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===Special Rules=== ====Acts of Faith==== AoF = Act of Faith Good news- Faith Points have been removed. Bad news- you can only use one Act of Faith per game for each unit, unless you take a Simulacrum Imperialis, which is 10 points. *It should be noted that there is a risk of a simulacrum getting sniped out of your squad and you losing not only your ten point trinket BUT the ability to use an AoF later on, as well. But should that happen, it likely means your two special weapons (or special and heavy) AND your Priest (who you should be taking--see below), AND your Sister Superior (meh, but since AoF require leadership tests, you should always be upgrading to one) are still alive and kicking. Not the best trade-off in the world. My point is simply that you need not feel the need to rage-quit if your Sim gets popped. For those of you who are wondering: An Act of Faith can be attempted immediately before a Sisters of Battle unit acts during a phase. To attempt an Act of Faith, select the unit and make a Leadership Test; if the Test fails, that unit will not be able to use its AoF and will be unable to try again (unless it has a simulacrum). Each of the Sisters' unit has it's own Act (see below). *With the advent of some of the newer 6th edition books, awareness is key on taking LD tests. <s>For example the new Nid Synapse is a -3 LD (Only for Psychic powers)</s> Nope, -3 to psykers for all tests within 12". If unfamiliar with a book's rules, always ask. ====Shield of Faith==== Pretty much everybody in the army gets Adamantium Will and a 6++ invulnerable save... you know, in case your enemy brought a ton of plasma or something, which, come to think of it, they probably <i>did</i>, given that this is the plasmaspam edition and all. It also has its uses against pain in the ass template weapons (I'm looking at you Heldrake). In case your opponent hits you with something that <i>can</i> punch through your 3+ save (or 4/5+ cover save), you've got a 1/6th chance to save your little dudettes, which is better than the average Marine, so don't forget it. All in all, not great, but not bad either for an army-wide rule. It also means your basic Sisters are more likely to survive a Power Fist to the face than the average Marine, which is highly amusing. Also, do not forget Adamantium Will, it moves your chances of just shrugging off a psychic power from 1 in 6 to 1 in 3, which as you can imagine is a VERY important difference. It's also very (VERY) important to remember that it works for vehicles as well, 6++ and Adamantium Will. So if your opponent fires off a Psychic power that can hurt vehicles (like Eldritch Storm) you get a 5+ roll to make it go away (yes vehicles get to Deny the Witch too), even before cover/invul saves. And it'll also occasionally make meltabombs bounce off which will make your opponent rage.
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