, and she can dish out serious damage. If you want tankiness over killing, consider the Iron Surplice of Saint Istaela instead of the relic Blade. Power Fists will hate having to wound on 4s instead of 2s. *'''[[Missionary]]:''' Best used where his War Hymn will make a difference, or near hordes to make sure they don't run away. Arco-Flagellants (as their D3 attacks come from their weapons and not their statline), Repentia Squads, etc. will all benefit from the added attack. Maxed at 1 per detachment, which doesn't matter much as his abilities don't stack and you can take Preachers as an Elites version. He's your cheapest HQ option that also acts as melee buffer to anything nearby, and a good support for your Canoness. **Funnily enough, his default statline gives him a power maul, a serious beast that can help topple most marines and orks, especially with the Psalm of Righteous Smiting. *'''Palatine:''' A new model introduced with the Piety & Pain Boxset taking the role of the [[Primaris Lieutenant]]. Her aura gives you the ever-valuable "re-roll 1s to wound" aura so typical to lieutenant-types, but her armaments are pretty barebones: a bolt pistol and power sword with the option to replace the pistol with a plasma pistol. This means she's better support than a Canoness (the same aura but better because it works on flamers, and for fewer points) but a worse beatstick, so if you have both, stick the Palatine in the back for support and either have the Canoness do the same or take a murder loadout and get closer to the enemy. ====Troops==== *'''[[Battle Sister Squad]]:''' Consisting of 5-20 girls, Battle Sister Squads form the backbone of any pure Ministorum army. Halfway between a Guardsman and a Space Marine, S3 T3 W1 with BS3+, Sv3+, and a bolter. They're more or less about as tough, affordable, and deadly as space marine scouts. **Weapon options depend on how Sisters are in the unit: ***5+: The Sister Superior can take 1 melee weapon (which is why you should always assume she has a free chainsword, at a minimum) and can trade her bolter for a combi-weapon (including a condemnor bolter) or she can trade her bolter ''and'' her bolt pistol for a pistol. One sister can take a special weapon (meaning you can double up on flamers by paying too much for the Superior's flamer or you can double up on melta without an upcharge) or a heavy weapon. ****The Condemnor Boltgun amounts to paying too much for something nearly always strictly worse than an Artificer Storm Bolter, though Thousand Sons will hate it. ***10+: You still get the Superior and the Heavy/Special Sister, plus a Special-only Sister. ***20: You still get the Superior and the Heavy/Special Sister, plus 2 Special-only Sisters and a second Heavy/Special. **Frankly, we have better options for bringing Special/Heavy weapons, so paying extra for MSU troop slots(which is kind of a detriment in 9th) not only limits our flexibility but also cuts down on the effectiveness of certain abilities/Strategems. **Your Battle Sister Squads' job is to take and hold objectives, support your other models, and take potshots against the enemy. Accordingly, if you're going to pay points for better weapons - and you genuinely don't need to - you're better off with longer range ones. Don't take the flamer or melta. You'll rarely be close enough for them to matter, so the Storm Bolter is your cheap upgrade choice. If you want a heavy weapon, either take a multi-melta (for points efficiency) or a heavy bolter (for ensuring you have the range to contribute). *'''[[Novitiate Squad]]:''' The Kill team Bullet Bitches. Coming in a squad of 9 Novitates equipped with autoguns and a single Novitate Superior who's a full fledged Sister with power armor and boltgun, these girls provide a low cost-per-body supplement to your basic Sisters, as they're essentially veteran guardsmen statlines with a 4+ sv at 75 points. Novitates have CORE, <ORDER>, Shield of Faith, and Sacred Rites just like full fledged sisters, so they benefit from your special rules and buffs as normal. You may take one of them per Battle Sister squad. **Every Novitate in this squad is armed with an autopistol, and comes with a autogun that they can exchange for a Novitate Melee Weapon. Up to two can choose to exchange their autoguns for flamers, and one each can exchange their autogun for a Simulacrum Imperialis or a Sacred Banner. Like most units with access to the Simulacrum, you won't be using Acts of Faith on this unit often in the first place. The Sacred Banner grants this unit +1 to their Advance and Charge rolls, which is interesting if you build them for melee. **There's essentially two ways to run Novitates. The first is the simplest - give them autoguns, stick them on an objective, and forget about them. Being cheaper per model than Battle Sisters while only being slightly easier to kill(4+ sv instead of 3+) makes them decent objective holders. The second method is to kit them for melee. Novitate Melee Weapons grant their users +1 Strength and +1 attack, and Novitates natively have an ability that grants them +1 attack on the charge. If you're running Bloody Rose, this stacks with the BR subfaction ability, for a total of 4 attacks per model at S4 AP-1 D1, hitting on 4s. This isn't stellar compared to everything else you have access to, but it is cheap. The one downside to this approach is that since Novitates are locked at 10 models, you can't put them in a Rhino with a character, but it's worth considering Strategic Reserves or even footslogging them as a distraction and threat. ====Dedicated Transport==== *'''[[Rhino|Sororitas Rhino]]:''' Good old rhino that can transport 10 {{W40kKeyword|ADEPTUS MINISTORUM}} infantry units, so this goes for your Sisters of Battle as well as any Ecclesiarchy units that you might have taken, which is probably a good thing seeing as the old melee-only Conclave units really need a transport to ferry them across the field and assault from. With the ''Shield of Faith'' to distinguish yourself from every other Rhino in the Imperium. Very nice. Oh, and it can Deny the witch too, so facing off against an opponents psyker isn't a sweat with the "Aegis of the Emperor" Sacred Rites. *'''[[Immolator]]:''' What are the battlefields of the 41st Millennium missing? Stained glass, fire, and birds. Enter the Immolator. With one of the most stunning models in the game, the Immolator is a surprisingly decent transport. It can be taken with a twin heavy bolter or a twin multi melta, or you can give it the Immolation Flamers, which is realy just a fancy name for a twin heavy flamer (with an 18" range and Ministorum-class S6). Its transport capacity of 6 lets it tote a character and a minimum unit, and it also has a Heavy Bolter for plinking the enemy with a couple extra shots. Keep in mind that this thing is a transport with guns and not a battle tank when using it. Think Space Marine Razorback with an extra Hv bolter in the front. ** Compared to a Razorback with a twin HB an Immolator costs 10 points more and comes with an extra HB and a 6++, actually not a bad buy. Comparing it to a Multi-Melta Razorback is insincere (since the latter is legends). On math a Multi-Melta Immolator will out-shoot a quadlas Predator at 24" while being 20 points cheaper and carrying 6 ladies. Don't sleep on these. ====Elite==== =====Characters===== *'''Aestred Thurga and Agathae Dolan:''' A paired unit, but Aestred carries with her a super-banner called the Auto-Tapestry of the Emperor's Judgment - once per game, this can be invoked to grant all {{W40kKeyword|Adepta Sororitas Core}} units within 6" the ability to use all rites at once until your next command phase. **Agathae, despite being the designated shield, has other uses that you'll need. Each turn she can give a sororitas character the ability to re-roll one hit, wound, or damage roll until the next command phase. She also lets you use the Open the Reliquaries stratagem once for free, which can be great for smaller games. *'''[[Orders Dialogous|Dialogus]]''': +1 LD to {{W40kKeyword|Adepta Sororitas Core}} or {{W40kKeyword|Character}} units within 6", and she allows you to increase or decrease the value on a Miracle Die used for an Act of Faith by a unit within 6" by one to a maximum of 6 and minimum of 1. The ability to modify Miracle Dice is pretty handy, turning an otherwise-worthless 2 into a 3 that hits, for example, which can be great when you really need that meltagun or inferno pistol to connect. Also helpful is that she won't eat up a slot if taken alongside a Canoness, which you absolutely should. She also is a Priest model who can intone a Hymn, increasing her value. *'''[[Dogmata]]:''' A new character made to play as an equivalent to the Chaplain. She comes with a whopper of a mace and has an aura to let her sisters perform objective actions and shoot at the same time, which is situational. What isn't is her other ability, which lets one {{W40kKeyword|<Order> Core}} unit within 6" during the Command Phase gain ObSec for the turn (or count as having double models if they already have it) - that'll always have a use. **'''Smash Priest:''' Bloody Rose, chanting the Psalm of Righteous Smiting and The Passion sacred rite. If you can spare a Warlord trait, Righteous Rage. *'''[[Sister Hospitaler|Hospitaller]]''' (sic): She's got a Sister character statline, with the ability to heal wounded models and a small 6+++ aura. Honestly, it's hard to get much value out of her as most your infantry units are only W1. She might be good if you're running the Triumph of Saint Katherine or other characters, as they will probably want healing. She can, however, bring three models back with a stratagem- three Celestian Sacresants coming back seems nice. **Notably, she does not have {{W40kKeyword|<Order>}} and can't benefit from Canoness or Imagifier buffs despite busting her ass to help others. *'''[[Imagifier]]''': The Imagifier is a banner-bearing character with an average statline. The reason you take her is that, at the beginning of the game, she chooses one of three abilities. *#Tale of the Faithful: Re-roll advance and charge for {{W40kKeyword|<Order> Core}} units within 6", which is the primary reason you'll tale her. *#Tale of the Warrior: +1 Strength for {{W40kKeyword|<Order> Core}} units within 6". *#Tale of the Stoic: Attacks against {{W40kKeyword|<Order> Core}} units within 6" take -1 to wound rolls if the attack is S3 or lower, which means you're T4 against S3 and S2 and most Poison. Only worth it against lasguns and Dark Eldar splinter weapons (and AdMech radium carbines, although not as much, since the reduction won't help stop an auto-wound). **Overall the Imagifier is a very useful unit, because of how well she can help you make a charge. Originally auto-include to help buff a unit of Repentia, that role is now better performed by the Repentia Superior, since S6 with +1 to wound is better in all case than S7. *'''[[Preacher]]:''' The missionary's little brother who also gets prayers, though they only get War Hymn. These guys are much more efficient than the Missionary, especially since you can take more than one. Critical if you want to get the most out of your melee options, these are even more important to Repentia than a Repentia Superior. They also, as a small bonus, inflict a -1 Leadership penalty on nearby {{W40Kkeyword|CHAOS}} units. If you are playing in a Legends legal game, they suddenly become a whole lot better. They gain access to Frag and Krak Grenades as well as all of the {{W40Kkeyword|ASTRA MILITARUM}} Ministorum Priest's Index wargear, such as Combi-weapons, Plasma Guns, Eviscerators, beefier pistols and the like. **'''[[Blackstone_Fortress#The_Playable_Characters|Pious Vorne]]:''' Blackstone Fortress model which is effectively the model for the stock preacher loadout with the Zealot's Vindictor weapon *'''[[Sisters Repentia| Repentia Superior]]:'''A dedicated support character for Repentia. Adds +1 to wound rolls for all nearby Repentia (not including hereelf), and adds an unkept 1d6 to Advance and Charge rolls for one {{W40kKeyword|<Order> Repentia}} unit within 6" and allows Advance + Charge; both benefits apply to herself and the selected Repentia. Doesn't take up a slot if you have any Sisters Repentia of the same order. If you've got the points to spare and a squad of Repentia in your list, take her. =====Sororitas===== *'''[[Celestians|Celestian Squad]]:''' Veteran Sisters with +1 WS, A, and Ld. This isn't enough to make them viable in melee, nor do they get much in the way of melee options. Compared to Battle Sisters they still get 1 special and 1 heavy or special weapon in a 5-girl squad. They also have the new bodyguard rule so {{W40kKeyword|<Order> Character}} within 3" of them can't be shot. Finally they get a flat +1 to hit rolls when within 6" of a {{W40kKeyword|<Order> Canoness}}, {{W40kKeyword|<Order> Palatine}}, or {{W40kKeyword|<Order> CANONESS SUPERIOR}}. At only two points more than a basic Sister, they bring better shooting, melee, and the ability to bodyguard, at the cost of Objective Secured and taking a spot in your crowded Elites choices. **Remember that Bodyguard doesn't require LOS - you can hide the Celestians behind something and stick their ward out in the open, and the characters being bodyguarded can't be shot due to bodyguard and the Celestians can't be shot due to lack of LOS. '''Not anymore... GW strikes again and modified all bodyguard rules in the Q2 2022 update. It is basically just "Look Out Sir!" now. (Which is probably for the best).''' *'''Celestian Sacresants:''' The punchy celestians. While no longer able to carry guns bigger than a pistol, they now come with shields and power weapons. While they lack the bonus to hit while near a character, they do have the ability to intervene like one and then hunker down for a bonus to hit when charged. This essentially makes them into superior Crusaders (hit harder, stay longer) that can benefit from the various auras made for sisters but will always eat up an elite slot. If you're making a smash canoness, then there's not much better you can ask for in a bodyguard unit. **Celestian Sacresants are specifically excluded from benefiting from Armor Of Contempt, because their 2+ save represents the bonus they get from their shields. In essence, they always have it on regardless of the incoming attacks' AP. **Sacresants get two weapon options to pick from. Hallowed Maces are S+2, AP-1, D2, while Anointed Halberds are S+3, AP-3, D1. Despite what the D2 would have you believe, Halberds and Maces actually have the exact same performance against marines, both averaging 1.14 dead marines for four girls attacking. This actually makes Halberds the better option, since they perform much better against everything besides marines. *'''[[Sisters Repentia|Repentia Squad]]:''' They get two attacks per model with Penitent Eviscerators, which are Sx2(6) AP-3 D2, and -1 to hit, so they hit on 4s rather than 3s. They make up for this by having the Zealot rule, granting them re-rolls to hit in the first round of combat, making them more accurate than a flat WS3+ would be. They have the 6++ from Shield of Faith, and a 5+++ Feel No Pain. As consolation for their fragility, you do get a miracle die when they're inevitably wiped out. **In a nutshell, Repentia have the most potential of these options, but require the most investment. By putting War Hymn on them with a priest and making them Bloody Rose, you can get them to 4 attacks per model. They benefit from having a Repentia Superior on hand for going faster and hitting harder, and can benefit from the two melee-oriented Sacred Rites, making them attractive in a pure ministorum list. Without investing in them, they're not particularly useful, but if you do invest in them, they can be devastating. *'''[[Paragon Warsuit]]s:''' The new and ever-memable mechas of the Sisters. Despite being walkers, they're better seen as TEQs with a 2+/6++ save on T5 as well as reducing all incoming damage by 1. Fortunately, they are considered {{W40kKeyword|Core}} and thus can enjoy all the buff auras, though not a hospitaller's healing. **Ignore the pistol and the grenades - it's impossible to have a loadout where they matter, against any target, because you can fire all of your other weapons instead in all circumstances, because the unit members are {{W40Kkeyword|vehicle}}s. **Being vehicles, they can pick any of their guns (heavy bolter, heavy flamer, or multi-melta, plus 2 storm bolters or 2 assault krak grenades) and fire at will without worrying about it. The best general loadout you can take is a multimelta, pair of storm bolters, and a war blade, on the entire unit. ***The heavy flamer is very specifically best at handling very light infantry - against almost everything else, the heavy bolter will out-dakka it, but that's partially due to your BS. If you want to keep shooting in melee, meaning you're down to BS4+, the heavy flamer is better than the heavy bolter against ''everything''. The multi-melta outperforms both against a shockingly large number of targets, though. ***The storm bolters and grenade launcher are surprisingly close in terms of performance, but in combination with your other weapon choices, you're better off taking storm bolters to avoid your multi-meltas being countered with chaff than taking grenade launchers with something else, and the grenade launchers don't do significantly more than the storm bolters against the hard targets you want to bring your melta to bear against. ***Paragon Suits have two options for their melee weapons - the War Blades (A4 WS3+ S6 AP-3 D2) and the War Mace (A3 WS4+ S9 AP-2 D3), where the Superior has +1A. On average and with no buffs, a full unit of War Blades will kill 4-5 MEQs (4.81 dead, 9.63 damage dealt to the unit) or do 4.81 damage to a T7+ Sv3+ target, while a full unit of maces will kill 2-3 MEQs (2.78 dead, 5.56 damage dealt to the unit) or do 6.67 damage to a T7+ Sv3+ target. Since you've got better ways to handle tanks than melee with expensive suits, stick to the swords. =====Ecclesiarchy Battle Conclave===== The Sisters book is in an unusual place in that they have ''a ton'' of different units of close combat infantry, all in their Elites slot. As a general rule, these models aren't likely to stack up to the sisters, who have all their buffs and convictions while you'll only have hospitallers and priests to help out. Also fun to note is that these units below can all be taken without taking a precious slot if you also grab a Priest as an HQ, allowing for a bit of easing in choices. *'''[[Arco-flagellant|Arco-flagellants]]:''' Two wounds each, with a 5+++ to keep them going, Arco-Flagellants have two attacks each, multiplied to 4 by their flails, at S+1(5) AP-1 D1; they're WS4+ with Zealot, so on the turn you care about, they hit 3/4 of the time. One of them can take Endurant Implants, which is an auto-include, because raising their attacks by 1 means the bearer hits as hard as 1.5 flagellants, but costs slightly less - and on top of that you go from S4 to S5, which is a significant bump against many targets. **A Priest makes a decent and cheap source of buffs for these guys. +1 attack is huge on a unit that can multiply its attacks. The only issue is that since prayers happen in the command phase, you can't get out of a rhino/strategic reserves and then buff your penitents. Use Fiery Oratory for 1 CP after piling out of a transport for an automatic out-of-phase prayer. **The Extremis Trigger Word stratagem is a game-changer, bringing your baseline Flagellants up to 6 attacks base and your Endurant up to 9. **Comparing a Priest vs Extremis Trigger Word, the former gives them 32-62 attacks base (3x2=6 for each of the 4-9 Flagellants and 4x2=8 for the Endurant) while the latter is '''very''' slightly better because it gives the Flagellants the same attacks (2x3=6) but gives the Endurant one more (3x3=9). However, remember that Extremis Trigger Word kills each model on a d6 roll of 1 after use and costs CP, so Priest support is preferable (especially if you lack an Endurant, but you shouldn't). Do remember you can use both if you feel the need however and it'll on average be able to wipe 21-40 GEQs, 6-12 MEQs or 3-5 TEQs with an <s>ungodly</s> {{BLAM}} {{BLAM|EMPEROR BLESSED}} number of attacks ('''48-93''', to be exact). **Arco-Flagellants benefit massively from having an Ordo Malleus Inquisitor around, as it can use the Ordo Malleus power to give them a 5++. Since they have no save at all and rely on their FNP, this keeps them going a lot longer (they essentially get a re-roll to their 5+++). Use Coteaz to also cast Terrify on your victim, keeping them from using Overwatch. *'''[[Crusaders]]:''' A basic human in carapace armour with a Storm Shield and a Power Sword. 2 attacks base, and a 5+++ against mortal wounds in the psychic phase only. Like your other melee options, they have the Zealot rule. However, they max out at 6 models per unit. **These guys have been pretty much entirely superseded by Celstian Sacresants, who do everything Crusaders want to do but better, and are available in plastic. **Palanite Subjugators from Necromunda make a good stand-in for Crusaders that isn't monopose resin, as they have big shields. *'''[[Death Cult Assassin|Death Cult Assassins]]:''' The sword to the Crusaders' shield, Death Cult Assassins are a surprisingly deadly option. At 4 attacks each with SU(4) AP-3 D1, they're a blender, especially since you can buff them to 5 attacks each with a Priest. Their 7" move is a slight bonus, and they have a 5++. Like the Crusaders, they max out at 6 per unit and have Zealot, and unlike Crusaders, they have Always Strikes First. **Like Crusaders above them, Death Cult Assassins lose out to newer units. Ironically, Celestian Sacresants perform the DCAs' role better as well when equipped with spears. =====Other===== *'''[[Ministorum Priest]]''' (Index)''':''' Your original Priest from the Index and the {{W40Kkeyword|ASTRA MILITARUM}} Codex is technically still perfectly legal, having not been shoved into Legends (yet) and having the {{W40Kkeyword|ADEPTUS MINISTORUM}} Keyword in any case. That said, with no access to Prayers, it's clear this is just a holdover from the previous edition. *'''[[Gotfret de Montbard]]:''' A unique Crusader from the Blackstone fortress escalation box. He has Crusader stats including Zealot, Acts of Faith and Shield of Faith, but with 4 Wounds and Attacks, every hit of a 6 scores 2 hits and is a {{W40Kkeyword|CHARACTER}} so he's safe from enemy fire and can Heroically Intervene. His S4 Power Sword attacks and 4++ are allright. For 35 points, not a terrible choice, very fluffy if you're building a Feudal World melee regiment, but your Elite slot is crowded as is and cheap as he is, you have access to cheaper units that support your army. ====Fast Attack==== *'''[[Dominion Squad]]:''' Dominions are your special weapon-wielding sisters, with the ability to move 6" (must end more than 9" ''away'' from the enemy) before the game begins along with their ride, if any, letting you move them up, or pull them behind cover if your opponent has the first turn. They have four special weapon slots, plus you can stick a combi-weapon on the Superior. Your options are overcosted S5 flamers, reasonably costed meltaguns, and artificer storm bolters, which are D2 storm bolters. However, meltaguns are a terrible choice, simply because a Retributor squad with 4 multimeltas will do the same thing but better. Instead, lean into the storm bolters and use the Blessed Bolts strat to get them to do real work - take a rhino and put in a 5 girl squad with 4 storm bolters and that full melta Retributor Squad just mentioned so when the Dominions move the Rhino the Retributors are dragged along, and happy hunting. You can give the two Superiors combi-plasmas. *'''[[Seraphim Squad]]:''' Battle Sisters with jetpacks. Each girl dual-wields pistols - two can have a flame or inferno pistols, and the rest have bolts. They're cheap, and they hit on 3s in melee, but don't let that make you think it's a good idea to get them in melee; they're a shooty unit. Take your pick between flamers for infantry hunting and... look, all your other choices are worse, so take 2 girls with double hand flamer, 1 superior with plasma and bolt, and 2 double bolt, if you're going to take them, and use the Deadly Descent. If they survive their first enemy shooting phase, use them as harassment units and objective stealers. *'''[[Zephyrim Squad]]''': Close-combat Seraphim with 3 attacks base (4 for the Superior). Deep Strike per normal and the option to get a pennant that allows re-roll charges for {{W40Kkeyword|ORDER Core}} Sisters within 6" of the model. With Power Swords for S+1 AP-3 D1, the Zephyrim are surprisingly ferocious against anything softer than Toughness 6, but bear in mind even with the re-roll they're cripplingly bad due to needing to make the charge in order to be allowed to attack - and they cost ''more'' than Seraphim do, base. Even Bloody Rose Zephyrim with The Passion up (so effectively A4(5 on the Superior) WS2+ S4 AP-4 D1) will struggle to do real work because their odds of making the charge are less than 50% and they lack tools for murdering enemy heavies. With Hand of the Emperor on top of a pennant you can get your charge odds up to 65.97% - but you'll still be better off with Repentias, and now their superior accuracy will be even more noticeable. **These girls get a lot better with support you can't readily give them - for example, an Imagifier would be great if you could give one a jump pack, and a Dialogus would be even better, to use Miracle Dice to help make a charge even more likely and put War Hymn on them - except the Dialogus can't have a jump pack either, ''and'' of course you can't deep strike and then pray. It's just made of headaches trying to make these girls earn their keep, and you'll have a much easier time with Repentia for the same goal. ====Heavy Support==== *'''[[Castigator Tank]]''': Rather than just grant Sisters their own [[Predator Tank|Predator]], GW decided to announce a new sort of battle tank that seems functionally identical to the Predator. This cool looking piece of kit has a dubious honor of being a brand new kit in a fresh army that doesn't come out pushed to hell, it is decidedly mediocre over all, like most tanks. **For weapons, you have three heavy bolters, and your choice of autocannons or a battle cannon. ***The Autocannon is 48" Heavy 4d3 S7 AP-1 D2. ***The Battle Cannon has two profiles, one of which is almost never useful: ****Pyre Shells are usually worse at 72" Heavy 3d3 S6 AP-1 D1, Blast, Ignores Cover. This is the best profile against GEQ. ****Sanctified Shells are usually better at 72" Heavy 1d6 S9 AP-3 D3, Blast. **The Autocannon is better at murdering both GEQ and MEQ (well, if the target unit is 10 members or less), but the Battle Cannon is better at killing everything else. *'''[[Exorcist]]''': O, Fortuna! Quite possibly the single most iconic Sisters unit, the Exorcist is a powerful medium tank. It's armed with a heavy bolter on the nose and one of two primary weapons: The Exorcist Conflagration Rockets or the Exorcist Missile Launcher. The Conflagration rockets are Heavy 3d6 S5 AP-1 D1, Blast, Ignores Cover. This is fine and all, but Sisters aren't exactly short of anti-horde options. The second option is the Exorcist Missile Launcher, and it's what you're really here for. Heavy 3d3 means this bad girl averages 6 shots, at S8 AP-2 D1d6. Armed with this, your Exorcist can reliably engage and kill enemy heavy tanks. **The Conflagration Rockets are overcosted and hence are only useful against GEQ. **The Missile Launcher is the superior weapon choice <s>.but still can't keep up with a Castigator</s>. Drivel. The Exorcist will put about 7 wounds on average to a usual "tank" profile (T7/3+) with a decent chance (~30%) to spike up to 10 wounds and an instant-boom. The Castigator only deals about 4-6 wounds with roughly a 3% chance to spike up and kill something outright. **Always roll your damage dice one at a time when attacking hard targets with the Exorcist. If the victim isn't in a state you like by the last die that's a perfect time for a Miracle. **The Exorcist's got two special stratagems. Furious Recital is a relatively unimportant leadership debuff. Still, Devastating Refrain lets you spend 2CP to fire your missiles at targets that aren't in the tank's line of sight. Very valuable if your opponent tries to counter-deploy their armour to avoid your exorcists' batteries. *'''Engines of Redemption:''' **'''[[Mortifier]]s''': An alternate build for Penitent Engines, Mortifiers have a similar profile and weapon options to the Penitent Engine, but one per unit can have a 3+ save instead of 4+, and they hit on 3+ instead of 4s. The biggest difference, though, is that you can give these girls Heavy Bolters instead of Heavy Flamers. That said, Heavy Bolters do only slightly more damage to multi-wound targets compared to Heavy Flamers (each Mortifier with a pair of Heavy Bolters should land 4 D2 hits, for D8 total, while a pair of Heavy Flamers lands 7 D1 hits, for D7 total - the HB Mortifiers deal 8/7 the dakka, but only to W2+ targets) and perform strictly worse against one-wound targets (provided you're in range), so be sure to use that 36" range and +5 PPM. Also, unlike penitent engines, mortifiers can't advance and charge - instead, if they die in melee before they get a chance to fight, on a 4+ they can fight right after the unit that killed them finishes fighting). However, because they're more accurate in melee once they get there, they'll outfight a Penitent Engine once they arrive, and they can credibly shoot things on the approach with Heavy Bolters, which is not to be discounted. Usually better than Penitent Engines. **'''[[Penitent Engine]]s''': Think of it like an Arco-Flagellant on bath salts. Well, more bath salts than usual. With an 8" move and the ability to advance and charge (but not advance and shoot, including Argent Shroud since Engines lack an <Order> keyword), penitents have a decent threat range. Each one is armed with a pair of ministorum heavy flamers, and chooses between Penitent Flails, Penitent Saws, or one of each. Flails are a horde clearing option, double attacks at S5 AP-1 D1, while saws are your tank/marine killer with a normal amount of attacks at S8 AP-4 D2. Penitents have 4 attacks base, but 5 if you give a model two saws or flails, and they hit on 4s with full rerolls thanks to Zealot. With T5 and 5W, they have some bulk, but with only a 4+ sv and 5+++ FNP, that bulk will get worn away quickly. On the other hand, they're cheap, at 55 points each. Coming in units of 1-4, these guys are a fun threat. ***Broadly speaking, Mortifiers are the better option most of the time, owing to their added dakka and better accuracy, but the ability to advance and charge should not be discounted for a melee threat. *'''[[Retributor Squad]]''': The distaff counterpart to Space Marine Devastators. It's a Battle Sister squad with four heavy weapon slots, and they have the ability to ignore cover with their heavy weapons. By using Strategic Reserves, a 5 girl squad can flank in from the side for 1CP, then fire four heavy flamers at their victim plus two more with an Armorium Cherub, letting you wipe the screen off a critical unit. **Heavy Flamers are S6 for Sisters, ideal for murdering GEQ especially with stratagem support. Heavy Bolters are good for camping objectives and going after lightly-armored units. Obviously Multimeltas reign supreme when it comes to hard target removal. **For Heavy Flamers consider paying 10pts to give the superior a combi-melta. You'll be in range anyway and +1 to wound on a bunch of auto-hitting S6 shots is nothing to scoff at. **Always take two Armorium Cherubs. They add a significant opening punch to your girls the first time they fire, especially powerful with the high-value shots of multi-meltas. ====Fortification==== *'''[[Battle Sanctum]]:''' 80 point terrain piece that your opponent can't do anything to stop. It has a 6" aura of -1 leadership for Chaos and +1 leadership for Ministorum, but the real reason to consider bringing it is that Cult Imperialis Priest and Adepta Sororitas Infantry units within the sanctum can perform an action - they start at the end of your movement phase and complete it at the end of the turn, granting you one miracle die. Not a terrible thing to do with a Battle Sister squad, but at that point you're investing at least 135 points into getting one additional miracle die per turn. **In all other respects, the Battle Sanctum is a Ruin, which means you can bring your own LOS blocking terrain. Is it worth it? Maybe. **The Battle Sanctum, if you build it as pictured on the box, is absolutely huge, so much so that it can be hard to fit it on the board, since fortifications have to be 3" away from other scenery, but on the other hand, its rules don't give it a fixed composition, and several different arrangements are pictured in the codex, so build it how you like. You can even build the parts in the box to be two semicircles that can be either a single circular temple or a two-level wall.
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