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====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.
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