Warhammer 40,000/Tactics/Adeptus Ministorum (9E)

From 1d4chan

This is the current Edition's Adeptus Ministorum/Adepta Sororitas tactics. Previous Edition Tactics are here.

Why Play Adeptus Ministorum

Your codex, with some of the best cover art.

Because you're a proud warrior of faith, who wants to give glory to the Emperor in all his wonder and destroy the abominations of alien, mutant, and heretic which pervade this most unclean galaxy. Because you want to move fast and strike hard on the tabletop, with beautiful miniatures and plenty of options for exciting paint schemes. Because you want to march to war with a mix of the powerful, vicious Sisters of Battle who purge their enemies with a holy trinity of bolter, flamer, and melta, and the tormented warriors of the Ecclesiarchy who fight because that's all that's left to them beyond their faith.

The Adeptus Ministorum codex covers the forces of the Ecclesiarchy, also known as the Imperial Cult, it is the official organized religion of the Imperium of Man. While it has some other militant arms, its primary armed force is the Adepta Sororitas, the Sisters of Battle, and they make up the lion's share of the units in the codex and get the majority of the attention.


  • Sisters units have access to the unique Miracle Dice mechanic, where they generate dice with a specific roll that can be saved for later, like when you absolutely need to deal 6 damage to that character to kill him before he can kill you.
  • Adepta Sororitas makes a powerful melee horde faction with the proper buffs, but still has plenty of shooty options for support.
  • All Sisters have an invulnerable save that starts as a 6++ and can be buffed up to a 4++
  • You embody grimdark in a new, beautiful, and horrifying way.
  • Sisters have strong Subfaction abilities.
  • They have a unique rule called Sacred Rites, which allows your Adepta Sororitas units to gain a special rule for the entire game. You can either pick 1 or roll 2.
  • With a primarily new and up to date model line, Sisters have the best of both worlds with regard to old and new GW kit design - their kits are jam packed full of parts you need and parts you want, such as spare bits and all the weapons you could ask for. The basic Sisters kit has four of each special weapon type, letting you build it into a dominion squad or two 5-model squads with special weapons.
  • The latest Errata helped the Sisters a lot with most of their toolbox getting buffed. +1S on power weapons (S6 AP-1 Mauls), 2D for cheap Heavy Bolters, 12" for flamers (16" for Retributor Heavy Flamers) and Melta getting +2D inside half range instead of best-of-two all mean there hasn't been a better time to cut heretics and xenos down in the name of the Emperor.


  • Without taking a gimmick and running with it, your Sisters have the weaknesses of both basic humans(T3) and Marines(few in number), forcing you to play around that.
  • Since you don't have access to Bolter Discipline, your boltguns will fall flat in number of shots when compared to Marines' equivalents.
  • You have very little access to long range weapons, and very little in the way of practical anti tank options.
  • The model kits for Sisters are relatively expensive, starting at $60 for your basic troops, leading to an expensive startup, and as of this writing they have no Start Collecting set.
  • You also have very few sources of mortal wounds.
  • Trying to patch any of the above issues with allies costs you your Sacred Rites

Special Rules

  • <ORDER>: Your standard Subfaction keyword. Only Battle Sisters units get this - the various Ecclesiarchy units don't have <ORDER>, but also don't keep you from getting your Order Conviction.
  • Shield of Faith: Every Sisters unit has a 6+ invul, and can Deny the Witch with 1d6. If you're facing a psyker-heavy army, you can take a specific Sacred Rite to Deny The Witch on 1d6+3, which is actually useful sometimes. The 6+ invul can be buffed with a few different units.
  • Strength of Faith: Your standard Objective Secured rule.
  • Zealot: Found on a few of your powerful melee units, this rule lets units with it reroll all their misses in combat in a turn in which they charged, were charged, or performed a heroic intervention. It turns the 4+ WS some of those units have into a 75% chance to hit, better than a 3+.
  • Priestly Delegation: If you take a Missionary or Preacher, you can have any number of 'Ecclesiarchy Battle Conclave' units without them taking up detachment slots. If you don't have a Missionary or Preacher, you can only have one conclave unit per detachment.

Acts of Faith

Acts of Faith is the unique mechanic for Adepta Sororitas units. It's exclusive to the Sisters themselves, and not other Ecclesiarchy units. Simply put, it lets you generate Miracle Dice, and then save those dice to spend later. 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 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).

Several units or upgrades also grant or otherwise boost miracle dice - these will be looked into later.

To generate a Miracle Die, roll it and then set it aside, keeping it face up on whatever number it landed on. Once you've generated a Miracle Die, you can use them in an Act of Faith whenever appropriate. You can only use one Act of Faith per phase. Before rolling a die, you simply grab a Miracle Die from the pool, and place it instead of rolling the die in question, using its result from earlier. You can use Miracle Dice in the following situations.

  • Hit Roll
  • Wound Roll
  • Damage Roll
  • Saving Throw
  • Advance Roll
  • Charge Roll
  • Deny the Witch Test
  • Morale Test

You 'cannot' use miracle dice for other types of dice rolls, such as the number of attacks for a weapon that makes random attacks. In addition, because you can (usually) only make one Act of Faith per turn, and attacks are technically fully resolved one at a time, you can only use one die when making attacks - no fair using two 6s with melta weapons to do 12 damage and blow up that tank immediately. You can, on the other hand, use two miracle dice on a charge roll, since charge rolls are a single roll of 2d6. This means that it's fairly easy to guarantee a 9" charge roll.

Miracle dice don't go away if they aren't spent, they save up forever. If you want to hold onto that 6 for a critical use on an inferno pistol's overwatch roll, you can. Don't ignore those 1s and 2s you roll either. 1s can be spent to automatically pass morale, and there are several stratagems that make you spend miracle dice but don't care about the value of the dice spent.

Sacred Rites

Similarly to the AdMech's Canticles of the Omnissiah, an army consisting solely of 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. Mathematically, this is roughly the same as +1 to hit
      • Unmodified 6 to hit can't be stacked with sources of +1 to hit.
  • Spirit of the Martyr: If a model is killed, it can make one last shooting or melee attack on a 5+.
  • Hand of the Emperor: Add 1 to advance and charge rolls.
    • This is probably the best option all around, especially for melee-heavy units, but also good for Argent Shroud units that can fire while advancing.
  • Aegis of the Emperor: When a unit attempts to Deny the Witch using Shield of Faith, add 3 to the roll.
    • Handy for shutting down armies with a medium amount of psykers, but armies with access to significant pluses to their psychic tests probably won't care much.
  • 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. A good all-rounder choice for a shooty list.
  • Light of the Emperor: You can re-roll the dice for morale.
    • Not particularly useful. Morale rarely matters to you anyway.
      • Having said that - this does give you a greater chance to get that tasty, Faith-generating unmodified 1...


Army wide.

  • Open the Reliquaries: (1 CP) Standard relic giver stratagem. As of the new codex, it is just 1 CP per additional relic as opposed to 1 CP for one additional relic and 2 CP for two additional relics.
    • If running sisters with a different faction warlord, use it to give beneficience/wrath of the emperor to your canoness, or to let you take multiple buff relics.
  • Desperate for Redemption: (3 CP) Penitent Engine, Mortifier, or Sisters Repentia unit may fight again. These units(especially Repentia) are fragile, so the ideal is to wipe out the first unit you attack on the charge, consolidate into something that can barely fight back like a tank, and then kill it with this stratagem.

Adepta Sororitas

  • Embodied Prophecy: (1CP) Use at the start of the fight phase. Select a Zephyrim squad- other Sisters units within 6" also gain re-roll wound rolls of 1 for that phase.
    • Mortifiers have the Adepta Sororitas keyword, a fact that rarely comes up, but it works here. If a powerful melee unit needs a boost and happens to be near your Zephyrim, it might be worth it.
  • Furious Recital: (1 CP) Target one Exorcist model in the Shooting Phase, inflict -1 leadership to every enemy unit within 12", or -2 if Chaos.
    • As with every leadership debuff, best when stacked with more anti-leadership abilities for maximum damage, but consider the following: The Exorcist is an expensive, long-ranged artillery tank, and 12" is Melta range. Your Exorcists have more important things to be doing, and your CP could probably be better spent elsewhere. Therefore this stratagem should be used defensively since a -2 leadership could be enough to even a single wound on overwatch or the like cascade.
  • Blazing Piety: (1 CP) Select enemy Chaos unit within 6" of a Dialogus. It suffers 1 Mortal Wound. If it was a Daemon unit, it suffers D3.
    • Situational and low reward. Don't bother unless you need to kill that last pair of bloodletters for an objective.
  • Battle Rites: (1 CP). Start of Battle Round. You can roll a d6 and generate a new Sacred Rite if the warlord 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.
  • Martyr's Immolation: (1 CP) When an Immolator model from your army would roll to see if it explodes, do not roll. It automatically explodes.
  • Heroine in the Making: (1CP)An unnamed Sisters character that is not your Warlord generates a Warlord Trait. Once per battle. Useful to give warlord trait to a canoness along your warlord imagifier.
  • 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, with hand flamers and inferno pistols (as of the new codex) becoming 12' for purposes of this attack. They may still shoot in the shooting phase, though the extra range of the Flamers and Inferno Pistols does not extend into the normal shooting phase.
    • 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.
  • Final Redemption: (1 CP) Start of the fight phase, pick a Repentia unit. When a model in that unit is slain for that phase, roll a D6. 4+, enemy unit that does so takes a mortal wound.
    • Considering how suicidal the Repentia are already, no harm in this. In addition to Bloody Rose, this finally makes the Repentias useful at HQ killing.
  • Blessed Bolts: (1 CP) Storm Bolters in a squad get AP-2 and become Damage 2.
    • Make Storm bolters basically equivalent in damage output to plasma: half the strength, double the shots, and slightly worse AP.
    • Effective against medium and heavy infantry, but only really work if you are using 4 storm bolter squads of dominions. Assuming 12" range, this will kill four and a half primaris on average.
    • If you are using Divine Guidance as your Sacred Rites, 6's to wound become AP-3.
  • Exceptional Proficiency: (2 CP) Celestians, shooting phase, Overwatch or Fight phase. May re-roll the hit roll, re-roll the wound roll.
    • With the proper buff, transform a naked 10 celestian squad in melee butchers. Bloody rose+Str Imagifier+priest => Enough melee wounds to kill most melee elite in a single round of combat. Repentia and Celestian are the cornerstone of sister dominance in early 9th ed.
  • Judgment of the Faithful: (2 CP) A Sororitas unit may shoot if they fall back as well as charge. Good for keeping the Retributor squad in the fight, or letting your Seraphim that got charged switch targets.
    • Mortifiers can benefit from this. Fall back, shoot with their Heavy Bolters, and charge.
  • Martyred: (1 CP) Gain D3 CP s when your Adepta Sororitas warlord dies.
    • Functionally free so long as you have a CP to spend, so there is not excuse to use it whenever possible.
  • Venerated Saint: (1 CP) An Imagifier may select two Tales instead of one. Use during deployment.
    • Useful for bloody rose armies, allowing you to still benefit from AP-1 Aura on your celestians.
  • Holy Trinity: (1 CP) Pick an 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' (8") 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 squads 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.
    • Could find some use if you like to burn shit down. Bring a squad of Dominions or Retributors with 4 flame weapons and give your superior a combi-melta. +1 to wound on flame weapons is nice.
  • Storm of Retribution (2 CP): When a Retributor squad shoots or fires Overwatch, gain one of the following buffs until the end of the phase:
    • +1 to hit when firing heavy bolters, hitting on 2's doesn't suck but they are just heavy Bolters... 2CP for an additional primaris dead is meh.
      • Doesn't work on overwatch (FAQ confirmed).
    • Re-roll wounds when using heavy flamers.
    • Multi-meltas gain 12"(!) extra range and add 1 to damage rolls.
      • Combo this with Faith and Fury and you'll have some serious fun with Multi-Meltas that have to potential to do 9 points of damage (Dd6 +3 = 9) AND earn that 'Melta distance damage' at 18".
  • Last Rites: (1 CP) Pick a Hospitallier model in your army in the morale phase. Friendly Sisters units within 6" do not count casualties when they roll their morale checks that phase.
    • Another way to cheekily 'Auto Pass' morale test. Be sure to roll the morale test anyway, any 1's are free miracle dice.
  • Devastating Refrain: (1 CP) Exorcist, Shooting Phase or Overwatch. You may re-roll shot generation for the Missile Launcher or Conflagration Rockets.
    • Gives you even MORE consistency on a much-improved weapon system.

Adeptus Ministorum

  • Extremis Trigger Word: (2 CP) Use this Stratagem in the Fight phase when you pick an Arco-Flagellants unit to fight. Until the end of that phase, replace the unit's Arco-flails ability with 'Make 3 hit rolls for each attack made with this weapon'. At the end of that phase, roll a number of D6 equal to the number of models in that unit. For each roll of 6, one model in the unit is slain.
    • Arco-Flagellants are crazy enough - they average 6 attacks per model when next to a Priest. This ups them to a guaranteed nine attacks per model. Losing models afterward isn't a huge concern, but this stratagem can actually be overkill, and it's a bit steep at 2CP. Still worth it when you've dog-piled your flagellants onto a high value target that's vulnerable to weight of attacks like Terminators or a Primarch.
  • 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 1-3 miracle dice to add +1 to the roll per die discarded, maximum of a 6.
    • 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.
  • Divine Intervention: (2 CP) Use when a 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 more than 1” from enemy models. You do not gain miracle dice for having lost that character this turn. This cannot be used on Celestine, Geminae Superia, Junith Eruita or the Triumph of St. Katherine, but it can definitely save your Canonesses, Hospitalers, Imagifiers or Dialogi. 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.
  • Suffer Not the Witch: (1 CP) Re-roll wounds by a Sisters unit against a Psyker in the Shooting or Fight Phase.
    • Situational but useful. Do not forget about it whenever your blade Canoness is dueling other HQ's, when you're dogpiling a lonely primaris psyker on an objective, or when lobbing meltas at a traitor Primarch
  • Vessel of the Emperor's Will (1 CP): After performing an Act of Faith for a Character, gain a Miracle Die.
    • Basically lets you convert CP to MDs, 1:1. The issue is CP are a lot more precious than miracle dice.
    • Stacks with Sacred Roses' warlord trait "Light of the Emperor". Why yes, yes I DO want two, TWO Miracle dice back each and every time my warlord does a Act of Faith with one Miracle die, PLEASE AND THANK YOU!
  • 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: (2 CP) When you perform an Act of Faith (using the Miracle Dice) for a Hit roll, that unit may use the same Dice for the Wound Roll. Spend a 6 to hit? For 2 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 DIE" weapons...
  • Test of Faith: (1CP) When you gain a Miracle Dice from Purity or Valor, spend 1 CP to gain D3 additional Miracle Dice.
    • Once again, CP are more precious than MD. Use with care.
  • Holy Rage (1 CP): Start of charge phase pick a sisters unit. It can charge even if it advances that turn. Repentia with their lack of guns come to mind.
    • Mortifiers can advance and use their Heavy Bolters as Assault. So a unit of them can move 9 inches, advance D6, fire their Assault 3 Heavy Bolters, and then charge.

Warlord Traits

  1. Inspiring Orator: Add 1 to this Warlord's Leadership characteristic. And friendly <Order> units within 6" can use your Warlords LD instead of theirs.
    • Your Sisters' leadership is fine, talk to your local Dialogus and then report to your nearest Inquisitor if you're worried about unit Morale.
      • Seriously ask your inquisitor if you need help with moral, they are way better at buffing it then any of our ladies in arms.
  2. Righteous Rage: re-roll failed charges and when you charge, were charged or perform Heroic Intervention you re-roll to wound for the first round of combat as well.
    • Combine with Bloody Rose and Beneficience for one of the most cost efficient beatstick in the game.
  3. Executioner of Heretics: -1 to the LD of all enemy units within 6".
    • Leadership is almost never worth investing into. Best to skip it, especially since you don't have much in the way of abilities that stack with this.
  4. Beacon of Faith: At the start of your turns, if you warlord is on the table you gain a miracle die.
    • Given how important Miracle Dice are, this is almost certainly the one you want. If you're running a warlord who needs another trait for her build, use Heroine in The Making to give someone else this trait.
  5. Indomitable Belief: The Shield of Faith invulnerable is increased by +1 for <Order> Infantry Models whilst within 6' of the Warlord, to a max of 4++.
    • Stack with Celestine/Judith aura for a 4++ on everyone. Now you really wish for jump-pack options on Canoness. Again.
  6. Pure of will: you can deny one additional Psychic power using the Shield of Faith rules AND enemy Psykers subtract 1 from all psychic test if within 12" of your warlord.
    • Combine with the Brazier of Eternal Flame and sisters can pretty much shut down any offensive Psyker army in the game.


Melee Weapons

  • Chainsword: A nearly worthless option for a Canoness - c'mon, you can find 4 points for a power sword. That said, our Superiors can take one of these for free without having to surrender their bolter - unless you're taking a better melee weapon (Celestians, maybe), always throw in the free chainsword. It's not like you'll ever wish you *didn't* have it!
  • Power Weapons: Each type of Power Weapon has its own profile now, so pick the right one for the situation (almost always the maul). All Power Weapons have a damage value of 1:
    • Power Sword: S+1 AP-3. They will remove armour saves after the wound roll.
    • Power Maul: S+3 AP-1. Broadly the most useful for sisters. S6 is an important wound roll 'breaking point' in 9th ed. Wounding marines and T5 on 3's and T8 models on 5's as well. If your opponent has good invulnerable saves (i.e. Terminators w/ Stormshields & Thunder Hammers) the AP-1 won't matter too much. Special mention goes to to Bloody Rose (S+3 AP-2).
    • Blessed Blade: The best out of any Power Weapon. S+2 AP-3 D1d3. If you want to hurt everything, take this. Exclusive to the Canoness.

Ranged Weapons

  • Bolt Pistol: It's a bolter in 12" Pistol 1 S4 AP0 D1 form. Shorter range, but can now be fired when locked in close combat, so it's got some use for choppy units or taken in pair by Seraphim. 1 point for Ministorum Priests since they use the AM codex prices.
  • Boltgun: You know what a bolter is. 24" Rapid Fire 1 S4 AP0 D1. The loss of AP hurts, but if your opponent has a brain he would have been keeping his 5+/6+ units in cover anyway. Apparently, the Adeptus Mechanicus forgot how to make armour piercing rounds. Again, remember it's 1 point for your Ministorum Priests.
    • Condemnor Boltgun: Special Adepta Sororitas weapon (NOT a combi-weapon anymore). For 1 point you get a bolter which does Dd3 against Psykers, doubling its average damage output against them unless they have 1 or 2 wounds. Note that a vast majority of psykers are either Characters or single-wound models, meaning that in most cases the Condemnor either won't be able to shoot at its intended target or won't gain as much (or any) benefit from its higher damage.
      • On the off chance that you do get to shoot at a psyker, be sure to use "Suffer not the witch" to re-roll wounds, especially if said psyker is a Big Nid or Daemon Prince.
      • Now that Sisters/Dominions/Retributors/Celestians Superior and Canonesses can't take storm bolters outside of Legends, this might sometimes be useful if you can't find the points to give them a combi-weapon or Plasma Pistol.
      • GW really dropped the ball on this one. This gun, in order to work, needed to grant the ability to target Characters or have a access to stratagem that allowed it...
  • Combi-Weapon: Now infinite use, your choice of flamer, melta or plasma gun slapped to a bolter that can be fired independently of the bolter, bolter half only or at the same time together. Firing both the bolter and the special weapon causes a -1 to hit (meaning plasma will kill your dudettes on hit rolls of 2's now, YAY!). Sisters love combi-weapons as all of their "sergeants" have access to it, effectively allowing you to field 5 special weapons per Dominion squads and 3 per basic sisters squad. Melta is most often the superior choice, although the Canoness and Retributor Superior can make a good use of plasma due to the reroll 1 bubble - but it's now an index-only weapon for Canonesses. Plasma is also the (expensive) option if you want some volume of fire to go with storm bolters, risking the overload only if you really need it.
    • Our Martyred Lady Sister Superiors like to spam overloaded combi-plasma fire both halves, TOGETHER, hoping to self DETONATE on 2's. Why? So she can get an auto 'rez' from a Hospitaller 6" away and grant the squad their Conviction's +1 to hit... thus eliminating her own future overloaded plasma ONLY shots from danger.
      • Uses Miracle dice of 2 (guaranteeing death) to great effect, as normally there really isn't a great way to use 2's outside of occasional morale rolls.
  • Hand Flamer: A 12" flamer Pistol that throws out d6 'auto hitting' shots at S3. They have a higher wound potential than a Bolt Pistol (d6 vs. 1) and according to Mathhammer are better vs. T8's (both wound on 6's). Suffer from being in direct competition with inferno pistol on any model (save the Canoness) that can take one, but possibly useful if you're already packing a combi-melta/plasma and want some insurance against hordes. They are dirt-cheap, after all.
    • Seraphim take these in pairs. Two Seraphim models with two Hand Flamers each will be dropping 4d6 (~14) hits. Not shots, hits. If you are running a 4++ Seraphim screen, this is an interesting option.
  • Inferno Pistol: Baby Melta, 6" Pistol 1 S8 AP-4 D d6 and +2 Damage when in half range. The strong choice on Seraphims and melee Canoness. Obviously, a GREAT weapon to use a Miracle Die on, particularly DAMAGE rolls.
    • Think of this as 7-point melta bombs with a 6" range. Not too terrible an idea to give this out to every Sister Superior who isn't already packing a combi-melta.
    • Any time you have a Miracle dice with a 6 in your pool, your opponents will give pause charging within 6" of you KNOWING that you can guarantee a hit from your "Baby Melta" during overwatch.
    • Remember that you can shoot these while in melee, your opponents will often forget that you can.
  • Plasma Pistol: 12" Pistol 1 S7 AP-3 D1. Effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage (S8, D2) but kills the user on unmodified hit rolls of 1. Either take an inferno pistol for melee Canoness or a combi-plasma on anything else. Sadly the only shooty option for the Seraphim Superior (can't even take em in pairs... what's up with that?).
    • Our Martyred Lady Sister Superiors like to spam overloaded plasma (in hopes of self-detonation)... but combi-plasma are better suited for that 'Niche' task. (fire both halves while overloading)

Special Weapons

  • Flamer: Your standard-issue flamer: 12" Assault d6 S4 AP0 D1 'auto-hitting'. Only 6 points, but still suffers from the lack of shots, making it bad against hordes and the lack of AP against elite while requiring to take your model within a very short range of the enemy. Usually, you're better off with a storm bolter.
  • Melta: 12" Assault 1 S8 AP-4 Dd6 '+2 damage when in half range'. Being in half range is now a lot more advantageous, one-shotting 3W models and averaging 5.5 wounds.. Still a big threat and one of the few weapons that negate 3+ armour entirely. Decent damage dealers against T7 vehicles. You can use these in combination with Miracle Dice to guarantee kills on damaged vehicles.
  • Plasma Gun: (Index) 24" Rapid Fire 1 S7 AP-3 D1, with an option to overcharge for +1 Strength and Damage at the risk of killing the wielder. The Index Ministorum Priest is your only source of this, though as an Astra Militarum model, he uses their discounted price. If you're not building your priest for budget or for melee, you'll probably be giving him one of these.
  • Storm Bolter: 24" Rapid Fire 2 S4 AP0 D1, 2 points and one of the most cost-efficient dakka in the game, especially paired with the AP-2 D2 stratagem. It's still two boltguns strapped together, so don't expect too much either.

Heavy Weapons

  • Heavy Bolter: 36" Heavy 3 S5 AP-1 D2 Acceptable dakka for the cost, and marine killers.
    • Heavy Bolters cost the same as Heavy Flamers, with the same S and AP, and come on many of the same units. Mathhammer puts bolters as slightly better than flamers at killing Primaris-equivalents (1.33 vs 1.17 expected wounds, respectively), but the flamers are better in most other scenarios. Take bolters if you can take advantage of the range and the condensed damage - remember that doing 2 wounds to a model with only one remaining is wasteful.
  • Heavy Flamer: 12" Heavy d6 S5 D1 'auto-hitting'. Despite being much stronger than it's lighter variants, it's still overcosted compared to other options. Can occasionally help deter opponents from charging.
    • Note that its a Heavy weapon now, no longer an assault weapon. Therefore, you can't advance and shoot these like you can with a normal flamer, gutting their usefulness...unless you're running Argent Shroud. Then you're fine.
    • Retributors add 4" to the range of Heavy Flamers for 16" threat, making them a terrifying prospect to charge and giving Argent Shroud Retributors a shockingly large threat range against infantry.
    • As flamers they still suffer from reliability issues, the Ebon Chalice's Cleansing Flames stratagem patches that nicely by guaranteeing max rolls. Bring 2 armorium cherubs for 36 automatic S5 AP-1 hits.
  • Multi-melta: 24" Heavy 2 S8 AP-4 Dd6 '+2 damage when in half range'... For 20 pts. The Multi-melta doubles the Melta's range and shots. For double the price and becoming Heavy. With the Storm of Retribution stratagem, Retributors can use these to lay down 8 S8 AP-4 D6+3 damage shots inside 18". Go forth and burninate shit. For the Emperor.

Vehicle weapons

Your choices for the Immolator's top gun.

  • Immolation Flamer: Now we're talking. A Lil' hefty at 30 points, 12" Assault 2D6 S5 Ap-1 D1... everything you love about the Heavy Flamer but better. First, off it is an assault weapon instead of Heavy, so you can advance AND STILL SHOOT. Secondly, it shoots twice as often (duh - thanks Kevin). Lastly, it gets an extra 4" of range, letting it cook things that charge into it. AUTO TAKE ON IMMOLATORS!
  • Twin Heavy Bolter: Same as the above Hv Bolter, but twice the dakka (Heavy 6) AT LESS THAN TWICE THE PRICE. Good value on paper, except that the only model having access to them have a degrading statline and access to Assault weapon auto-hitting... It would be useful for long-range fire support, but that's not what Immolators are for. You should probably take the Immolation Flamer instead.
  • Twin Multi-melta: Ditto. lil' more affordable now at 40 points, but still over priced... so take the Immolation Flamer.


  • Brazier of Holy Fire: Chainsword-armed Canoness only. -1 Ld for DAEMONs within 6". Once when chosen to shoot or when firing overwatch, a unit within 12" takes D3 MW on a 2+ (if a Daemon they take D6 instead).
  • Cherubs: Cherubs are the little winged babies you see flying with units. There are different types:
    • Armourium Cherub - Once per battle may remove this Cherub. If so, a model from the unit that the cherub has been removed from may fire again.
    • Incensor Cherub - Once per battle you may remove the Cherub from play and gain a miracle dice. Roll 2D6 and decide which to keep. That dice must be used for an Act of Faith this phase or it is lost.
  • Null Rod: Chainsword-armed Canoness only, can't be affected by psychic powers, and -1 to psychic tests while the Psyker's within 18" of a rod.
  • Rod of Office: Plasma pistol & power sword-armed Canoness only, +3" to Canoness re-roll aura.
    • Rules as written, the Rod of Office is a mandatory 5 point item if your Canoness has a plasma pistol & power sword.
    • NOTE: this loadout is the ONLY way that you can take this item.
  • Simulacrum Imperialis: Unit upgrade; once per phase can perform an Act of Faith for that unit, even if an Act of Faith has already been used already in that phase. If you're running Retributors or other damage dealing infantry units, you want this.


Remember that sisters get the Open the Reliquaries stratagem, so every character in your army can have a relic if you have the CP to spend. So don't think what 1-3 relics should I use, instead think what relic is not worth 1 CP. Order-specific relics are detailed in the Order tabs below.

  • Blade of Admonition: S+2 AP-3 D3, replaces Blessed Blade. Literally more than triples your damage output against multi-wound models over a power maul. It should be your default weapon on a Canoness. Two unsaved wound rolls from this baby will outright kill most non-monstrous models on the tabletop.
    • For those following the saga of Kevin the dingus, this is what he is referring to when he says 'Blade of Ass Kicking' (he's a clever one that Kevin)
      • Note that while the Blade of Admonition used to be an absolute requirement for any melee Canoness, since the inclusion of the Blessed Blade (which has the same Strength and AP, and does D3 damage instead of 3) it's become less necessary. You're basically taking a relic just to move your damage to 3 from D3, which isn't always useful (especially against 1 or 2 wound models).
  • Brazier of the Eternal Flame: This is the "I really hate psykers" Relic. Replaces Brazier of Holy Fire; psychic tests within 18" are taken at -2 instead of -1.
    • Good if you have forewarning that psykers are being used by your opponent, but not good enough to main list it over other relics. -2 to enemy psyker test is good, but you know what else stops them from casting? Melta, applied directly to the forehead.
    • Or fairly useless because most psykers will just choose to be more than 18" from your cannoness and cast smite with impunity
  • Litanies of Faith: Once per turn, if the user is on the battlefield when you gain a Miracle Die you can re-roll the value of the die. Who wouldn't want the opportunity to improve the chance that you can hold that 6 in reserve for a key roll?
    • 1's are also an... ok choice to hold onto too as they can be used for morale rolls, and several strategems allow you to spend a number of miracle dice to improve rolls on the table. Food for thought.
    • This relic, after all the math-hammer is done, effectively gives your Miracle Dice rolls a +1 when used. If you're hunting for a specific number (i.e. 6's) the reroll gets you a ~31.5% chance to earn it.
  • Mantle of Ophelia: Canoness only, gives her a 3++. You don't have the statline to be tanky enough to justify a save like this and a Canoness is not that expensive. If you're running Adeptus Ministorum as allies or with any kind of allies, there is better stuff to take. Might be fun in a small game on an Eviscorcrazy Canoness with the Blessed blade, but honestly, either the Triptych or the Iron Surplice is probably better if you're trying to be a berserker.
  • Book of Saint Lucius: Increase a character's aura range by 3 inches. Usable by priests and their +1A aura and all of the Canoness' auras as well.
    • 9" Imagifier -or- Dialogus auras. nuff said.
    • stacks with Canoness' Rod of Office, 12" reroll 1's aura. Also your improved SoF throw.
  • Wrath of the Emperor: Relic bolt pistol. 18", Pistol 4, S5, AP-2, D2. Like most Pistol relics (all of them without a little spice), it doesn't honestly warrant too much thought. The fact it is replacing a free weapon is nice because you won't have to spend points to take it and having FOUR shots at 18" is good, but it competes against some of our best melee weapons, relics and the Brazier.
    • The Blessed Blade can be taken by Canoness, this pistol plus a BB makes for a solid melee potential. That said, inferno pistols exist...
    • You could toss this on a Hospitaller, Dialogus or Mistress of Repentance for laughs if you have CP to burn. It's pretty funny to effectively turn a medic into a short range, but otherwise better Hv-Bolter Babe (That move and shoot baby!) whose gun isn't silenced if you get stuck into melee.
      • Very useful on B-list characters of the Bloody Rose... AP-3 & D2 makes it a contender for best weapon to kill Primaris marines, terminators and bike units.
      • Because GW dose not allowed our B-list characters to take other weapon options, like chainswords even, this is probably the best suited relic for them as there really isn't any other way to give em a better gun.
    • All other takes aside, it's an incredibly efficient way to spend 1CP. I can't imagine a list where I don't put this on a cannoness
  • Triptych of Macharian Crusade: 5+++ FNP for the model. Good but not great - mostly insurance against mortal wounds: don't bother if you're Ebon Chalice or Argent Shroud, and it's a complete waste of space for Valorous Heart (who have 6+++ anyway and can get this effect with a warlord trait).
    • B-list characters don't have wargear options and therefor they often can't take relics, but they can take this one.
  • Iron Surplice of St. Istaela: Model gets a 2+ save. In addition, wound rolls of 1-3 always fail regardless of modifiers. Congratulations, your Canoness is now tougher than a Terminator captain (Math-Hammer confirmed). No really, this is a really good relic as it makes a lot of the scary weapons used against sisters like Plasma, Thunderhammers, and high strength weapons become a lot less effective. She will still be weak to high concentrations of Bolter fire and the such, but combined with Valorous Heart, for that 6+FNP and the additional armor this relic can really make your Canoness a immovable object. A really good relic in game modes that require you to kill the Warlord.


A description goes here.

Purge the Enemy

- Assassinate

- Bring it Down

- Titan Slayers

- Slay the Warlord


-Abhor the Witch

-Mental Interrogation

-Psychic Ritual

No Mercy, No Respite

- Thin their Ranks

- Attrition

- While We Stand, We Fight

- First Strike

Battlefield Supremacy

- Engage on All Fronts

- Linebreaker

- Domination

Shadow Operations

- Raise the Banners High

-Investigate Sites

- Repair Teleportation Homer

Unit Analysis

Common keywords are IMPERIUM and ADEPTUS MINISTORUM. Sororitas units specifically have ADEPTA SORORITAS. Uriah Jacobus and Ministorum Priests also have the ASTRA MILITARUM keyword which allows them to interact with Imperial Guard units and transports, along with ASTRA TELEPATHICA psychic powers.

  • For the sake of accuracy it's worth pointing out that the changes to things like meltas (D6+2), heavy bolters (2Dmg), flamers (12" range), storm shields (4++ & +1Sv) power swords (+1S) and the like aren't actually in use until the new 9E Astartes codex is released in a few weeks time (Oct '20). Some units here will greatly benefit from these changes, but not yet.


  • Canoness:The Canoness is an excellent all-rounder HQ. She has the same standard "reroll 1s to hit" aura as other armies HQ's get, she BS2+ WS2+ W5 A4 Ld9 Sv3+/4++ and is armed with a chainsword and bolt pistol. Her wargear options are a bit bubblesy - check out her datasheet for full details but she has to take weird and seemingly arbitrary combinations of weapons and other wargear. Generally, you'll want to run one of two or three basic builds.
    • Backfield Support: Take the Beacon of Faith warlord trait and the Litanies of Faith relic to maximize your miracle dice, then put her wherever she's most useful with her aura buffs, probably next to your most powerful shooty units.
    • Duelist: Run her with a Blessed Blade that you upgrade to the Blade of Admonition, and the Canoness becomes a powerful duelist who can go toe to toe with heroes twice her cost. Miracle dice can keep her in the fight far longer than her save profile indicates, and she can dish out serious damage.
    • "Becky" - An alternative build for a melee canoness, run a canoness with Chainsword in Bloody Rose, and give her the relic chainsword Beneficence. Between the bloody rose bonus and Beneficence, she makes 'eight' attacks on the charge, hitting at S4, AP-3, and Damage 2. She'll surprise people, and she's only 45 points. You can also give her a Brazier of Holy Fire for some extra mortal wounds once.
  • Missionary: Best used where his +1A aura will make a difference, or near hordes to make sure they don't run away. Arco-Flagellants (as their D3 attacks come from their weapons and not their statline), Repentia Squad, etc will all benefit from the added attack. Maxed at 1 per detachment, which doesn't matter much his abilities don't stack and you can take Preachers as an Elites version. He's your cheapest HQ option that also acts as melee buffer to anything nearby, and a good alternative to an extra Canoness.
  • Celestine: An angelic Living Saint and definitely not the Imperial equivalent of a daemon prince. For 160 points, you get a model with a S7 sword that's AP-3 and 2 damage per hit and works as a heavy flamer in the shooting phase. She has a 2+ save, a 4++, grants +1 units to the Shield of Faith ability of nearby Sisters units, grants other Ministorum and Militarum units a 6++, and the first time she'd destroyed, she stands back up on a 2+ at the end of the phase with all 6 wounds restored.
    • Celestine is in an odd place right now. She has the statline of a beatstick and the abilities of a support hero, so getting full value out of her requires that you use her as both. She lacks Sky Strike, so she can't deep strike alongside Zephyrim or Seraphim, and if you try to Strategic Reserves her in, she limits your options to the edges of the board.
    • She doesn't have <ORDER>, so she can't benefit from the Canoness' or Imagifier's auras, but she can benefit from that of a Priest or Dialogus, as well as the Hospitaller's healing.
  • Triumph of Saint Katherine: A funeral procession for the bones of the holiest Sister. This model is absolutely stunning, six Sisters from the six major orders carrying a funeral casket. It makes a wonderful painting project and a beautiful centerpiece for your army. Too bad about its rules. The Triumph of Saint Katherine is counted as a single CHARACTER with 18 wounds, which means it can't hide behind other units. It has toughness 3, which means it will be shot to pieces by anything that looks at it. An FAQ changed its ability so that it counts as having 9 wounds for the purpose of terrain, meaning it can hide behind Obscured terrain. On the other hand, it can't be placed in a transport at all. It has a slight amount of melee power - it gets four attacks at S6 AP-3, damage 2, plus more attacks at S5 AP-1 damage 1, but with only a 6" move and no way to teleport or ride a transport, much less hide behind other units, it'll never reach melee. The Triumph's gimmick is its Relics - each of the Sisters is carrying a Relic of their order, and each relic grants a bonus. You have five(the sword is treated separately) and normally all five are active, but when the Triumph drops to 9 wounds, you choose two to be active, and when it drops to four you choose one to be active.
    • The Relics are:
      • Sacred Rose: She gives +1 Miracle dice each turn.
      • Ebon Chalice: Start of shooting phase, roll 1 D6 for every enemy unit within 6". Add 1 if a psyker. Add 1 if its a chaos unit. On a 5+ they receive D3 mortal wounds.
      • Bloody Rose: Add 1 for hit rolls for attacks made by friendly Adepta Sororitas units within 6".
      • Valorous heart: Once per phase, you can perform 1 act of faith for friendly units within 6" that has the Acts of faith ability, EVEN if you have performed one or more acts of faith that phase.
      • Argent Shroud: When you perform an act of faith for a friendly unit which is within 6", you can increase or decrease the value of miracle dice by to a max of 6 or min of 1. But it's not affected by any other abilities that can also increase or decrease the value of miracle dice.
  • Taddeus The Purifier: A named Missionary from the Blackstone Fortress boxed game. In addition to his laspistol and power maul, his servo-stubber is considered a pistol weapon, so he can unload both in close combat, which is exactly where you want this guy. Like other Uriah Jacobus and generic Ministorum Priests, he gives an extra Attack in close combat to both ASTRA MILITARUM and ADEPTUS MINISTORUM units nearby, but unlike them, he lacks the ASTRA MILITARUM keyword, which means that he can't take Guard transports. Taddeus is basically a missionary that for 15 extra points lost his moral aura but got a bit more punch in CC
    • RAW you can take him and a generic Missionary, if you feel that your Elites slot is too full for a Preacher.


  • Battle Sister Squad: Consisting of 5-15 girls, Battle Sister Squads form the backbone of any pure Ministorum army. A cross between a Human and Astartes, Humans with BS3+, Sv3+, and a bolter. They're more or less about as tough, affordable, and deadly as space marine scouts. With the Blast Rules, you'll probably want to limit yourself to 5-model squads, which is fine because adding more models doesn't add special weapon slots. Your Battle Sister Squads' job is to take and hold objectives, support your other models, and take potshots against the enemy. Putting melta and flamer weapons on these girls is usually a mistake, but putting a pair of Storm Bolters on them is extremely cheap, and the Superior has no reason not to take the free chainsword.

Dedicated Transport

  • Sororitas Rhino: Good old rhino that can transport 10 ADEPTUS MINISTORUM infantry units, so this goes for your Sisters of Battle as well as any Ecclesiarchy units that you might have taken, which is probably a good thing seeing as the old melee-only Conclave units really need a transport to ferry them across the field and assault from. With the Shield of Faith to distinguish yourself from every other Rhino in the Imperium. Very nice. Oh, and it can Deny the witch too, so facing off against an opponents psyker isn't a sweat with the "Aegis of the Emperor" Sacred Rites.
  • Immolator: What are the battlefields of the 41st Millennium missing? Stained glass, fire, and birds. Enter the Immolator. With one of the most stunning models in the game, the Immolator is a surprisingly decent transport. It can be taken with a twin heavy bolter or a twin multi melta, or you can give it the Immolation Flamers, which is realy just a fancy name for a twin heavy flamer that can advance and still shoot. Its transport capacity of 6 lets it tote a character and a minimum unit, and it also has a Heavy Bolter for plinking the enemy with a couple extra shots. Keep in mind that this thing is a transport with guns and not a battle tank, and you'll be fine.
    • If you're taking an Immolator and aren't sure of what gun to give it, try to plug the holes in your list. Odds are your list is a bit short of anti tank, so consider the multi meltas.


  • Geminae Superia: Celestine's bodyguards, broke off from her to be her own character unit. Though they are clearly still supposed to be used alongside Celestine because she completely restores a Geminae model each turn if the unit is within 3" of her, she increases their SoF save by +2 within 6" of her, and they don't take up a slot in your detachment if Celestine is also there. But if both of them are slain then they stay dead. They went from overcosted at 8th release to good after CA to their current useless iteration. They don't guarantee "look out lady" tests anymore, stay dead, and succeed/fail charges independently from Celestine (possibly breaking the aura). You are paying 40pts for a bunch of S4 attacks. At best they are the closes thing sisters have to a jump pack character. Hands down the least useful unit of the codex, as they can't even benefit from <ORDERS> abilities.
    • You might just end up running these models as extra Zephyrim - they're more useful that way.
    • For only 18 pts she has the CHARACTER keyword and AoF, meaning you get a miracle die when she's slain. If you've got an open slot and need to fill out a few more points maybe bring one to be annoying, forcing the opponent to waste a bit of firepower to stop her from charging a vehicle thus rewarding you with a miracle die. Annoyingly without <ORDER> no double dice from a Martyred Lady detachment.
  • Celestians Squad: Veteran Sisters with +1 WS, A, and Ld. This isn't enough to make them viable in melee, nor do they get much in the way of melee options. They get no extra wargear compared to a basic Sisters squad. They have a Bodyguard Ability, which lets them intercept damage for ORDER Characters on a 2+. They also reroll all hit rolls when near a Canonesses. It does bear mentioning that the point changes were very kind to them. At only one point more than a basic Sister, they bring better shooting, melee, and the ability to bodyguard, at the cost of Objective Secured and taking a spot in your crowded Elites choices.
  • Mistress of Repentance Repentia Superior:Moved from leader of Repentia a character that only buffs them, (to the point that the Repentias still have maximum squad size 9 to accommodate her). Reroll wound of 1, Advance and Charge rolls for Repentia <order> units within 6". Doesn't take up a slot if you have any Repentia of the same order. Her buffs are pretty useful for Repentia, especially the +1 to charge.
  • Imagifier: The Imagifier is a banner-bearing character with an average statline. The reason you take her is that, at the beginning of the game, she chooses one of three abilities.
    1. Tale of the Faithful: Re-roll Deny The Witch tests for <ORDER> units within 6"
    2. Tale of the Warrior: +1 Strength for <ORDER> units within 6".
    3. Tale of the Stoic: <ORDER> units within 6" count AP-1 as AP0. This ability explicitly does stack with the similar ability Valorous Heart units get, letting them count AP-1 and AP-2 as AP0.
    • Overall the Imagifier is a very useful unit. She can buff Repentia up to Strength 7, helping them hunt tanks, or can help your Sisters withstand lots of high-AP firepower. If you're running against a psyker-heavy army, rerolls on all denies combined with the +3 to deny sacred rite can seriously mess with them.
  • Hospitaller: She's got a Sister hero statline, with the ability to heal wounded models or restore a dead model to the board. Honestly, it's hard to get much value out of her. Individual Sisters aren't too worth resurrecting. She might be good if you're running the Triumph of Saint Katherine, as it will probably want healing. Notable, she does not have <ORDER> and can't benefit from Canoness or Imagifier buffs.
  • Dialogus: +1 LD to Sisters within 6", a 5+ FnP against Mortal Wounds(for herself only, not nearby models), and she allows you to increase or decrease the value on a Miracle Dice used for an Act of Faith by a unit within 6" by one to a maximum of 6 and minimum of 1.
    • Finally, this unit isn't totally wet socks. The ability to modify Miracle Dice is pretty handy, turning an otherwise-worthless 2 into a 3 that hits, for example, which can be great when you really need that meltagun or inferno pistol to connect.
  • Zephyrim Squad: Close-combat Seraphim. Armed with power swords and bolt pistols with 2 attacks base (3 for the Superior). Deep Strike per normal and the option to get a pennant that allows re-roll charges for ORDER Sisters within 6", they can get there. With Power Swords for +1 Strength and the ability to re-roll failed wounds, the Zephyrim are surprisingly ferocious against anything softer than Toughness 6.
    • Like all CC units, it benefits from the Imagifiers' +1Str banner (Tale of the Warrior). The problem is getting the two units next to each other and KEEPING them together... but if you manage it, enjoy your sisters out-stabbing space marines.
    • An effective way to run Zephyrim is in Bloody Rose - making their swords AP-4 helps, but the real point is giving them that +1 attack on the charge, upping them to 3 attacks per model. Along with that, you get access to the Bloody Rose stratagem, which grants +1 to wound in the fight phase, mitigating the Zephyrim's biggest weakness.
Melee Infantry

The Sisters book is in an unusual place in that they have four different units of close combat infantry, all in their Elites slot. As these all compete for the same position in your army, they will be compared against each other here. All of these options are best delivered in a rhino, with a Preacher in support. Note that Zephyrim, above, fulfull a similar role, but cost more in exchange for having no interest in a transport.

  • Arco-flagellants: Two wounds each, with a 5++ feel no pain to keep them going, Arco-Flagellants have two attacks each, but their weapons make d3 hit rolls per attack, at S+1 AP-1, damage 1. Always run them with a Priest to make the most of the D3 attack multiplier. Every time this unit attacks, you should be using the Extremis Trigger Word stratagem for 2CP, which makes their weapons get 'three' hit rolls per attack instead of D3. Combine that with a preacher, and each model gets nine attacks at S5 AP-1 damage 1, which is enough of a blender to tear through just about anything. The only issue with all of this is that Arco-Flagellants only hit on 4s, but since they have Zealot that means they'll still be hitting around two thirds of the time.
    • Arco-Flagellants are the most devastating option here, if and only if you invest the command points into Extremis Trigger Word. Otherwise, they're still decent.
    • Arco-Flagellants benefit massively from having an Ordo Malleus Inquisitor around, as it can use the Ordo Malleus power to give them a 5+ Invul. Since they have no save at all and rely on their FNP, this keeps them going a lot longer. Use Coteaz to also cast Terrify on your victim, keeping them from using Overwatch.
  • Crusaders: A basic human with a Storm Shield and a Power Sword. 2 attacks base, and a 5+ feel no pain against mortal wounds in the psychic phase only. Like your other melee options, they have the Zealot rule. However, they max out at 6 models per unit.
    • These gained a little bit of clout with power swords going to +1S- making them S4. However they still don't have the volume of attacks to be a very dangerous melee unit so their best use is still soaking damage on their storm shields. However, the changes to storm shields has downgraded their armor saves from 3++ to 3+/4++ making slightly more vulnerable to weapons with any AP. Due to their mediocre mobility and damage, they are best used (if at all) as screens for CHARACTERS or against deep-strike, a tarpit for a scary melee unit, or as objective holders that are slightly tougher than a sisters squad and can kill infantry if needed.
    • Note that, because these boys have the Astra Militarum keyword, if you are taking Guard allies they can use Chimeras and Tauroxes as a transport.
    • Palanite Subjugators from Necromunda make a good stand-in for Crusaders that isn't monopose resin, as they have big shields.
  • Death Cult Assassins: The sword to the Crusaders' shield, Death Cult Assassins are a surprisingly deadly option. At 4 attacks each with S4 AP-3 D1, they're a blender, especially since you can buff them to 5 attacks each with a Priest. Their 7" move is a slight bonus, and they have a 5++ invulnerable. Like the Crusaders, they max out at 6 per unit and have Zealot.
    • Death Cult Assassins are an absolute blender. Raw number of AP-3(It's worth noting their weapons are NOT power swords and therefore no +1S for them) attacks will bring anything down with time, and these guys are Strength 4 to make that time a lot shorter. They require the least investment to be good, and are hard to go wrong with once they reach melee.
    • Daughters of Khaine models can easily be converted to Death Cult Assassins, or you can use something like the Warcry warbands. Really, any human with little armor and a pair of swords works.
  • Repentia Squad: Unlike the other options listed here, Repentia are <ORDER> units, and have access to Sacred Rites, Acts of Faith, and Convictions. They get two attacks per model with Penitent Eviscerators, which are Sx2 AP-3 D2, and -1 to hit, so they hit on 4s rather than 3s. They make up for this by having the Zealot rule, granting them re-rolls to hit in the first round of combat. They have the 6++ from Shield of Faith, and a 5+++ Feel No Pain. As consolation for their fragility, you do get a miracle die when they're inevitably wiped out. They're also the only option here with access to the Desperate For Redemption stratagem to fight twice, though they're unlikely to live long enough to use it unless they're attacking a tank.
    • In a nutshell, Repentia have the most potential of these options, but require the most investment. By running them with a priest and making them Bloody Rose, you can get them to 4 attacks per model, and by running an Imagifier with them you can make their eviscerators S7. They benefit from having a Repentia Superior on hand for rerolls on charges, and can benefit from the two melee-oriented Sacred Rites, making them attractive in a pure ministorum list. Without investing in them, they're not particularly useful, but if you do invest in them, they can be devastating.
    • A possibility, the Repentia Slingshot: Deploy a unit of Bloody Rose Repentia inside a rhino on the very edge of your deployment zone, 24" away from the enemy(this works best if you go second so you can know where he's set up and/or take advantage of his movement). Disembark the Repentia from the Rhino and Advance them directly towards the enemy. You're running The Passion, by the way. 3" disembark from the Rhino, 6" movement. Get lucky and use a 6 on Miracle Dice(easier if you have lots per turn, or an Ebon Chalice warlord for the guaranteed 6). That puts you 16" forward, making you 8" from the enemy deployment zone. Use the stratagem to allow the Repentia to advance and charge. Reaching the enemy is now a simple 8" charge, and you have the +1 from The Passion to make it 7. This takes a bit of doing and/or luck, but it delivers a unit of Repentia to the enemy on turn 1. 9 Repentia will, on average, kill almost any Primaris unit in the game, and if they're up against a tank or the like you can use the +1 to wound BR strat for extra killiness.
  • Ministorum Priest (Index): Your original Priest from the Index and the ASTRA MILITARUM Codex is technically still perfectly legal, having not been shoved into Legends and having the ADEPTUS MINISTORUM Keyword in any case. Statistically, he's almost identical to your Preacher in his Codex iteration, trading the Leadership penalty aura for an Autogun and Frag/Krak grenades. He is 5 points more, but since his Index wargear was likewise not put in Legends, it's still tournament legal to bring him with a Plasma Gun or an Eviscerator and Inferno Pistol. Just be sure when you take him its to avoid Legends restrictions, as Preachers become better if they are allowed.
  • Preacher: The missionary's little brother who also gives a +1A buff to nearby ASTRA MILITARUM or ADEPTUS MINISTORUM units within 6". These guys are much more efficient than the Missionary, especially since you can take more than one. Critical if you want to get the most out of your melee options, these are even more important to Repentia than a Repentia Superior. They also, as a small bonus, inflict a -1 Leadership penalty on nearby CHAOS units. If you are playing in a Legends legal game, they suddenly become a whole lot better. They gain access to Frag and Krak Grenades as well as all of the ASTRA MILITARUM Ministorum Priest's Index wargear, such as Combi-weapons, Plasma Guns, Eviscerators, beefier pistols and the like.
  • Pious Vorne: A borderland sadist that come into the Blackstone Fortress boxed game. For 25 points, you get a glass cannon (emphasis on the glass) with a heavy flamer in all but name (that gets to roll an extra D6 for shot counts against CHAOS units and discard the lower result) and a chainsword. As long as you screen her properly (she is a character) you will get a lot of juice from her assault heavy flamer. Please note that she does not benefit from an <Order> conviction, but no longer prevents your army from taking one.
  • Gotfret de Montbard: A unique Crusader from the Blackstone fortress escalation box. He has Crusader stats including Zealot, Acts of Faith and Shield of Faith, but with 4 Wounds and Attacks, every hit of a 6 scores 2 hits and is a CHARACTER so he's safe from enemy fire and can Heroically Intervene. However, he suffers the same issue that has been stated many times in both the Guard and Sisters tactics guides: S3 Power Sword attacks just don't do enough, even if he can deliver a ton of them. For 35 points, not a terrible choice, very fluffy if you're building a Feudal World melee regiment, but your Elite slot is crowded as is and cheap as he is, you have access to cheaper units that support your army.

Fast Attack

  • Dominion Squad: Dominions are your special weapon-wielding sisters, with the ability to move 9" before the game begins, letting you move them up, or pull them behind cover if your opponent has the first turn. They have four special weapon slots, plus you can stick a combi-weapon on the Superior. Your options, of course, are flamers, meltas, and storm bolters. Flamers are kind of low on utility and, honestly, storm bolters are more efficient and longer-ranged. Meltas are expensive and swingy, you probably have better options for anti-tank. The best use of Dominions is taking Storm Bolters to make use of Blessed Bolts - 16 shots at S4 AP-2 D2 will do some work.
  • Seraphim Squad: Battle Sisters with jetpacks. Each girl dual-wields pistols - two can have a flame or inferno pistols, and the rest have bolts. They're cheap, and they hit on 3s in melee, but don't let that make you think it's a good idea to get them in melee, they're a shooty unit. Take your pick between flamers for infantry hunting and melta for tank hunting, then drop them in and pop something. If they survive their first enemy shooting phase, use them as harassment units and objective stealers.
    • The big question is whether you plan to use them with Hand Flamers or Inferno Pistols. Hand flamers are dirt cheap - Seraphim get them at the discounted rate of 2 points each, so a unit with four is only 83 points. With hand flamers having gone up to 12" range, they can use the Deadly Descent stratagem to shoot in the movement phase, and then shoot again in the ensuing shooting phase, essentially letting the unit shoot twice when they arrive, which can do a serious number on hordes, especially if your seraphim are Bloody Rose for -1 AP. By contrast, melta can only shoot once when they arrive with the benefit of Deadly Descent, and they don't count as close enough to get the +2 damage. If you want surprise melta, Retributors in Strategic Reserves may be a better choice.
    • If you use the Stratagem "Deadly Descent" and destroy any units, you gain a miracle die at the end of the movement phase via "Vengeance". Then, if you destroy any units during your shooting phase, you earn another one at the end of that phase too. Nice.
    • Bloody Rose gets a special mention here as they have AP-1 for pistol and melee weapons... you know... that THING seraphim squads have an abundance of.

Heavy Support

  • Exorcist: O, Fortuna! Quite possibly the single most iconic Sisters unit, The Exorcist is a powerful heavy tank. With T8 and 12 wounds, it's significantly tougher than its rhino chassis will make people think. 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-2, damage 1. 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 Strength 8, AP-3, and damage D6. This is by far your best tank-killing option in the entire codex. Armed with this, your Exorcist can reliably engage and kill enemy heavy tanks.
    • The Exorcist's got two special stratagems. Furious Recital is a relatively unimportant leadership debuff. Still, Devastating Refrain lets you spend 1CP to reroll "any or all of the dice" to determine the number of shots the Exorcist gets. You have to spend it before you roll, but if you're making an essential set of shots and only have one Exorcist to do it with, you might want to use it to keep yourself from getting triple ones.
  • Penitent Engines: Think of it like an Arco-Flagellant on bath salts. Well, more bath salts than usual. The Penitent Engines have a 7" move, WS4+, S5, T5, W5, 4 attacks, and a 4+ save. It has the Zealot rule, letting you reroll your misses when you charge or get charged, and it has a 5+ FNP. For shooting weapons, each model has a pair of hand flamers, which comes in handy, but what you're really after is its melee weapons. You choose between the Penitent Buzz-blade, a mediocre chainfist equivalent, or the Penitent Flail. The Penitent Flail makes 'three-hit rolls' per attack, which essentially means it's a X3 attack weapon, and you get +1 to your attacks(so +3), netting you fifteen attacks per model at Strength 6, AP-2, damage 1. Now realize that Penitent Engines are cheap as chips and come in units of up to four.
    • If you take three models in a unit, the unit's power level is 9, keeping it at exactly the right amount of CP to put in Strategic Reserves for a single Command Point.
    • This unit makes a very good distraction carnifex. Just two or three can draw a lot of firepower, taking anti-tank shots off your Rhinos and Exorcists. Your opponent simply has to honor the threat these models represent with enough firepower to do something about them.
    • Both melee weapons are close in damage output against multi-wound infantry and cost the same. A good rule of thumb for choosing melee weapons: if your opponent fields lots of vehicles, saws perform far better. If they're primarily infantry, pick flails (you won't have to worry about odd damage overflow from saws and flails mulch hordes).
  • Mortifiers: 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+ without rerolls instead of 4+ with rerolls. Their 5+ FNP is downgraded to a 6+, but in exchange, they have a "soft explodes" where on a 4+ they do d3 mortal wounds to each enemy model within 1" on death. Their move characteristic is 9" instead of 7". But the most important difference is that Mortifiers can swap their Heavy Flamers for Heavy Bolters. They also have the power to count Heavy Bolters as Assault weapons, letting them advance and fire them. (Their heavy flamers counting as pistols is a holdover from 8th, where vehicles couldn't shoot in melee)
    • Using mortifiers simply as a backline gunboat would be a waste of their melee power. Your ideal is to run them up, running and gunning as you go, until you reach the enemy and let loose with your flails. Whether the extra shots are worth the investment in points is up to you.
    • Mortifiers have the ADEPTA SORORITAS keyword, which lets them use the stratagem to advance and charge. They can also benefit from the few other buffs that check that keyword.
    • Heavy Bolters do only slightly more damage to multi-wound targets compared to Heavy Flamers and perform strictly worse against one-wound targets, so be sure to use that 36" range and +2" movement that you're paying 20% more for.
  • Retributor Squad: The distaff counterpart to Space Marine Devastators. It's a Battle Sister squad with four heavy weapon slots. They ignore the penalty for firing on the move, letting them keep on the move or, more likely, fire after disembarking from a transport. They also add 4" to the range of their Heavy Flamers, letting them fire at targets up to 16" away. Using that Strategic Reserves, a 5 girl squad can flank in from the side for 1CP, fire four heavy flamers at their victim plus two more with an Armorium Cherub, letting you wipe the screen off a critical unit.
    • All thee of the Retributors' weapon options are solid choices - Heavy Flamers can clear hordes from surprisingly far away. Multi Meltas pack serious anti-vehicle punch with their decent number of high damage shots and the ability to make the most of miracle dice. Meanwhile, Retributors are the cheapest source of BS3 heavy bolters in the game, making them decent Marine killers.
    • 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.
    • The stratagem Storm of Retribution is exclusive to Retributors - see it in the Stratagems section.


  • Battle Sanctum: 50 point terrain piece that your opponent can't do anything to stop. As long as you park a sister unit in it, you get another miracle dice at the start of your turn and as a piece of terrain, it can provide cover. Additionally, +1 Leadership to Ministorum, -1 Leadership to Chaos.
    • About the only place to park St Catherine and her beautiful bed of near uselessness. An extra 2 Miracle dice per turn is not a bad thing and if you park a unit of Retributors on the second floor you can have a truly devastating shooting phase with a timely miracle or two.
      • Of note, stuff a Cannoness, a Preacher and an Exorcist into the terrain piece, use Devastating Refrain on the Exorcist and have yourself a sermon right there on the battlefield.
    • Terrain Keywords Breachable; Heavy Cover; Light Cover; Scalable; Holy; Many-Dollary-Do's Requed for Ownership



Order of the Valorous Heart


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-2 weapons. Combined with the 6+ FNP, 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.

Orders Convictions - Stoic Endurance: 6+ FNP to models with this <ORDER>. In addition, ignore AP-1, and ignore AP-2 within 6" of the Imagifier if the Tale of the Stoic is in effect.

  • This is maybe the best overall <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.
  • Ignoring AP-1 all the time is fantastic for power armour models. Ignoring AP-2 when added with Tale of the Stoic given by the Imagifier, the Sisters become much harder to remove. Also has good utility on vehicles.

Warlord Trait - Impervious to Pain: 5+ Feel No Pain. Weak tea considering they'll have a 6+ FNP anyway.

Relics - Casket of Penance: -1 Toughness to enemy units within 1" of a model with this relic. 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 Phase. A single unit may ignore to-hit modifiers. Nice for swatting those thrice-damned xenos flyers.


  • 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.

Order of Our Martyred Lady


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.

Order Convictions - 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, even if the model is later restored.

  • An interesting if risky ability which might lend itself to a handful of expendable MSUs backed up by larger units which can have lost models revived by a Hospitaller. 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.
    • 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 Trait - 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.

Relics - Martyr's Vengeance: Replaces an Inferno Pistol. 12" S9 Inferno Pistol. 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) and can threaten over-watching with it beyond 6" as long as you have a '6' in your miracle dice pool showing.

Stratagems - Honor the Martyrs (1CP): Use when a Martyred Lady character is slain. For the rest of the battle, Order units re-roll 1 's to hit; but only against the unit that killed the character.

  • Turns a B-list character into a torpedo that you charge towards your opponents 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 "Test of Faith", "Martyred" or "Divine Intervention" Stratagems. KNOW which you are going to play BEFORE you commit.
    • "Test of Faith" probably being the bread winner here. Earns 3-5 Miracle dice.
    • 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...
      • Note on the note above the note - it should be noted that those of us who actually read the codex should let the rest of you know that Test of Faith only activates after denying a psychic power or passing a morale check...not Sacrificing a character...cool idea though

Special Characters

  • Canoness Superior Junith Eruita: Order of Our Martyred lady 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+2 AP-1 D2 melee weapon, The Mace of Castigation. Importantly, she allows <ORDER> units re-roll 1's to hit AND wound rolls within 6". Improves ALL ADEPTA SORORITAS INFANTRY "Shield of Faith rolls" by 1, regardless of Order. Very cool. 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.
    • Its highly suggested that you use Seraphim and/or Zephyrim units to escort her around the tabletop (both escort units will have "Shield of Faith" bumped up to 4++).
    • Repentia LOVE being near her too... for obvious reasons.
    • Being able to share Ld10 when chosen as your warlord means morale test are a lot less of an issue; therefore its now possible to run larger units to be able to use this order's convictions.
    • Has utility even outside of her Order thanks to her ability to boost Shield of Faith rolls by one.


  • Its 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 1 's to hit is just the thing for plasma weaponry effectiveness(honestly everything likes re-rolling 1's). So If you wanted to run a Sisters list with plasma in it here you go.

Order of the Ebon Chalice


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 Fire

Orders Convictions - Daughters of the Emperor: 5++ FnP against Mortal Wounds. In addition, you may discard a miracle dice when performing an Act of Faith. If you do so, the dice used for the AoF is a 6.

  • Melta, applied directly to the forehead.
  • Melta, applied directly to the forehead.
  • Melta, applied directly to the forehead.

Warlord Trait - Terrible Knowledge: As long as your Warlord is on the battlefield, the Miracle Dice you gain at the start of the first battle round is a 6. Also, you gain D3 Command Points at the start of the game.

  • If you're playing Ebon Chalice, spend the CP for Heroine in Training. Worst case, you earn the CP back and then get the Miracle Dice thing. Little reason not to run this.

Relics - Annunciation of the Creed: Replaces a Condemnor Boltgun. 24", RapidFire1, S5, AP-2, Dd3. It can target characters like a sniper (honestly, ALL Condemnor Boltgun should be able to do this GW...) and against Psykers does a flat 3 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.

Stratagems - Cleansing Flames (2 CP): Use when Shooting, either in your own Shooting Phase or Overwatch, choose a unit. Do not roll shot generation for that unit's flamers. They roll max... (I didn't NOT want a 5 flamer Dominion squad)

Special Characters

Tactical Objectives


  • 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!

Order of the Argent Shroud


In the grim darkness of the far future, Actions speak louder than Words.
These girls are 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.

Order Convictions - Deeds, Not Words: When a model with this Conviction advances, it can fire its weapons as if moved without Advancing.

  • 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 Squad with Stormbolters or Retributor Squad with Multi-Meltas and suffer no penalties.

Warlord Trait- Selfless Heroism: 6" Heroic Intervention, moves 6" during it, and fights first. Generally pants.

Relics - Quicksilver Veil: -1 to hit a model with this relic. Nice, but the Iron Surplice is probably better if you really need that character to stick around.

Stratagems - Faith is Our Shield (1CP): 5+ FnP against mortal wounds in the Psychic Phase.

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. Dominions only get their scout move when footslogging, so being able to advance and shoot will help make up for the lack of transportation. Retributors can fire their heavy weapons with no penalty after moving, and can stack additional range onto their heavy flamers or multi meltas.

Order of the Bloody Rose


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. Aggression is rewarded with more attacks and get AP on their fists. Stack more CC buffs then teach them the fury of the Emperor.

Orders Convictions - Quick to Anger: Units with this <ORDER> gain +1 attack when they charged/charge/perform a heroic intervention. Pistol and melee weapons get additional AP.

  • This trait obviously makes your melee units even better , as Repentia 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) . However the scary part of the trait is the additional AP-1 on all Pistols and Melee weapons (including your S:User AP:- D:1 "bare hands"). Bolt Pistols? Ap-1. Power Swords? AP-4. Inferno Pistols? Tear inducing AP-5 (INVULNERABLE SAVE OR DIE)! Get your Seraphim up to the land raider and watch the horror form on your opponents face when it eats 4 S8 AP-5 D6 shots. And as if that wasn't enough, this trait effects your relics (the Blessed Blade of ass-kicking is now AP-4). Rip and Tear

Warlord Trait - Blazing Ire: +1 Attack and can Charge & Advance. Not bad, but generally Righteous Rage is more interesting for a beatstick, since it helps to compensate for low Strength.

Relics - Benificence: Replaces a chainsword. S+1, AP-2 D2, give 3 additional attacks instead of just 1 (NOTE: it will become AP-3 because of "Quick to Anger").

  • Thanks to the conviction, a Canoness with this can have 9 S4 (S5 w/"Tale of the Warrior:") AP-3 D2 attacks. Actually not half bad for a beatstick Canoness!

Stratagems - Tear Them Down (1 CP): Use at the start of the Fight Phase, choose a unit. Attacks made by that Bloody Rose unit get +1 to wound. THIS is what makes you scary to get into melee with.

  • Dedicated Close Combat units like Zephyrim, Repentia and a Canoness armed with Benificence or the Blade of Admonition are the obvious recipients of choice; but don't be hesitant to use this with other units as well.


There are some armies that Bloody Rose will absolutely brutalise and others that will not be easy to deal with, and this mostly comes from the stats of the sisters themselves, as Regular battle sisters are only S3 with a WS+4, they will need to bring dedicated units to deal with some armies. The clear units to focus on are Repentia, Zephyrim, Imagifiers (with Tale of the Warrior) Seraphim and Celestians. While Repentia, Zeriphyim and Imagifiers are obvious, Seraphim are also great choices as the ap modifier affects pistols, so a 5 girl squad with bolt pistols can be a good way to clear infantry squads and Celestians get an extra attack and a WS+3, so can actually slug it out in melee with some melee units or be body guards for Saint SmashFucker.

  • Imperial guard, Renegade and Heretics & Genestealer cults: These armies should be absolute push overs for Bloody Rose units. You have better weapons, better armour saves, better shooting capability and excellent anti infantry options, with decent anti tank. While some of the quicker or tougher units like Genestealers may need some planning to deal with you should be over all fine. Just shoot, run up and dome in the head of the unlucky cultist who got in your way.
  • Eldar and Dark Eldar: Again you should be over all fine against both Eldar flavours but they have some units an tactics that can mess up your day if you aren't careful. The psychic powers are one to watch and those nasty Dark Eldar weapons can also be lethal if not dealt correctly. Also their dedicated melee units will require dedicated melee unit (or a shit ton of flamer fire) to deal with. Bring Zeriphym or Repentia with support to deal with Wyches and Banshees and you should be golden.
  • Orks, Daemons and Tyranids: Bloody rose are in the interesting position of being able to hit the unit that just charged them back about as hard as they hit them. The main problem is making sure you are not swamped when the fight comes. Bring flamers. Lots of them. A few squads Retributors with heavy flamers, Immolators and Exorcists should be able to thin out the large units of boyz and gaunts, and Repentia and Zephyrim to counter charge should get things sorted. Deal with large monsters and speed freaks with anti-armour.
  • Tau Get into melee, but don't die getting there. Same as all other armies.
  • Space marines and Chaos Space Marines: These are definitely a harder army to deal with through melee means, especially with all the toys and overpowered very very strong updates Space Marines have got recently. If you want to go through with it, bring things to clear out their horde clearing units, like Khorne Berserkers and Land raider crusaders, and try and swamp the fuckers. You'll have more units, and more attacks. Utilize the Tear Them Down strategem, Imagifiers and the Zephyrims re-roll wounds. Have Seraphim harass units and Repentia, Penitent engines and Mortifiers to beat their elite units. If you play smart and brutally you can take it, but it will cost you. Oh and avoid characters like Calgar and Abaddon and their death stars. They will cause havoc.
  • Custodians, Harlequins and Blood Angels: No. Simply NO. You won't beat these guys in melee. They hit too hard and/or can easily tank what ever you throw at them ... or just kill you first because you will be struggling to wound them while simultaneously taking S[I WOUND YOU ON 2's, RE-ROLLING 1's ] AP-[ YOUR 4++ "Shield of Faith" WON'T BE ENOUGH ] D[NOT EVEN 5+++FNP CAN SAVE YOU!] hits in return. Harlequins move fast and hit like a motorised, spinning socks full of rocks. Basic Custodians are 2+/4++ tanky enough to shrug off everything you throw and will instantly kill what rams into them. Blood Angels have all the bonuses of regular space marines but hit you even harder in melee. You can try and overrun them with weight of number like skinny Orks and sadly... it's honestly your best chance at beating them.
  • Knights: Run eight Bloody Rose Repentia in a Rhino with an Imagifier and a Preacher. The Preacher grants +1 attack, the Imagifier grants +1 Strength. Your eight Repentia get 4 attacks each, hitting on 4s with rerolls, for an average of 24 hits. Pop the +1 to wound stratagem to wound the Knight on 3s. for an average of 16 wounds. AP-4 cuts straight through the Knight's armor, and you deal an average of 32 damage in a single phase of combat.

Order of the Sacred Rose


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).

Orders Convictions - Devote Serenity: Overwatch on a 5+ and never lose more than 1 model on a failed LD test. Additionally, whenever you use a miracle dice for an act of faith, roll a D6. On a 5+, gain a miracle dice.

  • Consider using a 'sacrificial' Martyred Lady screening detachment (i.e. Vanguard of Dominions)for your army to help fill up your miracle dice pool.
  • Celestian squads have the "Exceptional Proficiency" stratagem allowing you to re-roll your hit (~55% hit chance now) & wounds rolls for your 5+ overwatch.

Warlord Trait - Light of the Emperor: When you perform an Act of Faith with this Warlord, do not roll for the Devote Serenity Conviction. You automatically gain a Miracle Dice.

  • In short, your warlord will always be using a miracle die and returning a miracle die. You should do so every turn, even if its just to 'advance 2" ' because you are basically re-rolling a dies' results FOR FREE. (BTW, nothing in the rules forces you to move anywhere when you declare an advance)
    • Combo with "Vessel of the Emperor's Will" stratagem, earn TWO Miracle Dice...

Relics - Light of St. Agnatha: Replaces a Brazier of Holy Fire. -1 to Leadership of Daemons within 6". Does the same thing as the Brazier- when firing during the shooting phase or on overwatch may roll a dice and on a 2+ it does D3 mortal wounds to target unit 12" away, D6 to Daemons- except this one you can discard a Miracle Dice to keep it lit and able to be used again. Fizzles out permanently if you don't spend the miracle die.

  • Great way to dish out mortal wounds.
  • Would combo well with "Light of the Emperor" Warlord Trait above... except you can't because "discard" isn't the same as "performing an Act of Faith".

Stratagems - The Emperor's Judgement (1 CP): Pick a unit that is firing Overwatch or chosen to shoot during the Shooting Phase. Unmodified hit roll of 6+ for a Bolt weapon gets an additional hit.

  • Pass... you just aren't going to have enough 'Bolt' shots to be able to capitalize on the exploding 6's. Save your CP for better things. Save your miracle dice for better things.
  • (sigh) Combining with "Blessed Bolts" sounds good... but again its 1CP to MAYBE net 1-2 more bolt hits. Now you want to double down and spending another CP? May the God Emperor bless your shooting.


  • 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 dice 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 Cheerleader Canoness (ideally ON a Battle Sanctum).
  • Use Incensor Cherub trick to capture extra miracle dice.
  • Take "Light of the Emperor" as your Sacred Rites. Don't forget roll for morale "every turn you take a casualty", TWICE!
  • Consider using a sacrificial Martyred Lady detachment.

Tactics and Strategy


Managing Miracle Dice


  • You gain one miracle dice at the start of each battle round, and one at the end of each phase where any of the following conditions are met:
    • Vengeance: A unit from your army with the AoF ability destroys an enemy unit
    • Sacrifice: A CHARACTER from your army with AoF is destroyed
    • Purity: A unit from your army with AoF successfully denies a psychic power
    • Valour: You pass a Morale test with an unmodified roll of 1 (without using a Miracle Dice)
  • When you gain a dice, you roll a D6 and you put it aside for later use with the value you got.
  • The following abilities generate one additional Miracle Die a round: Beacon of Faith Warlord Trait, Battle Sanctum terrain piece, and the Triumph of St. Katherine. The Triumph, importantly, generates one Miracle Die per turn, not round.
  • The following stratagems have interplay with Miracle Dice: Test of Faith which grants D3 MD in addition to the one granted normally for Purity or Valour. Vessel of the Emperor's Will gives you a MD if a character just used an Act of Faith. Moment's Grace allows you to discard 1-3 MD to improve a hit/wound/save roll by the number of dice discarded. Divine Intervention allows you to discard 1-3 dice, giving a revived character wounds equal to the number of dice discarded. Faith and Fury allows you to use the Miracle Dice used on the Hit Roll to be used on the Wound Roll
  • The following rules grant dice manipulation of a deployed Miracle Die: The Dialogus and Triumph of Saint Katherine may add one or subtract one from the die, to a min of 1 and max of 6, and they cannot stack on a single dice. The Ebon Chalice's Conviction Daughters of the Emperor allows you to discard a MD to make another a result of a 6.
  • The following rules have unique generation or re-roll mechanics: The Sacred Rose conviction Devout Serenity allows you to roll a D6 after performing an AoF. On a 5+, you get a MD. The Sacred Rose Warlord Trait Light of the Emperor allows you to forego the roll for Devout Serenity if the AoF was undertaken by the Warlord. The Ebon Chalice Warlord Trait Terrible Knowledge makes the die you receive at the start of the first round (just the one) a 6. The Litanies of Faith Relic allows you to re-roll a Miracle Dice result once per turn.
  • The cherubs that the Battle Sister Squad, Celestian Squad, and Dominions can purchase allow you to discard it, roll 2D6, and pick the best result. This is a Miracle Dice that the unit must use this phase on an Act of Faith or lose it.

Spending them:

  • Your units with Acts of Faith instead of rolling a dice can pick a Miracle Dice from the pool (or multiple ones, you can take more than one latest FAQ nixed that, only charge rolls now unless equipped with a Simulacrum Imperialis or within range of the Triumph of Saint Katherine’s Icon of the Valorous Heart ability) and take it's value. The dice is then lost.
  • By standard you can only do a single Act of Faith each phase!
  • You can use Miracle dice for the following actions:
    • Advance roll
    • Charge roll
    • Deny the Witch test (technically your Shield of Faith and bonuses, not the actual ability, since we don't have PSYKER units)
    • Hit roll
    • Wound roll
    • Saving throw
    • Damage roll
    • Morale test
  • You cannot use a dice for rerolls (sadface)
  • Sacred Rose units can recycle Miracle Dice if they roll a 5+ when they spend a Miracle Dice. A tricky way to hoard dice with them is to take Incensor Cherubs, as much as you can, and when they are activated and you spent the Miracle Dice they generated, you have a 33% chance to turn a temporary die into a permanent one.



Rule I: If your detachment includes any units that aren't ADEPTUS MINISTORUM, you lose your Sacred Rites, so keep in mind that by dabbling in the wider Imperium you're making a tradeoff.

Rule II: Sisters' primary weakness is access to S9 and above, and long ranged firepower. The only weapon in their list that reaches beyond 36" is the Exorcist, and other than that their entire anti tank arsenal is melta weapons. They also have no access to psychic powers of their own. Keep this in mind when selecting your allies.

  • Inquisition: An exception to Rule I, thanks to Pariah, a Sisters force can include a single Inquisitor in one of their detachments without losing their Sacred Rites or that detachment's Order Conviction, this is very helpful as Inquisition can provide you with much needed Psyker support. Furthermore, for 1CP you can give them a Warlord trait and (if not a named character) a Relic. Each of the Ordos has its role: Ordo Xenos can provide CP recycling, helpful if you aren't running double battalion. Ordo Hereticus has access to the Ascertainment power, which is the best anti-melee debuff in the game and can keep your fragile melee units in the running long enough for them to do their job. Ordo Malleus gets additional casts and debuffs, helping even more with psychic powers. All of the named Inquisitors can fulfill useful roles as well, but the top choices are:
    • Basic Inquisitor - CP farming - Esoteric Lore warlord trait, the stratagems: Alpha-Class Psyker, Arbiter of the Emperor's Will, and Strategic Excruciation, the psychic powers Mental Interrogation and Terrify; switch the bolt pistol for a Boltgun and take the Blackshroud Relic.
    • Hector Rex - Deny the witch - Psychic Mastery warlord trait: knows 3, casts 3 and denies 4 (with +1 within 12"). Powers should be: Mental Interrogation to generate CP, Terrify to bypass overwatch, and Dominate (Or Castigation). Tanky (2+/3++), can deep strike, and he is BRUTAL vs daemons.
    • Coteaz - Points efficient all-rounder - Psychic Mastery warlord trait: knows 2, casts 3 and denies 2 with solid offense and defense and an interesting ability. Powers should be: Mental Interrogation to generate CP and Terrify to bypass overwatch.
    • Karamazov - LD buff/ Hold the line - LD11 in a 12" bubble is going to make low LD hold their ground and makes a nice counter-charger. Your trade off is no psychic powers but some psychic defense.
  • Assassins: As of War of the Spider, these no longer cost you Sacred Rites. Any will set you back 100 points, but you can spend 2CP to swap em out during deployment. Your options are:
    • 'The Cuxelus': The anti-psyker. An 18" bubble of -2 to cast, punches through armour saves (though not invulns), and can only be hit on a 6+ (barring special rules). Useful against Psykers or if you want to deepstrike him into the back lines to pull off an Action-based secondary.
    • 'The Callidus': The shapeshifter. In the first Battle Round, even if she's not on the table, each time your opponent uses a stratagem, on a 4+ they spend an extra CP. If they're unable to afford it (i.e. if they're at 0), they don't get a refund. She also deepstrikes in 3+d6" away from the enemy, has a gun that shoots mortal wounds, and her sword is AP-3 and doesn't permit invulns to be taken against it. Take her if you think you have a weak first turn and need to protect against an alpha strike, or if you desperately want to kill models with good invulns and crap saves. She's also the best at killing other Assassins in melee.
    • 'The Eversor': The berserker. He's a horde killer, he shoots shit when they run away from him, and he charges 3d6". Unfortunately he's not really that great for Sisters, since he doesn't really do anything for us that we don't already have (except maybe against hordey Orks)
    • 'The Vindicare': The sniper. He's got a 72" Heavy 1 S5 AP-3 D1d3 gun that ignores invuln saves and always wounds 'INFANTRY' on a 2+. On the other hand, he's numerically the worst Assassin at doing damage without CP investment. He's the best at killing the Cuxelus, since he always hits on a 2+ as long as he hasn't moved, and he's actually got an interesting synergy with Sisters: Grab a Battle Sanctum, park him on the Balcony and have a squad of sisters hide inside on the second floor. The angle makes them almost impossible to see, and he's protected by Look Out Sir!. On the other hand, that's a 55 point investment into protecting him that we didn't need to spend in 8th. Take him if you wanna snipe people. That's about it. He has the strongest psychological effect of any of the Assassins (except possibly the Callidus), but players who know their math will just ignore him most of the time.
  • Imperial Guard: The fluffiest choice, right up there with Inquisition and Black Templars. One of the few choices that won't really make you miss Sacred Rites. What Guard lack are elite and mobile infantry units (Scions move just like everybody else once they land); what Sisters lack are ranged artillery, psychic powers, and cheap bodies. Given that Celestine buffs Guardsmen (she gives them a 6++ invul bubble, which can be bumped up to a 5++ via the Psychic Barrier power) and that there are some units that overlap between armies, it's clear that soup isn't entirely off the menu. Bullgryns can also use their 1CP stratagem in The Greater Good to stack a -1 To Hit modifier on any Infantry unit near them if they're closer to the shooting unit... and that will benefit even the Triumph of St. Katherine.

[more to be added]

Getting Models

Go on the GW store and buy the released kits. The promised day has come at last. No more scrounging to poorly replicate some semblance of a Sororitas Army.

Alternatively Anvil Industries has a line of power armored warrior space ladies, called Daughters of the Burning Rose. They have a lot of variety compared to GeeDubs, and have some really nice bitz too. Wargame Exclusive also has pretty well-detailed models with full 10-woman squads available and some fun HQ model ideas. Lastly, | Raging Heroes' Sisters of Eternal Mercy have some thin and stylised models, for those who value style over ease of construction They also happen to have several new alternatives for Penitent Engines, something not seen elsewhere.

If that doesn't work for you, or you want to know the suffering of Sisters players of old, please check the previous edition's tactica for tales of horror and Greenstuff. https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Adepta_Sororitas(7E)#Getting_Models