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Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum
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=====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.
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