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==Orders== ===[[Order of the Valorous Heart]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:OrderOfTheValorousHeartEmblem.jpg|100px|left]] In the grim darkness of the far future, the path of pain tempers the strongest Faith. These sisters are always in a state of imposed penance, as they feel responsible of the [[Age of Apostasy]] and believe it is their solemn duty to repay the Imperium for all the trouble they caused it. They stand, alone, unbending and unbreakable against their foe, bearing the brunt of fire and powering through it, till the battle is won. On the tabletop, they are great at defending and holding positions, as with the right buffs and positioning, you'll be sitting with a 2+ armour save, ignoring all AP-1 weapons and reducing AP-2 to AP-1. Combined with the 5+ FNP against Mortal Wounds (about the one thing that will make them fall like rain), these girls can dig into an objective like an Alabama tick, infuriating even the most stoic of [[Imperial Fists]] player with how immovable they are. <div class="mw-collapsible-content"> *'''Order Conviction - Stoic Endurance''': 5+++ against mortals for models with this {{WH40Kkeyword|<ORDER>}}. In addition, attacks against them cannot re-roll to wound. **This is maybe the best overall {{WH40Kkeyword|<ORDER>}} for your sisters if you are running many infantry units. It helps mitigate one of Sisters' biggest weakness, which is staying power as an army. And is what Shield of Faith should have been all along, not a 6++ on power armoured models. With Armour of Contempt offering the old AP reduction to all models, you simply become even tankier. *'''Warlord Trait - Impervious to Pain''': 5+++ FNP to normal wounds, also regain 1 lost wound on performance of an Act of Faith. *'''Relics - Casket of Penance''': -1 Toughness to enemy units within 3" of a model with this relic, which also deals -1 Strength if the unit has the {{WH40Kkeyword|Chaos}} keyword. This is actually kind of handy on a Canoness who wants to be in the thick of it anyway, and since it's a Toughness debuff instead of a to-wound buff, it'll even help your Ecclesiarchy Battle Conclave units or allies. *'''Stratagems - Blind Faith (1 CP):''' Use at the start of your Shooting or Fighting Phase. A single {{WH40Kkeyword|Order of the Valorous Heart}} unit may ignore to-hit modifiers. Nice for swatting those thrice-damned xenos flyers or stealth-spammers. *'''Tactics''' ** Find an objective. Plop your sisters on it, and refuse to move. Bonus if it's in cover. Out-stay Imperial Fists. Remember to bring bonuses to your Invulnerable save. </div></div> ===[[Order of Our Martyred Lady]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfOurMartyredLadyEmblem.jpg|80px|left]] In the grim darkness of the far future, Faith is proven with Sacrifice. This order seeks to emulate the sacrifice of their founding [[Saint Katherine]] by any means possible. On the tabletop, they like to die, as you gain power as you take casualties. Intelligent enemies who tend to be selective with what they kill will regret it if they don't finish the job. Even if they do wipe out that unit, they will still have to deal with the fact that they just gave you a new Miracle Die.<br> <div class="mw-collapsible-content"> *'''Order Conviction - The Blood of Martyrs''': At the end of any phase other than the Morale Phase where a unit with this Conviction was destroyed, earn a Miracle Die (this is in addition to Miracle Dice earned from the death of a Character that could use AoF). Additionally, add 1 to hit for any unit which has lost at least one model. **An interesting, if risky, ability which might lend itself to a handful of [[Sisters_Repentia|expendable MSUs]] backed up by larger units which can have lost models revived by a Hospitaller (though they lose the bonus if brought back to full strength.) This seems like a bit of a double-edged sword, as intelligent opponents will work to wipe entire squads much like Necron Reanimation Protocols... but on the other hand, if they do that they'll still give you those Miracle Dice. **Synergizes well with combiplasmas on your Sisters Superior - if they die to their own plasma, the rest of the unit will immediately gain the +1 to hit. **Absolutely no synergy with flame weapons, since they can't benefit from +1 to hit. ***The Spirit of the Martyr Sacred Rite seems like it would be a good fit here since it'll give you even more opportunities to get something useful out of a destroyed unit. *'''Warlord Traits:''' *#'''Shield Bearer:''' +1 to wound Characteristic & +1 Armor Save (Max 2+). *#*Pass, use cover to get a 2+ armor save -OR- better yet, don't let your Character get shot at in the first place. Take Indomitable Belief over this. *#'''Saintly Example:''' Your warlord gains another generic WT on top of this. If they ever die, another {{W40kKeyword|Order of Our Martyred Lady Character}} immediately gets to generate a WT and will count as the Warlord for all intents and purposes. Any objectives that require killing the Warlord will only be fulfilled by killing every character in your army. *#*Am I...[[Alpharius]]? Fortunately, you have the option of bringing plenty of characters considering how much of your Elites roster they compose. *#'''Saint Katherine's Legacy:''' The Spirit of the Martyr rite is active for the warlord only. On top of this, they get a 6" aura that procs the mortal wound from Spirit of the Martyr on a 5+ instead of a 6+ for any friendly Sisters. *#'''Martyr's Strength:''' For each wound lost, the warlord adds +1 to their Strength and Attacks to a maximum of +2. *'''Relics:''' **'''Blade of Sacrifice:''' Replaces a power sword. Has S+1 AP-3 D1, but every time the bearer fights, they can sacrifice a wound or two in order to deal that many MWs to an enemy on a successful wound roll. Maybe it'll see more use with the Martyr's Strength WT, but by itself it's likely not considering how squishy your characters are. Can be used toghter with the Martyr's strenght warlord traits to create a mortal wounds machine, theoretically dealing up to 32 mortal wounds with all possible buffs, enough to kill any imperial knight. **'''Candela Scroll:''' Imagifier only. Once per game on your command phase, the Imagifier can activate this relic, granting a 6" aura that grants an additional attack for any {{W40kKeyword|Order of Our Martyred Lady Core}} of {{W40kKeyword|Character}} units within it. **'''Helm of the Fiery Heart:''' Once per battle before rolling a save, this helm can activate, providing a 2++ invuln for the phase. It's at best a neat little trick to foil some surprise IMPERIAL FISTING or murder-crit, but little else. **'''Martyr's Vengeance:''' Replaces an Inferno Pistol. 12" S9 D1d6+3 Inferno Pistol that has no range restrictions for damage. Not exceedingly useful given how many other good relics Sisters get... but you do wound T8's on 3's (reliably wounding Titans is a thing). **'''Sceptre of Vengeance:''' Dogmata only. This replaces their weapon with a power fist-tier Sx2 AP-2 D2 murder weapon that adds +1 to wound against Tyranids, meaning you'll be denting Fexes and Tyrants on a 4+. For those instances, a Psalm of Righteous Smiting will definitely be what you need to get an edge over them. *'''Stratagems:''' **'''Death Before Disgrace (1 CP):''' Pick one {{W40kKeyword|Order of Our Martyred Lady Infantry}} or {{W40kKeyword|Warsuit}} unit during the movement phase. Until your next movement phase, this unit can't fall back for any reason and gains ObSec (with units already having ObSec counting as an additional model). **'''Exemplar of the Order (1 CP):''' Generic extra WT stratagem, using one of the three from the new Charadon book. **'''Honor the Martyrs (1CP):''' Use when a {{W40kKeyword|Order of Our Martyred Lady Character}} is slain. For the rest of the battle, Order units re-roll 1s to hit against the unit that killed the character. ***Turns a B-list character into a torpedo that you charge towards your opponent's '''Biggest Baddest Deadkilly-est "THING" ''' that they have (i.e. a Titan, Magnus the Red, Chapter Master Smashfucker, etc). Doesn't even matter if they die in the incoming overwatch fire. ****Combos with "Martyred" or "Divine Intervention" Stratagems. KNOW which you are going to play BEFORE you commit. ****Note: You are NOT getting your sacrificial character back with a Hospitaller's rez and using "Divine Intervention" prevents miracle dice/CP gains for having lost that character that turn... **'''A Martyr's Duty (1 CP):''' Use in any phase where a {{W40kKeyword|Order of Our Martyred Lady Core}} is under attack. Whenever a model dies, they can take one last shot/swing on a 4+, triggering before the Spirit of the Martyr rite if you have that active. **'''Martyr's Pyre (1 CP):''' Pick a {{W40kKeyword|Order of Our Martyred Lady Infantry}} unit during the shooting phase that's engaged with an enemy unit or two. For this phase, all flame weapons count as pistols (Yes, that includes heavy flamers!). Any model with a flamer that shoots this turn can roll a d6, with a 1 allowing them to shoot again, but at the cost of their life. **'''Pious Machine Spirit (1 CP):''' Pick a {{W40kKeyword|Order of Our Martyred Lady Vehicle}} with 10+ maximum wounds during the command phase. Until your next command phase, this tank counts as having their max wounds. **'''Rejoice the Fallen (2 CP):''' At the end of the opponent's shooting phase, you can have a {{W40kKeyword|Order of Our Martyred Lady}} unit that has fallen below half-strength during this phase open fire immediately. Get you some payback, but hope you're not forced to fire at something you're ill-equipped to handle. **'''Vengeance for Armageddon (1 CP):''' When a {{W40kKeyword|Order of Our Martyred Lady}} fights, they re-roll to hit an ork unit. **'''Zealous Death Wish (1 CP):''' When a {{W40kKeyword|Order of Our Martyred Lady}} unit fights, they gain +1 to hit if the enemy outnumbers them by 5 or more models (Vehicles count as 5 models for the sake of this) *'''Special Characters''' **'''[[Canoness Superior Junith Eruita]]:''' A unique character that rides atop 'The pulpit of Saint Holline's Basilica'. 10" Fly WS2+ BS2+ S3 T4 W7 A4 Ld9 Sv3+/4++. Armed with TWO Heavy Flamers and a S+3 AP-2 D2 melee weapon, The Mace of Castigation. Sadly lost her reroll 1s to wound aura, now acting like a chapter master (one <ORDER> Core or Character unit within 6" gets full hit rerolls while other <ORDER> Core units get reroll 1s to hit). Also lost the +1 to Shield of Faith saves for providing a 6" bubble of Light Cover to OML Infantry. If chosen as your warlord she has the "Inspiring Orator" warlord trait, making her Ld10 and <order> units can use her leadership instead if within 6". She counts as a vehicle that when destroyed explodes on a 6 dealing 1 mortal wound to each unit within 3"... and earns you two Miracle Dice. ***It's highly suggested that you use Seraphim and/or Zephyrim units to escort her around the tabletop. She may not buff their invuls anymore, she can keep up with the jump pack girls, give them a 2+ armor out in the open, and give them reroll 1s to hit (or a single unit re-roll all hits, helping Zephyrim punch up with their S4 swords). ***Being able to share Ld10 when chosen as your warlord means morale tests are a lot less of an issue; therefore it's now possible to run larger units to be able to use this order's convictions. *'''Tactics''' **It's surprisingly effective to run Repentia units with this order, each time your opponent kills a unit of them you earn TWO Miracle Dice. ***Consider taking a sacrificial vanguard detachment Martyr Repentias to fill up Miracle Dice pools. **Plasma is cheaper than melta, Is better suited against elite troops/bikes AND has the much needed RANGE that sisters generally lack. Granting an army wide re-roll 1s to hit is just the thing for plasma weaponry effectiveness(honestly everything likes re-rolling 1s). So If you wanted to run a Sisters list with plasma in it here you go. </div></div> ===[[Order of the Ebon Chalice]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheEbonChaliceEmblem.jpg|100px|left]] In the grim darkness of the far future, there is no place for doubts. This Order is the oldest and most traditional of all the Sisterhood Orders and are also the most blunt and direct. They land, kill the enemy and leave and have no time for pomp and ceremony, and are also the Order that closest resembles the original Daughter of the Emperor in terms of organisation and tactics. On the tabletop, they have the level of faith you imagine Adeptus Ministorum would have: anti-Psyker tools, guaranteed 6s, and Maximum Firepower. <div class="mw-collapsible-content"> *'''Order Conviction - Daughters of the Emperor:''' You pick 2 Sacred Rites, instead of picking 1 or rolling for 2; only units with this Conviction get the second one. You also get the standard Perfervid Belief conviction Orders Minoris can take: Each time a model or unit with this conviction performs an Act of Faith, you can first discard 1 Miracle die. If you do so, 1 Miracle die you use in that Act of Faith is considered to be a 6 (irrespective of its actual value). *'''Warlord Trait - Terrible Knowledge: ''' As long as your Warlord is on the battlefield the Miracle Die you gain at the start of the first battle round is a 6. Also, while the warlord is on the battlefield your command points have 5+++ (meaning you get to roll a die and refund a point on 5+ each time you spend one) **If you're playing Ebon Chalice, spend the CP for Heroine in Training. Worst case, you get the Miracle Die thing and it's likely you'll make at least 1 CP back from using stratagems over the course of the game. *'''Relic - Annunciation of the Creed:''' Replaces a Condemnor Boltgun. Bolter half is the same, but the stake is 24" Assault 1 S4 AP-2 D2. It can target characters like a sniper (honestly, ''all'' Condemnor Boltguns should be able to do this GW...) and against Psykers does 3 mortal wounds on top of the base damage. **Psykers are annoying and usually weak-bodied; being able to start shooting them by turn 2 is great. **"Suffer Not the Witch" (1CP) lets you threaten the unusual STRONG BODIED Psykers like the Thousand Sons. *'''Stratagem - Cleansing Flames (2 CP):''' Use when Shooting. One {{WH40Kkeyword|ORDER of the Ebon Chalice}} unit adds +4" to the range of their flamer weapons and a wound roll of 4+ deals a mortal wound - though you're capped to only three MWs per turn. *'''Tactics''' **Do you like Flamers? Do you like applying meltas directly to the forehead of your enemies? GOOD, cus you're in the right place for both of those things! </div></div> ===[[Order of the Argent Shroud]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheArgentShroudEmblem.jpg|100px|left]] In the grim darkness of the far future, Actions speak louder than Words. These girls are [[This Guy|absolute she-bros]] and belive that the truest way to worship the Emperor is with the wars of faith they wage, not the hymns they speak. They have taken it as their duty to protect the people of the Emperor and his empire, and will fight to the bitter and bloody end to shield and aid the wider Imperium . On the tabletop, they are the most mobile shooting order. Their infantry and tanks will have the easiest time getting into Rapid fire and Melta range without sacrificing a turn of shooting. <div class="mw-collapsible-content"> *'''Order Conviction - Deeds, Not Words''': When a model with this Conviction makes a normal move or advances, it can fire its weapons as if it hadn't moved at all. In addition, you get the Guided by the Emperor's Will conviction: each time a unit with this conviction is selected to shoot or fight, you may re-roll one hit roll or one wound roll. **More maneuverability never hurt anyone. Combine with new Retributors and their ability to move and ignore the penalty to fire Heavy for incredibly mobile heavy weapons. **Eldar wish they had this, imagine running Dominion Squads with Stormbolters or Retributor Squads with Multi-Meltas and suffer no penalties. **The free re-roll is spectacular. Obviously benefits MSU lists as more units means more re-rolls. **You know how your characters are no longer affected by re-roll auras? Well now they don't need them. *'''Warlord Trait- Selfless Heroism''': Gain a 6" Heroic Intervention range, moving 6" during it, and fights first. Generally pants because of it's severely limited use. Toss it to a Palatine. *'''Relics - Quicksilver Veil:''' -1 to hit the bearer and +3" movement range. That speed boost is very worth it for the buffs, and the stealth buff is just icing. *'''Stratagems - Faith is Our Shield (1CP)''': Give a unit a 4+++ FNP against Mortal Wounds for a Phase. For one CP that's pretty damn sweet and makes for a good defense if your Deny The Witch rolls aren't going so hot *'''Tactics''' **Argent Shroud tactics can be described in three words: '''Run and Gun'''. Sisters are chronically limited in their threat range, so anything to improve that will greatly benefit them. Obviously advancing is not very consistent but that's what miracle dice are for! Stand out units are obviously Dominions and Retributors since they already are kitted for bear with heavy and special weapons that need to be up close and personal, and both of them have special rules that interact well with your conviction. Retributors can fire their heavy weapons with no penalty after moving, and can stack additional range onto their heavy flamers or multi meltas. The free reroll also makes your sisters much more accurate, especially on small melta squads. </div></div> ===[[Order of the Bloody Rose]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheBloodyRoseEmblem.jpg|90px|left]] In the grim darkness of the far future, True devotion is proved with blood. The Order of the Bloody Rose embody all the bristling hate and anger that Sisters are known for. They slaughter, kill and purge any thing heretical with a level of seething hatred they make the [[Black Templars]] look calm. On the tabletop, They are the most cc focused order. [[Khorne|Aggression]] is rewarded with more attacks and getting AP on their fists. Stack more CC buffs then teach them the [[Khorne|fury of the Emperor]]. The expanded rules from Warzone Nachmund have also given them a bit of a martyr theming, letting sacrifices offer a bit more. <div class="mw-collapsible-content"> *'''Order Convictions - Quick to Anger:''' Units with this {{WH40Kkeyword|<ORDER>}} gain +1 attack when they charge/are charged/perform a heroic intervention. You also get the Orders Minoris conviction Holy Wrath: Melee weapons get additional -1AP when the unit charges/is charged/does a heroic intervention. **This trait obviously makes your melee units even better , as Repentia, Celestian Sacrosants, and Zephyrim all get extra attacks to kick the shit out of what they ran into (Penitent Engines and Mortifiers do not have the <ORDER> keyword). The less scary part of the trait is the additional AP-1 on all melee weapons (including your SU AP0 D1 "bare hands"). And as if that wasn't enough, this trait affects your relics (the Blessed Blade of ass-kicking is now AP-4). [[Rip and Tear]], **This trait also makes your non melee units passable-good (if not exceptional) in combat, with -1 AP and +1 A, and with the stratagem 'Tear Them Down" in the back pocket... you might not be able to push off elite melee troops, but you can cut down some low to mid level chaff. *'''Warlord Traits:''' **'''Blazing Ire:''' +1 Attack and can Advance and Charge. Not bad, but generally Righteous Rage is more interesting for a beatstick, since it helps to compensate for low Strength. **'''Fiery Example:''' The warlord gains +1 to wound enemy characters, which is always welcome. They gain two miracle dice whenever they kill an enemy character. **'''Incandescent Reprisal:''' 5+++ and if once per phase can shoot/fight back once per phase when shot at or was fought and lost any wounds. **'''Red-Handed Castigator:''' {{W40kKeyword|Warlord}} can reroll all hits if she made a charge move, was charged or made a Heroic Intervention and if she destroyed any enemy unit then the Miracle Dice for Vengeance at the end of the phase will be an automatic 6. *'''Relics:''' **'''Armour of True Sacrifice:''' Improves the bearer's save to a 2+ and gives them a miracle die during a turn where they lose at least one wound. **'''Beneficence:''' Replaces a chainsword. S+2 AP-2 D1, A+3 instead of just A+1, with ''another'' +1d3 (total A+3+d3) when you fight a unit with more than 6 models within 3". One-wound models suffer critical existence failure when she charges, while marines are going to be fighting for their lives. **Remember, a default canoness will tear through most things that don't have invuln saves or ways of ignoring wounds. She's amazing when she gets the charge off and terrifyingly brutal when you have some extra buffs on her. However, just because she can murder marines in her sleep, it doesn't mean you should go off and charge marines willy-nilly. She's a blender, not a semi. **'''Mina's Wrath:''' Replaces a Power Sword, S+2 AP-3 D2 and deals 2MW instead of other damage on a nat 6 to wound. **'''Icon of the Crimson Martyr:''' Gives {{W40kKeyword|Order of the Bloody Rose Imagifier}} +1W and extra ability, that gives additional Miracle Dice if any {{W40kKeyword|Order of the Bloody Rose Core}} units were destroyed within 6" of it. Not an Aura ability, so good luck turning this of. *'''Stratagems:''' **'''Scourge of the Penitent (1/2 CP):''' In your Command Phase {{W40kKeyword|Order of the Bloody Rose Repentia Superior}} can pick a unit of {{W40kKeyword|Sisters Repentia}} and give them +1 to Charge rolls 'till the end of the turn. 2CP if unit has 6+ models. **'''Clear the Flanks (1 CP):''' Pick an enemy unit within 6" of battlefield edge in your Shooting phase. All your {{W40kKeyword|Order of the Bloody Rose}} units re-roll 1s to wound against it. **'''Outrage of the Matriarch (1 CP):''' When {{W40kKeyword|Order of the Bloody Rose Character}} fights, give her +1 to wound and extra -2 AP on a natural 6 to wound against unit that has more Wounds then her. **'''Carry Forth the Faithful (1/2 CP):''' Pregame move for your transtport, if it has someone other than {{W40kKeyword|Dominion Squad}} embarked. Can be used only once and costs 2 CP if unit inside is either {{W40kKeyword|Retributor Squad}} or {{W40kKeyword|Sisters Repentia}}. **'''Savage Twist (1 CP):''' When {{W40kKeyword|Order of the Bloody Rose Infantry}} unit fights, give it +1D on all Melee weapons except Close Combat Weapon (hands). **'''Fuelled by Rage (1/2 CP):''' Pick one {{W40kKeyword|Order of the Bloody Rose Core}} unit that's being shot at. Whenever a model from this unit dies, they can hold on for a little bit longer on a 4+, letting them fire their gun once before dying. This costs 2 CP for Retributor squads, which you'll be feeling the most by having the big guns. **'''Catechism of Wrathful Defiance (1/2 CP):''' In your Command phase pick one {{W40kKeyword|Order of the Bloody Rose Infantry}} unit. If enemy unit is both within 6" and targets aforementioned unit enemy has -1 to hit malus. **'''Tear Them Down (1 CP):''' Use at the start of the Fight Phase, choose a unit. Attacks made by that {{W40kKeyword|Order of the Bloody Rose}} unit auto-wound on a 6 to hit. A Bloody Rose repentia squad is already scary enough, now imagine some of those hits not having to worry about wounding now. ***Dedicated melee units like Zephyrim, Celestian Sacrosants, Sisters Repentia, and a Canoness armed with '''Beneficence''' or the '''Blade of Admonition''' are the obvious recipients of choice, but don't be hesitant to use this with other units as well. **'''Wade into the Foe (1 CP):''' Pick one {{W40kKeyword|Order of the Bloody Rose Paragon Warsuits}} unit that charged. For that fight phase, they can score an additional hit on a 4+ to hit against an enemy unit of 6+ models. *'''Tactics''' **In general, playing Bloody Rose transforms your army from a midranged force with some melee options into a melee force. The extra AP and attack on the charge unlocks a lot of units that otherwise have only middling potential - Sacresants with maces deserve special attention here. Play Bloody Rose if you plan on building around any melee Sisters units. If you don't want to play Bloody Rose, consider using the Ministorum units that don't get Order benefits anyway for your melee. </div></div> ===[[Order of the Sacred Rose]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:OrderOfTheSacredRoseEmblem.jpg|75px|left]] In the grim darkness of the far future, only the faithful are rewarded. The Sacred Rose aspire to be the unyielding golden light. They are loyal, unflinching and remain calm in even the most dire of times, and act as beacons of light for all Imperial forces around them helping them rally and find their faith in the Emperor when it has all but vanished. On the tabletop, they are defensively disciplined and more importantly replacing used miracle dice like Command points (the broken not once per turn way). <div class="mw-collapsible-content"> *'''Orders Convictions - Devout Serenity''': Auto-pass any combat attrition test. Additionally, whenever you use a miracle die for an act of faith, roll a D6. On a 4+, gain a miracle die. **Consider using a "sacrificial" Martyred Lady screening detachment (i.e. Vanguard of Our Martyred Lady Repentias, two dice per unit sacked) for your army to help fill up your miracle dice pool. If you decide to use acts more liberally, you'll get more mileage out of it. *'''Warlord Trait - Light of the Emperor:''' Whenever this warlord uses an act of faith, the first die they expend will ALWAYS be a 6. In addition, gain a 6" aura allowing {{WH40Kkeyword|Order of the Sacred Rose Core}} units within 6" to shoot after falling back. *'''Relics - Light of St. Agaetha:''' Replaces a Brazier of Holy Fire with one that's unlimited use. Oh hell yeah, this is incredible for some backup, even if you can't use any flamer-boosting tricks. *'''Stratagems - The Emperor's Judgement (1 CP):''' Pick an {{WH40Kkeyword|Order of the Sacred Rose}} unit that is firing during the Shooting Phase. Unmodified hit rolls of 6 get an additional hit. **Fortunately this won't discriminate on gun type, but you will still suffer from the number of shots this will affect. **Remember that Miracle Dice count as unmodified rolls of that number. If you have a spare 6 and are firing your Canoness' Inferno Pistol, why not pop this for double the shots? *'''Tactics''' **Spam "Light of the Emperor" Warlord Trait + "Vessel of the Emperor's Will" stratagem combo. ***Consider giving "Light of St. Agnatha" relic as well for some sweet sweet 12" mortal wound action **Use Battle Sanctum terrain (50-Pts ea, 3 for 150-Pts). ***Note - you only get 1 miracle die per turn regardless of how many sanctums you have on the board. However, multiples does mean that you don't need to remain stationed in one building all game **Use a Cheerleader Canoness (ideally ON a Battle Sanctum). **Use Incensor Cherubs to capture extra miracle dice. </div></div> ===Orders Minoris=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, heroes can emerge from even the humblest of origins.<br/> It's an edition overdue, but now there's a way for custom convictions. Like space marines and dark eldar, you pick and mix between two different, smaller convictions. <br> <div class="mw-collapsible-content"> *'''In the Footsteps of Saints:''' You can't take another conviction, but you imitate one of the Orders Militant with their convictions and can use their stratagem and WT. Can't grab their relics though. *'''Conviction of Faith:''' So long as all your {{W40kKeyword|<Order>}} units have this conviction, you can re-roll any miracle dice that show a 1. *'''Devout Fanaticism:''' Any time a unit charges, gets charged, or performs a heroic intervention, you add +1 to hit. Incompatible with Holy Wrath. **The trait of choice for a repentia-heavy army. *'''Guided by the Emperor's Will:''' Your units can re-roll one hit or wound roll when fighting or shooting. At least you don't need the Canoness's Rod of Office as much. *'''Hallowed Martyrs:''' Units below half strength get to add +1 to hit. *'''Holy Wrath:''' Any time a unit charges, gets charged, or performs a heroic intervention, you add -1 to AP. Incompatible with Devout Fanaticism. *'''Perfervid Belief:''' When using an act of faith, you can spend another miracle die to guarantee a 6 on your next one. *'''Purifying Recitations:''' +3 to any rolls when using Shield of Faith to deny the witch, though it won't work with anything else that influences these rolls like the Pure of Faith stratagem. Still an incredibly useful trait to have for reliable anti-psyker power. *'''Raging Fervour:''' When firing a melta weapon, pistols and assault weapons always count as being in half range, as do heavy weapons when targeting enemies within 18". Incompatible with Rites of Fire or Unshakeable Vengeance. **While useful for those units that do use meltas, wasting a conviction on it is kinda iffy, as e.g. your bolter bitches won't benefit at all. *'''Righteous Suffering:''' Any wound rolls against you of 2 auto-fail. For your mostly T3 army, this means you're at -1 to be wounded against S6+. *'''Rites of Fire:''' All flamer weapons add +4" to their range. Incompatible with Raging Fervour or Unshakeable Vengeance. **So, remember how Retributors lost range on their heavy flamers? Well, now you have that back and then some, made to incinerate whatever you see from safer away. *'''Shield of Aversion:''' Incoming attacks with AP-1 now count as AP0, decent standby to shut off choppas and small arms. *'''Slayers of Heretics:''' Attacks against enemy {{W40Kkeyword|character}}s add +1 to hit. *'''Unbridled Valour:''' +1 to all combat attrition checks. Is this really worth it? *'''Unshakeable Vengeance:''' All bolt weapons ignore modifiers to hit. Incompatible with Raging Fervour or Rites of Fire. **Probably the most usable because of how many boltguns you're packing between combis and normal bolters. That said, the primary benefit here is far and away the effect on combi-flamers, where it radically outperforms Rites of Fire. *'''Witch Hunters:''' Re-roll hit rolls of 1 against {{W40Kkeyword|psyker}}s while also re-rolling wound rolls of 1 against {{W40Kkeyword|psyker characters}}. **The number of armies where this would see this much use are few: Craftworlders, Grey Knights, and Thousand Sons. Against anyone else, this isn't worth it. </div></div>
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