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=====Sororitas===== *'''Geminae Superia:''' Celestine's bodyguards, broke off from her to be her own character unit. Though they are clearly still supposed to be used alongside Celestine, because she completely restores a Geminae model each turn if the unit is within 3" of her, she increases their SoF save by +2 within 6" of her, and they don't take up a slot in your detachment if Celestine is also there. But if both of them are slain then they stay dead. They went from overcosted at 8th release to good after CA to their current useless iteration. They don't guarantee "look out lady" tests anymore, stay dead, and succeed/fail charges independently from Celestine (possibly breaking the aura). You are paying 40pts for a bunch of S3 attacks. At best they are the closes thing sisters have to a jump pack character. Hands down the least useful unit of the codex, as they can't even benefit from <ORDERS> abilities. ** You might just end up running these models as extra Zephyrim - they're more useful that way. *'''Celestian Squad:''' They are like normal Battle Sisters gear-wise but have 1 better WS, A, and Ld. What really separates them is their ''Bodyguard'' rule, where on a 2+ they intercept wounds taken by an {{W40kKeyword|<Order>}} {{W40kKeyword|Character}} model. <s>They will be outrun by Celestine, and </s>Canonesses aren't precious enough to warrant bodyguards. Due to Celestine and Triumph of Saint Katherine lacking the {{W40kKeyword|<Order>}} {{W40kKeyword|Character}} keyword, their bodyguard rule can't be used on them. Otherwise, their weapon choices are the same as normal Bolter-babes. In terms of function, don't think that extra attack and WS will really help them in close combat, as they aren't kitted out for that job, though giving the Celestian Superior a good melee weapon will serve you better than regular squads. They have exactly the same ranged output as a squad of regular Battle Sisters for an increased cost and are only marginally more effective in close combat, where they'd rather not be. Moreover, Basic Sisters have Objective secured. With their new codex buffs, they can be a fairly solid retinue for a Canoness with somewhat greater offensive firepower. With their new stratagem, they're also a possible candidate for actually getting some mileage out of the Holy Trinity stratagem (albeit somewhat expensively) **The new codex has given them two useful offensive buffs: first off, Sworn Protectors. While within 6" of an {{W40kKeyword|<Order>}} {{W40kKeyword|Canoness}}, they re-roll all hit rolls, not just 1s, and not just fails. Second, the stratagem Exceptional Proficiency - although it costs a steep 2CP, it allows a unit of Celestians to re-roll all hits '''and''' wounds in shooting, melee or Overwatch. *'''<s>Mistress of Repentance</s> Repentia Superior:'''Moved from leader of Repentia a character that only buffs them, (to the point that the Repentias still have maximum squad size 9 to accommodate her). Reroll wound of 1, Advance and Charge rolls for Repentia <order> units within 6". Doesn't take up a slot if you have any Repentia of the same order. *'''Imagifier:''' The banner bearer has 3 banners to choose from when its setup during deployment for a flexible approach to adapted to different enemy lists. **'''Tale of the Faithful:''' Re-roll Deny the Witch tests for <ORDER> units within 6". **'''Tale of the Stoic:''' <ORDER> units within 6" ignore AP -1. ***Sisters will draw a lot of small arms fire. Without T4, keeping that 3+ Sv is important. If you're Valorous Heart, this gets a lot stronger, because it stacks with their Conviction. Also affects Exorcist, Sorotitas Rhino, Immolator, Repressor, giving them ignore -1 AP. (Ignore -2 AP and FNP 6+++ if playing Valorous Heart, forcing opponents to use dedicated anti-tank to penetrate Valorous Heart vehicles.) **'''Tale of the Warrior:''' +1 Strength for <ORDER> units within 6". ***Now we are getting close to SM levels. This would be amazing for Zephyrim if the Imagifier could keep up with them. Instead, it's mostly useful for buffing Repentia attacks to S8. *'''Hospitaller:''' For the "low" cost of 30pts, a Hospitaller can resurrect a friendly {{W40kKeyword|ADEPTA SORORITAS INFANTRY}} model or heal d3 wounds per turn <s>on a 4+</s> (it just happens now, no roll needed). She lacks an {{W40Kkeyword|<Order>}}. As any other medic in the game, points spent there is less firepower for the gunline but making the points spent keeping that Heavy weapon in the fight. Martyred Lady armies probably get the most out a Hospitaller's abilities, but still effective for what she brings. ** With an average sister being 9pts + wargear, it can be difficult to earn her pointage back during a game in a pure Sisters army. Keep her near your more expensive units, with more expensive wargear. (i.e. Retributor or Dominion Squads, maybe Celestians) ** Sisters being T3, against smart opponents it can be difficult to even HAVE something nearby to rez when they focus fire your units down to the last model... ** Consider increasing the size of your units by 2 or 3, effectively using the extra sisters as 'ablative wounds' for the unit. Just don't go overboard else you'll suffer unwanted loses from morale. ** She also gives you access to the Last Rites stratagem, giving you a bubble where casualties don't count for morale tests, making your unit automatically pass while still getting to roll for it (so you get a chance at a Miracle Dice) for only one command point (less than Insane Bravery), which is worth remembering. *'''Dialogus:''' +1 LD to Sisters within 6", a 5+ FnP against Mortal Wounds(for herself only, not nearby models), and she allows you to increase or decrease the value on a Miracle Dice used for an Act of Faith by a unit within 6" by one to a maximum of 6 and minimum of 1. **Finally, this unit isn't totally wet socks. 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. *'''Zephyrim Squad:''' Close-combat Seraphim. Armed with power swords and bolt pistols with 2 attacks base (3 for the Superior). Deep Strike per normal and the option to get a pennant that allows re-roll charges for {{W40kKeyword|ORDER}} Sisters within 6", they can get there. Once they get there the power sword attacks may not appear all that threatening at first but a special rule helps soothe that fear: Rapturous Blows allows them to re-roll wounds (think AP-3 lightning claw). Re-rolling 4+ to wound is better than wounding on 3+ (75% vs 66% chance), re-rolling 5+ is better than 4+ (55.55% vs 50%). Re-rolling 6's is the only loser vs. wounding on 5+ but not by much (30.55% vs 33%). ** Like all CC units, it benefits from the Imagifiers' +1Str banner (Tale of the Warrior). The problem is getting the two units next to each other and KEEPING them together... ** An effective way to run Zephyrim is in Bloody Rose - making their swords AP-4 helps, but the real point is giving them that +1 attack on the charge, upping them to 3 attacks per model. Along with that, you get access to the Bloody Rose stratagem, which grants +1 to wound in the fight phase, mitigating the Zephyrim's biggest weakness.
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