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==Special Rules== *'''<Order>''' : Same as {{WH40Kkeyword|<Regiment>}}, {{WH40Kkeyword|<Chapter>}}, {{WH40Kkeyword|<Forge World>}}, etc, faction keywords and will have the same effect as the rest of them. Having a detachment that shares this will grant Order Convictions, the Sisters' name for the same benefit as Tactics for Space Marines or Doctrines for Astra Militarum. *'''Shield of Faith''': Every sister model with this rule has a 6++ invulnerable save, and every unit has a 1d6 Deny the Witch 1/phase. ** There are a few ways to boost the invulnerable save granted to sisters. Saint Celestine and Junith Eruita grant +1 to the save from Shield of Faith, while Seraphim and Zephyrim have a native +1. These all stack, but only up to a 4++ ** The Sacred Rite 'Aegis of the Emperor' adds +3 to Deny the Witch tests, while a Canoness can cause -1 to psychic tests within 18"; there's also a warlord trait for another -1 within 12", and a second Deny for her. Couple with the ability to use a miracle die on a Deny the Witch test, and you have a not-insignificant anti-psyker capability. Also, Imagifiers can provide the ability to re-roll Deny the Witch tests. *'''Strength of Faith''': Objective Secured for Battle-forged Adepta Sororitas detachments, same as everyone else gets. *'''Zealot''': Only applies to Arco-flagellants, Crusaders, Death Cult Assassins, Priests, Penitent Engines, and now Sisters Repentia too! Allows you to re-roll hit rolls in the first round of each close combat they get engaged in. *'''Priestly Delegation''': As long as you have a Missionary or a Priest in a detachment, units of Crusaders, Arco Flagellants, and Death Cult Assassins do not take up slots in that detachment. However, if the army is battle-forged in a matched play game and a detachment does not include a {{W40Kkeyword|MINISTORUM PRIEST}} then it may only include one such unit. ===Acts of Faith=== Acts of Faith are the central unique mechanic for Sisters, and you should note they're exclusive to Sisters of Battle units and not found on the other units in the book. The mechanic is centered around <s>[[Age_of_Sigmar/Tactics/Chaos/Disciples_of_Tzeentch#Battle_Traits|Fate]]</s> miracle dice. You gain one per battle round, and earn one more at the end of a phase if at least one of the following conditions is met: *'''Vengeance:''' Destroy an enemy unit using a unit with the Acts of Faith ability. *'''Sacrifice:''' A {{WH40Kkeyword|Character}} with the Acts of Faith ability is slain. *'''Purity:''' Resist a psychic power with a unit that has the Acts of Faith ability (doesn't count if an AoF was used to do so). *'''Valour:''' Roll an unmodified 1 on a morale test with a unit that has the Acts of Faith ability (doesn't count if an AoF was used to do so). When you gain a miracle dice, you roll it and add it to your miracle dice pool. When you perform an Act of Faith, you take one or more dice from the pool and substitute them for dice that would otherwise be rolled. You do this ''before'' rolling the dice. This counts as the result for those dice - roll the rest as normal. They may not be re-rolled, and miracle dice may not be substituted for a die or dice that is/are about to be re-rolled. Turn a failed invulnerable save into a success, guarantee that a unit's attack will wound something it would normally struggle to hurt - this is not something to be underestimated, especially when you account for the CP you'd otherwise spend on Command Re-rolls that would be less reliable. Remember, you can use multiple dice in the same Act of Faith, but not in the same roll - e.g. you can consume 2 for a charge. You ''cannot'' spend multiple dice across multiple attacks, in general. Under ordinary circumstances, you can only perform one Act of Faith per phase, no matter how big your army, but most of your infantry units can buy a piece of wargear that will let them perform an additional Act. Important note to get more miracle dice: you can [[RAW|(and technically have to)]] roll Morale tests for every squad that has lost models, even squads with high enough Leadership to guarantee a pass. So roll them; every chance to get more Miracle Dice helps (and if you have Light of the Emperor, you can re-roll these to fish for 1s). Also worth noting is with the 1-per-phase limit, the order you do things in matters. So make sure you activate your important units first as if you waste a miracle on a sister squad first you can't use another for your Cannoness in that same phase. Also your opponet may try to bait out your dice on his turn. '''You can use Miracle Dice in the following ways:''' *Hit Roll *Wound Roll *Damage Roll *Saving Throw *Advance Roll *Charge Roll *Deny the Witch Test *Morale Test You ''can't'' use one for any other roll - for example, you can't use them to change the number of shots rolled for a flamer or Exorcist. These are just a few examples, you may have even thought of a few more on your own by now. *Is that an Inferno pistol in overwatch? It'd be a shame if I dropped a 6 in to hit... (see Faith and Fury stratagem for extra lol) *Do I need to take Morale tests? Hardly a thought after I use 1s and 2s for 'em... *Need to make that 9" charge? A lot easier after you use a pair of 5s... *Multi-meltas rolling damage? Well GOD EMPEROR bless my cotton socks, it's now a guaranteed 6 for damage... Now for some '''Bad News''' from the latest FAQ: <i>Q: When making attacks with a unit, how many Miracle dice can be used when making several rolls simultaneously using fast dice rolling? A: <b>One.</b> Note, however, that if the unit was equipped with a Simulacrum Imperialis or within range of the Triumph of Saint Katherine’s Icon of the Valorous Heart ability, this would allow multiple simultaneous rolls to be replaced with Miracle dice, up to the number of Acts of Faith that unit is permitted to perform during that phase. </i> ===Sacred Rites=== Similarly to the AdMech's Canticles of the Omnissiah, an army consisting solely of {{W40kKeyword|Adeptus Ministorum}} units can grant any unit with this special rule (basically, all the sisters units and none of the non-sister units) a buff of their choice (or if you roll for it, you can take two). Unlike the cogboys, these are picked at the beginning of the game and cannot be changed in mid-battle other than with a stratagem. *'''The Passion''': Melee attacks that roll an unmodified 6 to hit score an extra hit. ** Sororitas have plenty of melee attacks to take advantage of this, especially Bloody Rose with a priest nearby. ** Works like a +1 to hit without interfering with re-roll abilities. *'''Spirit of the Martyr''': If a model is killed, it can make one last shooting or melee attack on a 5+. **A last stand of heavy weapons users around an Ancient is a popular choice for Space Marines, now your sisters get it army-wide. **This plus miracle dice means that melta weapons, Krak Grenades and/or even the occasional flame weapon gives you some serious sting after death. *'''Hand of the Emperor''': Add 1 to advance and charge rolls. ** Argent Shroud and Bloody Rose will both love this. ** Even non AS & BR sisters can find this very useful as it helps get melee units in to combat and helps meltas get into range. *'''Aegis of the Emperor''': When a unit attempts to Deny the Witch using Shield of Faith, add 3 to the roll. **Hey, that half of the rules no longer require relics to be useful. In fact, because of the relics and warlord traits, it is really good now. Best of all, you'll know if you ''need'' to take this or not by the beginning of the game. **Thousand Sons, Nids, Eldar or any army relying on psychic powers will '''hate''' you for taking this. *'''Divine Guidance''': Ranged attacks that roll an unmodified 6 to wound improve AP by one. ** Bolt and flame weapons are both weight of fire weapons so plenty of chances for this to happen, but it's worse as a weapon gains better S or AP - don't mix this with meltas if you can avoid it. ** Bloody Rose Seraphim units caries an abundance of both you say...? *'''Light of the Emperor''': You can re-roll the dice for morale. **You get "And they shall know no fear"... because that's useful in 8th edition. It can fish for those 1s on morale tests to gain a miracle die, so there's that (30.55% chance with two dice rolls). **Remember you still get to roll for morale "every turn you take a casualty", twice, ''even if'' you can't actually fail the test ''or'' if the first roll passed (nothing says that you can't), but you ''must'' accept the second result, even if it's worse. **Sacred Rose will love this, since they can never lose more than 1 model from morale test... and they are miracle junkies. Note - If you choose to roll and have CP to burn (from your brigade). Then you roll two dice. If you don't like your selection CP reroll one of the two - you can then CP reroll the other if you don't like it, as your not in a phase. Then at the start of the first battle round you can use the 1 cp battle rights stratagem to reroll one of your selections and then cp reroll that. Ok that costs 4CP but most of the time you won't need to use it and gives you a lot of control if you want the benefit of two but don't want duplicates/your least popular choice.
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