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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Cleansed by Fire (2 CP):''' One {{W40kKeyword|Adeptus Ministorum}} unit that shoots a flame weapon will automatically max out their hits. See those Retributors out there unleashing hell with their heavy flamers? How about those Dominions about to incinerate a key unit? They want this. *'''Embodied Prophecy (2 CP):''' One Zephyrim unit adds +1 to wound for the fight phase. A simple and useful little buff when managing with tougher blokes like orks or Death Guard. *'''Exceptional Proficiency (1 CP):''' One {{W40kKeyword|Celestian}} unit (So either form of on-foot celestians or the paragons) add +1 to hit in either melee or shooting for one phase. A simple utilitarian stratagem with many uses. *'''Extremis Trigger Word (1 CP):''' Use this Stratagem in the Fight phase when you pick an {{W40kKeyword|Arco-Flagellants}} unit to fight. Until the end of that phase, those flails now triple their attacks rather than double, and there's absolutely nothing not to like. At the end of that phase, roll a number of D6 equal to the number of models in that unit. For each roll of 1, one model in the unit is slain. **This turns Flagellants into a meat grinder par-excellence. Bumping them to 6 attacks each will make them push 15 wound through on MEQ and 22 on GEQ. Couple with a priest for 9 attacks each and watch them go through tanks and full marine mobs in a single fight phase. *'''Suffer Not the Witch (1 CP):''' +1 to hit by a {{W40kKeyword|Adeptus Ministorum}} unit against a {{W40Kkeyword|Psyker}} in the Shooting or Fight Phase. This is also applies a +1 to wound when used on a character, which is better for you. **Situational but useful. Do not forget about it whenever your blade Canoness is dueling other HQ's, when you're dogpiling a lonely primaris librarian on an objective, or when lobbing meltas at a traitor Primarch. </tab> <tab name="Epic Deed"> *'''Divine Intervention (2 CP):''' Use when a generic {{W40kKeyword|Adepta Sororitas}} character is killed. You may spend 1-3 miracle dice. The number spent is the number of wounds the character has as it is revived at the end of the phase, placed as close as possible where it was killed and away from engagement range with enemy models. You do not gain miracle dice for having lost that character this turn. Especially annoying for the enemy, because if they were dogpiling that character, all the extra attacks are wasted as the character isn't set up till the phase is over. *'''Fiery Oratory (1 CP):''' Use outside of the Command phase. One {{W40kKeyword|Adeptus Ministorum Priest}} that hadn't already intoned before can immediately intone one hymn that wasn't already used and automatically set it off until the next command phase. Pretty much made to use the moment they pop out of a transport or for when seraphim or zephyrim drop on in and get a little gift before cutting loose. *'''Martyr's Immolation (1 CP):''' When an Immolator from your army would roll to see if it explodes, do not roll. It automatically explodes. *'''Rites of Restoration (1 CP):''' A Hospitaller can resurrect up to d3 models from a {{W40kKeyword|ADEPTUS MINISTORUM Core Infantry}} unit within 3". In truth, there's not many times where you'll need it, but it might help keep a unit in the fight for a turn longer. *'''Martyred (1 CP):''' Gain an additional miracle dice when you gain one via Sacrifice. This improves to d3+1 miracle die when your {{W40Kkeyword|Adepta Sororitas}} warlord dies. An inevitable option considering your forces, but you can at least go down with a bit more of an edge. *'''Moment of Grace (1 CP):''' Use after making a hit or wound roll for a model in your army, or even a saving throw. You may discard 1-2 miracle dice to add +1 to the roll per die discarded. **You probably have 1s and 2s you aren't using in the bank. Use them to keep your characters up. This works on invuls, not just armor. *'''Suffering and Sacrifice (1 CP):''' Pick your {{W40kKeyword|Adepta Sororitas}} warlord or one {{W40kKeyword|Living Saint}} or {{W40kKeyword|Saint Potentiae}} unit (The latter being something Crusade-related) during the fight phase. All enemies have to engage this model rather than anyone else. For Celestine, this can be particularly worthwhile between her saves and the ability to raise her girls. </tab> <tab name="Requisition"> As with other factions, these are all limited by the size of the game. Patrols can only use these once, strike forces can use these twice, and onslaughts use these three times. *'''A Sacred Burden (1 CP):''' Standard "relic on sergeant" stratagem. The relics available are the Blessings of Sebastian Thor (the entire unit has 2 sacred rites which are independent your army's), the Ecclesiarch's Fury (the relic Eviscerator), the Litanies of Faith (1/round re-roll a Miracle Die before adding it to your pool, unit must be on the table), or Redemption (the relic plasma pistol). **Best used for Blessings to give Hand of the Emperor and The Passion to an entire unit of Zephyrim. *'''Open the Reliquaries (1 CP):''' Standard relic giver stratagem. **If running sisters with an Inquisitor warlord, use it to give Wrath of the Emperor to your canoness, or to let you take multiple buff relics. *'''Saint in the Making (1CP):'''An unnamed character that is not your Warlord generates a Warlord Trait. X per battle - X is 1 for 1-1000 points, 2 for 1001-2000, and 3 for 2001+. Useful to give warlord trait to a palatine alongside your canoness. </tab> <tab name="Strategic Ploy"> *'''Angelic Ascent (1 CP):''' One {{W40kKeyword|Adepta Sororitas Jump Pack}} unit can immediately jump back into reserves and re-deploy themselves. Absolutely helpful in throwing your seraphim or zephyrim to their targets or bail Celestine out of a bad spot. *'''Battle Rites:''' (1 CP). One Use. You can roll a d6 and generate a new Sacred Rite if the warlord has {{W40kKeyword|Adepta Sororitas}} and is still alive. **Two uses: If you rolled your Sacred Rites randomly, you can try to fish for another chance for one that helps right now. Or, if you picked a Sacred Rite you no longer need (maybe you're in the enemy's face and now bonus hits seem better than +1 to charge, maybe you killed all their psykers) you can swap to something else. *'''Deadly Descent:''' (1 CP) Use when a Seraphim unit uses Sky Strike to enter the battlefield. It may immediately fire as if it were the shooting phase. They may still shoot in the shooting phase, which is absolutely classy. **Fun interaction: If the Seraphim kill a unit with this stratagem, that gets you a miracle die for wiping out a unit, and you can still gain another for doing it in the shooting phase. *'''Defenders of the Faith (2 CP):''' Use at the end of the movement phase when a group of battle sisters get an objective point. Until your next movement phase, your rapid-fire boltguns will now always fire twice and any wound rolls of 1-3 will always fail. A surprising application, as neither really complements each other, but each will absolutely see use. *'''Desperate for Redemption (2 CP):''' Use when a Repentia unit is targeted in melee. Whenever a model dies on this turn, that model can fight if they haven't already before going away. Considering how easily they die, you'll need them to make as many blows as possible. *'''Devastating Refrain (1 CP):''' Use on an Exorcist during the shooting phase. The missile launcher and conflagration rockets can now target enemies they can't see. Honestly a net loss here, you need more shots, not more targets. *'''Holy Rage (1/2 CP)''': At the start of charge phase pick a {{W40kKeyword|Adepta Sororitas Core}} unit. This unit gains either the Zealot rule or the ability to charge after falling back. Now even your Sacresants and Paragons can feel mighty, and your Repentia will have no reason not to keep charging. ** Costs 1 CP if an {{W40kKeyword|Adeptus Ministorum Priest}} is within 6" of the unit, otherwise it's 2 CP. *'''Purity of Faith (1 CP):''' Deny on 4+ for one CP. **NO LONGER your only defense against psykers that is more than a meme. You can choose to use it after an actual Deny the Witch attempt has failed, which lets you save CP, especially if you're using Aegis of the Emperor. *'''Faith and Fury (1 CP):''' When you perform an Act of Faith for a Hit roll, that unit may use the same Dice for the Wound Roll. Spend a 6 to hit? For a mere 1 CP, that becomes a 6 to wound. **Great for over watching with Inferno pistols... and melta in general! **Gives Melta "auto hit & wound" with a 4+ Miracle die. Turns melta into "INVULNERABLE SAVE OR <b>DIE</b>" weapons... **Use it on Overwatch for a guaranteed melta blast into some charging monster's face. Hope you roll the damage well though. *'''Final Redemption (1 CP):''' Start of the fight phase, pick an {{W40kKeyword|Engine of Redemption}} unit. When a model in that unit is slain for that phase, roll a D6. 4+, enemy unit that does so takes d3 mortal wounds. **The giant walkers are already DISTRACTION WALKERS, this just makes some guaranteed hits. *'''Judgment of the Faithful (1 CP):''' An {{W40kKeyword|Adepta Sororitas Core}} unit may shoot or charge after they fall back. Good for keeping the Retributor squad in the fight, or letting your Seraphim that got charged switch targets. *'''Righteous Impact (1 CP):''' Use when a unit of Paragons or {{W40kKeyword|Engines of Redemption}} make a charge. Roll a d6 for each model in your unit, on a roll equal or better than the unit's Toughness score (meaning it's useless on tanks or monsters) they suffer 1 MW, though a nat 6 deals d3 MWs. </tab> <tab name="Wargear"> *'''Blessed Bolts (1 CP):''' Artificer-Crafted Storm Bolters (So only base sisters, Celestians and Dominions) in a squad cause 2 mortal wounds on a 6 to hit instead of normal damage. *'''Holy Smokescreen (1 CP):''' An {{W40kKeyword|Adepta Sororitas Smokescreen}} unit can pop this when getting shot. The enemy now suffers a -1 to hit for the rest of the phase. Expect to use this a lot to protect your transports. *'''Holy Trinity:''' (1 CP) Pick an {{W40Kkeyword|Adepta Sororitas}} Unit in the shooting phase. As long as the unit has a bolt weapon, a flame weapon, and melta weapon in range and EVERYONE in the units shoots at that same target, add +1 to wound rolls for the firing unit until the end of the phase. **All the listed weapons MUST be in range to the same target, so most times you're looking at a useful range of 'FLAMER' (12") for this stratagem. **You lose a significant amount of tactical flexibility because of the requirements that "ALL the models in the unit (regardless of weapon carried) shoot at the same target." I.e. this means that your meltagun sister may NOT split-fire at other, more appropriate targets worthy of melta. So now you have to choose how you are going to waste your squad's potential firepower, either by having melta shoot at troops (hilariously wounding most everything not T8 on 2's) or by having flamer & bolt shots wound T8 on 5's. **A single combi-weapon can count as two out of the three, which is the key to how to use this stratagem. Give your melta squad <s>sergeant</s> Superior a combi-flamer or vice-versa. That tank may not give a shit about being flamed, but it'll pay attention to four multi-meltas with +1 to wound; similarly a little bit of combi-melta overkill enables the rest of a flamer squad to really roast some hordes. *'''Inviolate Shieldwall (1 CP):''' Any melee attacks against a unit of Sacresants or Crusaders take a -1 to wound on account of their massive shields. Seeing as these units only have a 4++ invuln from the shields, this can see use against monsters. *'''Thrice-Blessed Hull (1 CP):''' Installs a temporary aura on a {{W40kKeyword|Hallowed}} unit (Your tanks) that makes any psykers that fail their casting checks to immediately suffer perils. </tab> </tabs>
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