Warhammer 40,000/Tactics/Adeptus Ministorum(8E)

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This is the current Edition's Adeptus Ministorum/Adepta Sororitas tactics. 7th Edition Tactics are here.

Why Play Adeptus Ministorum[edit]

Finally! Your actual rulebook. It looks fucking sick.

Because you're a proud fa/tg/uy who can remember the good old days when the models were pewter, the vehicle armour was Papier-mâché, and the universe was populated by manly motherfuckers instead of whiny power armoured Mary Sues. And with the sausage-fest that is the Imperium, an entire army composed of badass power-armoured women with nothing but a flamer and their faith is like a breath of fresh air. What's that? Inquisitors? Fuck your shit. Go play Grey Knights. These are blasts from the past, when everything was ecclesiarchal, the force org chart was 50% HQ, and the Canoness had a goddamn laser mace. You're going to win for the same reason you always have. You're the hardest, beardiest, motherfucker around and you've been pushing these kids' shit in since they had Pokemon lunch boxes. Welcome to the new hard mode.

The Adeptus Ministorum AKA Sisters of Battle consists of the armies of the Ecclesiarchy, bringing many colorful characters such as warrior nuns armed with flame throwers, priests wielding chainsaws bigger than themselves, gun-slinging angels, disturbing yet sexy assassins, pipe organ tanks, and berserk killing machines whose pilots are driven mad by the need to redeem themselves. Do you like the idea of playing a mostly-female army of paladins? Do you like the idea of burning literally everything to the ground? Do you like playing an army that gets renamed every edition? If so, this army's for you.

Sisters have a bit of a murky history, their previous codices ranging from mediocre to nearly unplayable. Fortunately, this isn't the case any more. They were reasonably strong in the index, and the new Codex's revised Acts of Faith allow them to get the exact roll results that they need.

Pros[edit]

  • You can (almost) always get the roll you want.
  • The best Imperial melee horde faction with proper buffs.
  • All sisters have invulnerable saves that can be bolstered to up to 4++.
  • Sisters have strong Convictions.
  • Sacred Rites are excellent bonuses you can choose or roll for, allowing a slight tailoring every game.
  • The Sisters have some of the most beautiful models in the entire game (barring a few uggo models.) Your army will look fantastic.

Cons[edit]

  • Without embracing gimmicks, Sisters on paper are a cross between human numbers and Astartes gear but with the weaknesses of both.
  • Not in Marine hands, your S4 Guns don't have the same punch after you'd tasted Bolter discipline and Doctrines.
  • Without allies, your Plasma, Armor, Flyer and long-range games are severely lacking. Uncharged Plasma will wipe entire squads of SOB off the table. Not a problem against Demons who lack these things, but MEQs heavy forces and Horde Armies will have the advantage. Don't forget to bring along friends from the Inquisition and Assassinorum.
  • It can be difficult to fill a Vanguard Detachment with Non-Sisters as they don't fill a slot when there is a Priest.
  • High detail means you'll have to drag through the painting process and can't just go base-wash-dry to crank them out. However, if you like painting and taking your time, these models will scratch that itch quite well, as you'll have plenty of detail points to work on.
  • No deep strike stratagems, means that you need transports to move most stuff around at any sort of speed.

Special Rules[edit]

<Order> : Same <Regiment>, <Chapter>, <Forge World>, etc., Faction Keywords and will have the same effect as the rest of them. Having a detachment that shares this will grant CONVICTIONS, the Sisters' name for the benefit à la Tactics for Space Marines or Doctrines for Astra Militarum.

Shield of Faith: Every sister unit with this rule has a 6++ Invulnerable Save, and a mini-1d6 Deny the Witch.

  • There are a few way to boost the invulnerable save granted to sisters. Saint Celestine and Junith Eruita grant +1 to the save from Shield of Faith, while Seraphim and Zephyrim have a native +1. These all stack, but only up to a 4++
  • The Sacred Rite 'Aegis of the Emperor' adds +3 to Deny the Witch tests, while a Cannoness can get to a total of causing -2 to psychic tests. Couple with the ability to use a Miracle Dice on a Deny the Witch test and you have a not insignificant anti-psyker capability. Also Imagifiers can provide the ability to re-roll Deny the witch tests.

Strength of Faith: Objective Secured for Battle-forged Adepta Sororitas detachments, same as everyone else gets.

Zealot: Only applies to Arco-flagellants, Crusaders, Death Cult Assassins, Priests, Penitent Engines, and now Sisters Repentia too! Allows you to re-roll hit rolls in the first round of each close combat they get engaged in.

Priestly Delegation: As long as you have a Missionary or a Priest in a detachment, units of Crusaders, Arco Flagellants, and Death Cult Assassins do not take up slots in that detachment. However, if the army is battle-forged in a matched play game and a detachment does not include a MINISTORUM PRIEST then it may only include one such unit.

Acts of Faith[edit]

Acts of Faith are the central unique mechanic for Sisters, and you should note they're exclusive to Sisters of Battle units and not found on the other units in the book. The mechanic is centered around Fate Miracle Dice. You gain one per battle round, and earn one more at the end of a phase if at least one of the following conditions is met:

  • Vengeance: Destroy an enemy unit using a unit with the Acts of Faith ability.
  • Sacrifice: A Character with the Act of Faith ability is slain.
  • Purity: Resist a psychic power with a unit that has the Act 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 Act of Faith ability (doesn't count if an AoF was used to do so).

When you gain a Miracle Die, you roll it and add it to your Miracle Dice Pool. When you perform an Act of Faith, you take one or more dice from the pool and substitute them for dice that would otherwise be rolled. You do this BEFORE rolling the dice. This counts as the result for those dice - roll the rest as normal. They may not be re-rolled and Miracle Dice may not be substituted for a die that is about to be re-rolled. Turn a failed invulnerable save into a success, guarantee that a unit's attacks will wound something it would normally struggle to hurt - this is not something to be underestimated, especially when you account for the CP you'd otherwise spend on Command Re-rolls that would be less reliable. Remember you can use multiple dice in the same Act of Faith (same as the exact same mechanic in Age of Sigmar). Whether you choose to spend multiple dice on a particularly important unit's attacks or spread it out is up to you.

Important note to get more Miracle Dice: you can (and technically have to) roll Morale tests for every squad that has lost models, even squads with high enough Leadership to guarantee a pass. So roll them, every chance to get more Miracle Dice helps. Also worth noting is with the 1-per-phase limit the order you do things in matters. So make sure you activate your important units first as if you waste a miracle on a sister squad first you can't use another for your Cannoness in that same phase.

You can use Miracle Dice in the following ways:

  1. Hit Roll
  2. Wound Roll
  3. Damage
  4. Saving Throw
  5. Advance
  6. Charge
  7. Deny the Witch
  8. Morale


These are just a few examples, you may have even thought of a few more on your own by now.

  • Is that an Inferno pistol in overwatch? It'd be a shame if I dropped a 6 in to hit... (see Faith and Fury stratagem for extra lol)
  • Do I need to take Morale tests? Hardly a thought after I use 1's and 2's for em...
  • Need to make that 9" charge? A lot easier after you use a pair of 5's...
  • Multi-meltas rolling damage? Well GOD EMPEROR bless my cotton socks, it's now a guaranteed 6 for damage...

Sacred Rites[edit]

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.

  1. The Passion: Melee attacks that roll an unmodified 6 to hit score an extra hit.
    • Sororitas have plenty of CC attacks to take advantage of this, especially Bloody Rose with a priest nearby.
  2. Spirit of the Martyr: If a model is killed, it can make one last shooting or melee attack on a 5+.
    • A last stand of heavy weapons users around an Ancient is a popular choice for Space Marines, now your sisters get it army-wide.
    • This plus miracle dice means that melta weapons, Krak Grenades and/or even the occasional flame weapon gives you some serious sting after death.
  3. Hand of the Emperor: Add 1 to advance and charge rolls.
    • Argent Shroud and Bloody Rose will both love this.
  4. Aegis of the Emperor: When a unit attempts to Deny the Witch using Shield of Faith add 3 to the roll
    • Hey that half of the rules no longer require relics to be useful. In fact because of the relics and warlord traits, it is really good now. Best of all you'll know if you NEED to take this or not by the beginning of the game.
    • Thousand Sons, Nids, Eldar or any army relying on psychic powers will HATE you for taking this.
  5. 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.
    • Bloody Rose Seraphim units caries an abundance of both you say...?
  6. Light of the Emperor: You can re-roll the dice for morale.
    • You get and they shall know no fear... because that's useful in 8th edition. It can fish for those 1s on morale tests to gain a miracle die, so there's that (30.55% chance with two dice rolls).
    • Remember you still get to roll for morale "every turn you take a casualty", twice, EVEN IF you can't actually fail the test -OR- if the first roll passed (nothing says that you can't); But you MUST accept the second result even if its worse.
    • Sacred Rose will love this, since they can never lose more than 1 model from morale test... and they are miracle junkies.

Stratagems[edit]

  • 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 the Blade of Ass-Kicking to your Canoness, or to let you take multiple buff relics.
  • 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. So that's a horrifying thing.
  • Furious Recital: (1 CP) Exorcist model in the Shooting Phase. -1 Leadership to enemy models within 12" of the Exorcist chosen. -2 if it is Chaos.
    • ok so here's the thing, sisters can debuff Enemy Ld fairly well and in casual games it will win you a few fights here and there. In Match play given the MSU meta its unlikely to do well in that environment. Can it work? yeah, but its an up hill battle.
      • woah, woah, woah - let's take a minute and think about this - you've got a tank made from a pipe organ crewed by an ornery nun with a helmet made of pipes. Is there a reason not to use this while reciting some Imperial propaganda mid game? (No...the answer is no, use the stratagem)
  • 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.
    • Would have preferred it had the ability to 'Select ANY enemy units/D3 If daemons' but it could be useful.
  • Battle Rites: (1 CP). Start of Battle Round. You can generate a new Sacred Rite if the warlord is still alive.
    • After killing all their psykers and you no long need 'Aegis of the Emperor', play this next turn and swap it out for a different rite.
  • 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.
  • 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.
    • More reliable than the old standby re-roll stratagem if you have some garbage Miracle Dice to throw away, and statistically, you probably do.
  • Heroine in the Making: (1CP)An unnamed Sisters character that is not your Warlord generates a Warlord Trait. Once per battle. Very good to get the extra Miracle Dice trait on a random Imagifier.
  • 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.
  • 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 duelling other HQ's. Also exceptional on storm bolter dominions when combined with Blessed Bolts (goodbye Daemon Prince!)
  • 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.
  • 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.
    • A good and cheapish way to make Arco-Flagellant more reliable in their damage output. This rule scale with any source of +1A you can give them (priests).
  • Vessel of the Emperor's Will (1 CP): After performing an Act of Faith for a Character, gain a Miracle Die.
    • 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!
  • 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.
    • Devastating to medium and heavy infantry, potentially becoming a minor threat to some vehicles as well. (Which is to say, a dominion squad with this stratagem and the right blend of buffs can scrape most of the wounds off of a Russ, many daemons and monstrous creatures.) At 49 pts, 5 Sister, 2 Storm Bolter basic squad of Sisters of Battle will kill 2 Primaris on average with this stratagem, a bit more if you're using Legends and the Superior can also take a Storm Bolter.
    • If you are using Divine Guidance as your Sacred Rites, 6's to wound become AP-3.
  • 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...
  • Desperate for Redemption: (3 CP) Penitent Engine, Mortifier, or Sisters Repentia unit may fight again. If you have to be informed of how devastating this is, perhaps you go back to playing Tau. Very expensive, so save this for when your max strength squad crashes into the enemy deathstar.
  • Test of Faith: (1CP) When you gain a Miracle Dice from Purity or Valor, spend 1 CP to gain D3 additional Miracle Dice.
    • You can't spend a miracle die to guarantee a return of 3, it MUST be rolled.
  • Exceptional Proficiency: (2 CP) Celestians, shooting phase or Overwatch. May re-roll the hit roll, re-roll the wound roll.
  • 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.
  • Martyred: (1 CP) Gain D3 CP s when your Adepta Sororitas warlord dies.
    • You cannot spend Miracle Dice on this, sadly. It MUST be rolled for. Still, it is 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.
    • This one struggles to be useful. On the surface THIS SOUNDS AMAZING! However your combos are ignore AP-1, S+1 or Re-roll Deny the Witch tests... So really just AP & S+1.
  • 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.
  • Holy Trinity: (1 CP) Pick an Adepta Sororitas Unit in the shooting phase. As long as the unit has a bolt weapon, 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 at best 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 chose 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.
      • Other armies have access to a strictly better version of it, such as Chaos Space marines' 'Veteran of the Long War' that don't have all the requirements but have the same benefits. GW rule writers are sexists.
    • Buffed a bit as of the 2019 Codex, now that you can cheat and use a combi-weapon to count as two weapons. Retributor squads can use this... 'meme worth stratagem' effectively. Give an Argent Shroud Retributor Sister Superior a combi-melta, arm 4 sisters with Hv-flamers, and if you need ablative wounds bring along an extra basic Bolter Sister. You have a 6 sister strong unit that can advance THEN shoot a target 12" away (Retributors add 4" to the Hv-flamers). But wait there's more, read "Storm of Retribution" below, then come back up here. Giggle and share.
      • Another way to get some mileage out of this is to have a squad of Celestians or standard Battle Sisters armed with melta, combi-melta, heavy flamer and another random sister firing a bolter. With this help, heavy flamers will wound anything below T10 on no worse than a 4+, and their AP makes them not completely useless even on big stuff. Celestians make better use of it because they can re-roll all failed to-hit rolls if there's a Canoness within 6", or if you really need it, they can burn another 2 CP to re-roll hits and wounds. Not worth building around, but when something really needs to *die right now*, it's there. (It also lets a bodyguard team built to be a generalist get suddenly better at whacking big things, and there's no reason that +1 to wound doesn't affect the krak grenade that another one throws...)
        • Still one more (admittedly kinda janky) way to use this is for a melta-toting Dominion squad. Combi-flamer on the Superior, 4 meltas on the gals, ablative wound-sisters for extra bolt shots. You want to be inside 6" anyway so you may as well make the most of it.
  • 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... Meh
      • Doesn't work on overwatch.
    • Re-roll wounds when using heavy flamers.
      • Remember this the next time an opponent charges from further than 8", because Retributors add 4" to the range of 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 7 points of damage (Dd6 +1 = 7) AND earn that 'Metal distance die' at 18".

Warlord Traits[edit]

  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.
  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 Blade of Admonition for 49 points and strike at S5, AP-4, D3 with 5 Attacks, hitting on 2's re-rolling 1's...then weep at the lack of jump-pack options.
  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 support, 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 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.

Armoury[edit]

Melee Weapons[edit]

  • 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: Ap-3. Worse than the maul against almost every target that you will encounter on the table. Low Toughness have generally poor save, S3 is too little against armoured targets. At least they will remove armour saves after the wound roll. The exception might be folks like Eldar, where you're likely to find T3 with a 3+ save.
    • Power Maul: S+2 Ap-1. Now we're talking. Almost every point of S the Maul gives us is a +1 to wound, against both most infantry and most vehicles. If your opponent has good invulnerable saves (Terminators w/ Stormshields & Thunder Hammers) the AP-1 won't matter too much. With Bloody Rose, you're hitting at S5 Ap-2.
    • Power Axe: (Legends) S+1 Ap-2. This is only better than the maul when trying to kill T6 models and light vehicles.
  • 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.
  • Eviscerator: (Legends) This heavy chainsword is a two-handed monster: Sx2, AP-4, D3 damage '-1 to hit'. Remember that re-roll happen before modifiers. An Eviscerator armed Canoness rolling a natural 2 is a miss. 11pts as of the Legends update. Good, but you should probably use the Blade of Admonition relic instead for you Canoness. The relic performs better except against T6. It's a trap on your Priests, however; with a base WS4+, they'll hit hard, but they wont Hit often.

Ranged Weapons[edit]

  • 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 useful enough 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.
  • 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.
  • Condemnor Boltgun: Special Adepta Sororitas weapon (Note, NOT a combi-weapon anymore). For 1 point you get a 'Bolter' which does Dd3 against Psykers, doubling its average damage output against them. 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 without the use of a Stratagem... 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.
  • Hand Flamer: A dinky 6" ranged 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 4++ Seraphim screen, this is an interesting option.
  • Inferno Pistol: Baby Melta, 6" Pistol 1 S8 AP-4 D d6. 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 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[edit]

  • Flamer: Your standard issue flamer: 8" 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.
    • Note that enemies charging from further than 8" ( Definitely doable with decent odds for Orks, Gaunts, Howling Banshees, Etc. ) cannot be hit by a flamer's overwatch, as they are out of range for the flamers when they declare the charge and ONLY weapons that are in range can shoot.
  • Melta: 12" Assault 1 S8 AP-4 Dd6 'if at half range roll two for damage and pick the higher of the two for damage'. Being in half range is now not as advantageous. Still a big threat and one of the few weapons that negate 3+ armour entirely. A melta wound in melta range average 4 damage. 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[edit]

  • Heavy Bolter: 36" Heavy 3 S5 AP-1 D1 Acceptable dakka for the cost, but your army doesn't really hurt for anti horde choices.
  • Heavy Flamer: 8" 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 you inside of 8".
    • 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 12" threat, making them a terrifying prospect to charge and giving Argent Shroud Retributors a shockingly large threat range against infantry. This is the best way to run heavy flamers.
  • Multi-melta: 24" Heavy 1 S8 AP-4 Dd6 'if at half range roll two for damage and pick the higher of the two for damage... For an obscene 22 pts. The Multi-melta doubles the Melta's range and...that's it. For more than 150% the price and becoming Heavy. Over costed. With the stratagem, Retributors can use this as a more reliable version of the Eldar Brightlance, which is interesting, but that's a lot of CP when you could use Exorcists.

Vehicle weapons[edit]

  • 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 with it without any penalty. 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.
  • Twin Multi-melta: Ditto. lil' more affordable now at 40 points... but still over priced.

Other[edit]

  • 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.
  • Cherub Types: Cherubs are the little winged babies you see flying with units. There are different types:
    • 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.
    • 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.
  • Rod of Office: Canoness only, +3" to Canoness re-roll aura.
  • Null Rod: Canoness only, can't be affected by psychic powers, and -1 to psychic tests while the Psykers within 18" of a rod.
  • Brazier of Holy Fire: Canoness only. -1 Ld for DAEMONs within 6". Once when firing overwatch, a charging unit within 12" takes D3 MW on a 2+ (if a Daemon they take D6 instead).
    • Note that the codex specifically says that you can have a Rod of Office if your Canoness takes a Bolter and Powersword, and you can only take a Null Rod and Brazier of Holy Fire if your Canoness has a Chainsword as her Melee choice. This is a little restrictive with how you can equip your Canoness and honestly seems like arbitrary rules for no reason, but you should remember it all the same.

Relics[edit]

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)
  • 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.
  • 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.
  • 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.
    • 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 and 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 and having three shots at 18' is good, but it competes against our best melee weapon and the Brazier.
    • Now that the Blessed Blade can be taken by any Canoness, which is Dd3 instead of a flat D3 but still excellent, this pistol plus the BB makes for a solid melee potential... But 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, otherwise slightly better heavy bolter.
  • 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).
  • 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. 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 armour this relic can really make your Canoness a immovable object. A really good relic in game modes that require you to kill the Warlord.

Unit Analysis[edit]

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.

HQ[edit]

Generic[edit]
  • Canoness: An excellent HQ considering the cost. The Sisters' version of a Captain with the equivalent re-roll aura of 1's to hit. BS2+, WS2+, 4 Wounds, 4 Attacks with a Save of 3+ and a 4++. In the new Codex, she has several options that are brand new. Any Canoness can take the Blessed Blade, an excellent sword with S+2, AP-3, and Dd3. She can have a Null Rod which gives psykers -1 to cast, the Brazier of Holy Flame which once a game during Overwatch does mortal wounds- (D3 normally, D6 against Daemons), or a Rod of Office that increases her reroll aura by 3". She has a good assortment of options, access to some great relics, and excellent cost-effectiveness. Awesome!
    • The Canoness can now finally play different roles:
      • Saint DoomSlayer: Take The Passion sacred rite, make her Bloody Rose, give her Blazing Ire, the Blade of Ass-Kicking and an Inferno Pistol, for a 6 attack (on charge) S5 AP-4 D3 with exploding dice She Beast, that can advance and charge. She won't beat Slamguinius (if she charges it's all about the save rolls, 6 re-rollable 2+ attacks that explode, so pick up that miracle dice 6, for 7 hits. Wounds on a rerollable 3+ for 6 forced saves, if he misses 2 and his FNP he's gone. Not bad for a third of the price.) in combat, but she fucking rip infantry asunder and will fuck up pretty much any generic space marine character, and a fair few named ones.
      • Saint BFF: If you are taking Celestine in your army, you should make a Canoness your warlord and give her the Indomitable Belief trait (as well as maybe the Book of St Lucius). Enjoy your 4++ aura.
        • Now that you have other generic HQ options, having other Canoness loadouts available is not as useful as before. Without any relics or specific order, those will nonetheless love Combi-Plasma, Inferno Pistols, Evicerator, and Power Mauls (though except for the Inferno Pistol, these are all Legends-only now).
      • Cheerleader: Take Beacon of Faith warlord trait, with the Litanies of Faith relic if you want, and have her swing that rod of office atop her Battle Sanctum in the midst of your fire-base like a pom-pom!
        • She's not here to MURDERKILL... she has every one else do that for her. She's here to max-out the Act of Faith mechanics.
        • Not particularly glorious but the utility of generating both a 9" reroll 1's aura AND an extra miracle die for everything else to use each turn for cheap can't be underestimated .
        • Still too soon to say BUT, Sacred Rose armies will probably get more mileage from the miracle die generation.
      • BEGONE THOT WITCH: Take Pure of Will warlord trait, Condemnor Boltgun, Brazier of Eternal Flame relic. Use the Aegis of the Emperor Sacred Rite. Psykers are now taking -3 to their psychic tests; you're getting +3 to Deny the Witch.
      • Lady SmashFucker: Take the Iron Surplice of St. Istaela, and choose Valorous Heart as your conviction. Then give her a Blessed Blade and (optionally) pick Impervious to Pain as her Warlord Trait. Your Canoness can now only be hurt on unmodified rolls of 4+, ignores AP -1 and has a 6+ (5+ if you took the Warlord Trait) FNP save. As well as being ridiculously tanky, the Blessed Blade also gives her a respectable damage output as well.
  • 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 as they don't stack well. He's your cheapest HQ option that also acts as melee buffer to anything nearby, and a good alternative to an extra Canoness. He's practically mandatory to take maximal advantage of your assault options.
    • Remember that this dude and every other churchman can throw a krak grenade every turn instead of using his crappy gun
Named[edit]
  • 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 like 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 character with the abilities of a support hero, and properly utilizing her requires working on both duties. The best way to use her, probably, is to deep strike her onto the battlefield along with a full unit of Zephyrim(who have a 4++ when they're next to her) and go for a deep strike charge on the enemy. Thanks to the Zephyrim Pennant granting rerolls, it's more reliable than most.
    • 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 most holy 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 like it, and only a -1 to hit and a 4+ invulnerable save to mitigate that. It can't be placed in a transport at all. It costs 185 points. 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.
      • While all of these abilities would be nice on their own, none of them are usable on this walking target. For now, the Triumph will be staying on display shelves.
  • 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.
  • Uriah Jacobus: (Legends) Got a huge points reduction in Chapter Approved 2018. He's now 50 points including all his wargear, which is 15 points over a normal missionary, but with an improved statline across the board. Better WS/BS with better guns, an extra wound and attack, and adds to +1 Ld to his aura on top of the new ability to ignore morale failures on a 4+, means the Sisters never have to worry about running away while he's around. His Shotgun got a change with the Legends update, where instead of +1 Strength at half range, it instead deals 2 Damage on a Wound roll of 6+.
    • Interesting fact: Uriah's Ld bubble brings Commissar to 9Ld and Lord Commissar to 10Ld. Better used in a guard army than in a sister army, as the sisters won't benefit as much from the extra Ld, which comes for 15pts over a Missionary
  • Arch-Confessor Kyrinov: (Legends) The triumphant return! Well, somewhat, he got dropped straight into Legends. In any case, the man with the magic hat is back and has an extremely similar statline to Uriah. He shares almost all of his abilities (Zealot, Rosarius, War Hymns and Word of the Emperor), but has a 5+ Armour save and trade's Uriah's +1 Leadership aura for a "roll twice and take lower for Morale" one. This is mathematically very similar, but they do stack with each other if that's your thing. More notably, Kyrinoc allows you to fish for 1s on morale checks for those sweet miracle dice. While he lacks a ranged weapon beyond the basic Bolt Pistol and Frag+Krak Grenades, he makes up for it by bringing his Mace of Valaan, which is a D2 Relic Blade. Overall not a bad option at all for accompanying melee squads into the fray, but he's 10 points more expensive than Uriah, so make sure you put him someplace where he can put his beatstick and leadership aura to good use.

Troops[edit]

  • 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 for 9ppm. They're tough, affordable, and deadly. Generally speaking, you'll want 5-10 Battle Sisters in a transport to capture and hold objectives. The number of special/heavy weapons you get doesn't scale with the size of the unit, so you're usually better off with multiple smaller squads than one big one.
    • A squad of five with 2 storm bolter is 49 points. Useful for cost-effective objective secured units, but 8th ed is all about mobility, tons of cheap wound (hordes) or very high toughness/inv save. While being on paper one of the most cost-efficient troops of the game at killing stuff, footslogging basic sisters squads have none of the aforementioned desirable traits that actually matters for winning games. Only think about taking them if you either need troops or already maxed out your Dominions. Alternatively, the army is very hungry for CP, so expect to be taking 6-9 squads in basically every list.
    • Your Sister Superior can't take a storm bolter anymore, which is annoying, but they can take a hand flamer, which is useful if you want to build a generalist squad with melta, combi-melta and heavy flamer, which would normally suffer from lack of volume of fire against hordes. (You could take a combi-flamer and inferno pistol instead, but this is much more expensive.) Your Superior can just take a free chainsword, too - always do that, since they don't fight well enough to justify power weapons, but you don't have to give up anything to get +1A. Take the freebie - you never know when you'll be glad you did.
    • While probably not unique to the Battle Sister Squad, the Sister Superior can also dual-wield bolt pistols, or a bolt pistol and another kind of pistol. Of dubious utility, though could be amusing and on a Bloody Rose unit for the extra point of AP.

Dedicated Transport[edit]

  • 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, never forget you can at least try to deny a WS5 smite and never forget that 6++ you've got.
  • Immolator: This thing is one of the best transports in the game. It has the now decent durability of a Rhino, a transport cap of 6 and its turret is now a terror - and it just got an extra heavy bolter in the new codex. It can be equipped with the classic dual linked multi-melta and heavy bolter, vomiting out lots of shots or it can be equipped with an Immolation Flamer that auto hits 2d6 times at 12" range, outranging just about all other flamer competition.***They are no longer useful with Dominions, as the Dominons' Vanguard move no longer works on transports. It's useful to take small units to where needed, but not the 'must have three at least' that was before. The heavy bolter is also a nearly ten point nerf in practice because it doesn't really help them accomplish their jobs but makes it more difficult to fit them into lists.
  • Repressor (Forge World): It is a Rhino on crack. Has 6 firing ports, which is a rarity now. Has the option to give it a second heavy flamer or a second storm bolter. Either take none or the storm bolter. The firepower of the Repressor is coming from the embarked squad anyway. If you want to grill stuff, take an Immolator instead. This vehicle is, with Dominions, what makes the SoB a decent army in 8th ed, allowing you to release your holy fire without having to expose to enemy fire your frail T3 dudettes. 20pts more since CA, making it best reserved for melta Dominions only.
    • Neat trick, usable by any transport but even more so Repressors : If your vehicle have not advanced in the previous movement phase, it can charge. Useful for either absorbing overwatch (Rhino of Repentia/arc-flag/DCA) or simply tie up in CC an enemy shooty unit. With a 24"+D6" move followed by a 2D6" charge, Repressors makes great "fuck your shooting" rams.
    • If you want to use those additional four transport slots, go bananas, since Dominions can't do their Vanguard thing in a transport anymore, even if they're alone.
    • Thanks to the FAQ update on Imperial Armor, they have updated firing ports to be in line with open-topped. Any models embarked within this transport now are subject to all the rules that affect the transport itself. no Shooting after having fallen back nor if there is an enemy model within 1 inch of the hull. Your glorious immunity engine to all things melee or rules related has been nerfed down to a transport with holes in it. Still an excellent method of transport and fire support but we've now lost our best alpha strike option.
    • This is the best transport in the game. (Order of the Ebon Chalice - 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.) Yes, because of the IA update the rules affecting the vehicle now affect the infantry inside. But this means that by using a strategem, you can stick 2 (Retributor/ Battle sister squads in the thing, give the vehicle 2 heavy flamers and how you have 6-8 heavy flamers coming from a vehicle. Normal move and fire your looking at 20" threat range of 48 autohits, wounding most things on 3s (32 wounds) at -1, 1 damage. It is not to be sniffed at.

Elite[edit]

Sororitas[edit]
  • 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 S3 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.
  • Celestian Squad: They are like normal Battle Sisters gear-wise but have 1 better WS, A, and Ld. What really separates them is their Bodyguard rule, were on a 2+ they intercept wounds taken by an <Order> Character model. They will be outrun by Celestine, and Canonesses aren't precious enough to warrant bodyguards. Otherwise, their weapon choices are the same as normal Bolter-babes. In terms of function, don't think that extra attack and WS will really help them in close combat, as they aren't kitted out for that job, though giving the Celestian Superior a good melee weapon will serve you better than regular squads. They have exactly the same ranged output as a squad of regular Battle Sisters for an increased cost and are only marginally more effective in close combat, where they'd rather not be. Moreover, Basic Sisters have Objective secured. With their new codex buffs, they can be a fairly solid retinue for a Canoness with somewhat greater offensive firepower. With their new stratagem, they're also a possible candidate for actually getting some mileage out of the Holy Trinity stratagem (albeit somewhat expensively)
    • The new codex has given them two useful offensive buffs: first off, Sworn Protectors. While within 6" of an <Order> Canoness, they re-roll all hit rolls, not just 1s, and not just fails. Second, the stratagem Exceptional Proficiency - although it costs a steep 2CP, it allows a unit of Celestians to re-roll all hits and wounds in shooting, melee or Overwatch.
  • 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.
  • Imagifier: The banner bearer has 3 banners to choose from when its setup during deployment for a flexible approach to adapted to different enemy lists.
    • Tale of the Faithful: Re-roll Deny the Witch tests for <ORDER> units within 6".
    • Tale of the Stoic: <ORDER> units within 6" ignore AP -1.
      • Sisters will draw a lot of small arms fire. Without T4, keeping that 3+ Sv is important. If you're Valorous Heart, this gets a lot stronger, because it stacks with their Conviction. Also affects Exorcist, Sorotitas Rhino, Immolator, Repressor, giving them ignore -1 AP. (Ignore -2 AP and FNP 6+++ if playing Valorous Heart, forcing opponents to use dedicated anti-tank to penetrate Valorous Heart vehicles.)
    • Tale of the Warrior: +1 Strength for <ORDER> units within 6".
      • Now we are getting close to SM levels. This would be amazing for Zephyrim if the Imagifier could keep up with them. Instead, it's mostly useful for buffing Repentia attacks to S8.
  • Hospitaller: For the "low" cost of 30pts, a Hospitaller can resurrect a friendly ADEPTA SORORITAS INFANTRY model or heal d3 wounds per turn on a 4+ (it just happens now, no roll needed). She lacks an <Order>. As any other medic in the game, points spent there is less firepower for the gunline but making the points spent keeping that Heavy weapon in the fight. Martyred Lady armies probably get the most out a Hospitaller's abilities, but still effective for what she brings.
    • With an average sister being 9pts + wargear, it can be difficult to earn her pointage back during a game in a pure Sisters army. Keep her near your more expensive units, with more expensive wargear. (i.e. Retributor or Dominion Squads, maybe Celestians)
    • Sisters being T3, against smart opponents it can be difficult to even HAVE something nearby to rez when they focus fire your units down to the last model...
    • Consider increasing the size of your units by 2 or 3, effectively using the extra sisters as 'ablative wounds' for the unit. Just don't go overboard else you'll suffer unwanted loses from morale.
  • 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. Once they get there the power sword attacks may not appear all that threatening at first but a special rule helps soothe that fear: Rapturous Blows allows them to re-roll wounds (think AP-3 lightning claw). Re-rolling 4+ to wound is better than wounding on 3+ (75% vs 66% chance), re-rolling 5+ is better than 4+ (55.55% vs 50%). Re-rolling 6's is the only loser vs. wounding on 5+ but not by much (30.55% vs 33%).
    • 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...
    • The only 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[edit]

  • The Sisters book is in an unusual place in that they have four different units of close combat infantry who cost 13 points per model once kitted out, 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.
  • Repentia Squad: Unlike the other options listed here, Repentia are <ORDER> units, have access to Sacred Rites, Acts of Faith, and Convictions. They get two attacks per model with Penitent Eviscerators, which are S6, AP-3, Damage 2, and -1 to hit, so they hit on 4s rather than 3s. They make up for this by having the Zealot rule, granting them rerolls to hit in the first round of combat. They have the 6+ save from Shield of Faith, and a 5+ Feel No Pain roll. As a 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 S8. 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.
  • 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.
    • With their low damage output, Crusaders struggle to get anything done. However, they are excellent at tanking Overwatch for your other units, all of which die hard to Overwatch, giving them a potential niche.
    • 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.
  • Death Cult Assassins: The sword to the Crusaders' shield, Death Cult Assassins are a surprisingly deadly option. At 4 attacks each with strength 4, AP-3, and damage 1, 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 save. Like the Crusaders, they max out at 6 per unit and have Zealot.
    • Death Cult Assassins are an absolute blender. Raw number of power sword 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.
  • 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 not even worth talking about.
Other[edit]
  • 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 Mis
  • 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[edit]

  • Dominion Squad: Dominions are your special weapon wielding sisters with the ability to make a pre-game move (no longer able to do this if they are in a vehicle). Armed with 4 storm bolters makes a good target for the Blessed Bolts stratagem to unleash a storm of primaris shredding shells. If you are awash with points, consider dropping an extra 10 for a 6th Dominion to serve as Grenadier. Additionally, consider giving this additional guy girl a Simulacrum, as it'll be your only way to take it. As they have lost their ability to scout inside of a Repressor, they have lost some of their melta lethality: Retributors outshine them in this regard with their ability to move and fire multimeltas with no penalty and the stratagem Storm of Retribution to increase their range to 36" and get +1 to their damage rolls.
    • Since the Superior can no longer pack a storm bolter, consider taking a combi-melta in an otherwise storm-bolter-equipped squad to help out against heavy infantry or monsters, or take a condemnor boltgun and a hand flamer for the 2 points you would have paid before - they won't come up terribly often, but add a bit of tactical flexibility. (Don't forget that Hive Tyrants, non-Khorne greater daemons and daemon princes and a few other things are psykers, and sometimes you will be in position to shoot a character!)
  • Seraphim Squad: A jetpack unit sporting pair of various kinds of pistols. They have the honour to fly around the back of the enemy, drawing fire and tying down units. The other option is to run a big squad of them and use them as a cheap 3++ screen (via the Celestine Cathedral method) that can fly.
    • An optimal way to run them is several 5 girl squads with a plasma pistol on the superior and inferno pistols on two dudettes. Such units cost a meager 88 pts and are able to deliver 5 BS3+ S8 AP-4 multiple wound shots + 3 bolt shots and a krak every shooting phase. This is Dominion-level pain. If you want to run this then keep in mind Inferno pistols are out of range if you deepstrike unless you pay a CP. The handflamer buff and low cost also make running it a good choice if you have another anti-tank source (Doms, Rets, Exorcists, allies, etc).
    • If you use the Stratagem "Deadly Descent" and destroy any units, you can gain a miracle die in the movement phase via "Vengeance" ruling. And again, if you destroy any units during your shooting phase right after.

Heavy Support[edit]

  • Exorcist: The Sister's Main Battle Tank/Musical Instrument has undergone heavy changes. It now has two turret options. The first is Anti-tank (RANGE 48" Heavy 3d3, Strength 8, AP-3, D6 Damage). The other is Anti-infantry (RANGE 48" Heavy 3D6, Strength 5, AP-2, 1 Damage). It benefits from Acts of Faith, Shield of Faith- deny a smite with a tank, what a world- Convictions, and Sacred Rites. The downside now? The Exorcist with the Exorcist Missile Launcher + hull mounted Heavy Bolter will set you back 170 points. That is an increase of 45 points from the beta book. It gains flexibility and better reliability and maximum output as well as special rule support, but 45 more points is 45 more points. Keep in mind that with the Valorous heart strat, the reroll all dice for # of shots strat, and miracle dice, an Exorcist can move 12", and have a 90ish percent chance of killing an Alaitoc Hemlocke wraithfighter(even more against a CHE) in a single volley. That's a 60" range of a near guaranteed kill on one of the boogeyman units of the game, and the best part is they really don't care about those plane's return fire that much.
    • The only unit in the army with a range greater than 36", its not hard to want more than 3...
    • Funnily enough, an exorcist is one of the very few models in the game that has a chance to one-shot a Warhound Titan but will still only shave 5 wounds off a rhino on average.
  • Retributor Squad: Your cheaper longish range heavy support option. You have a choice of 3 different heavy weapon options. Since the Stratagem Storm of Retribution (At 2 CP, it is really expensive for what it does) only effects 1 weapon type at a time, it's probably better to make all heavy weapons in a unit the same. Also, note that heavy flamers have +4" range and all Retributors can move and shoot all heavy weapons with no penalties.
    • Multi-Meltas: Formerly overcosted compared to Dominions with meltaguns, but get breath of new life from the dominion nerf and synergy with both Valorous Heart and Argent Shoud, get an additional 12" range with the Storm of Retribution Stratagem, so 36" range, not bad. Good to have 2 Ammo Cherubs to shoot 6 melta shots, and Simulacrum to make the shot that gets through 6 damage. So a full unit of 10 in cover has a 2+ save, 6 36" Melta Shots using the stratagem in round 1. But any shot that gets through the opponents saves lets you use 1 miracle dice for max 6+1 Damage. If you compare this to an exorcist averaging 6 shots for 170 points, 12 Wounds 3+ Sv. against Retributors with 10 wounds, 2+ Sav for 190+ does not seem to stack up that well, but might be worth it with Sister Superior Junith Eruita, since +1 inv only for Infantry, and gives you re-roll 1's to wound. Also, if they're Order of Our Martyred Lady, enemies won't want to shoot at them for fear of having all that melta hate hitting on 2+ for the rest of the battle.
    • Heavy Flamers: If you are playing Ebon Chalice, then you can drop these out of a Rhino/Immolator and using 2 Ammo Cherubs and Cleansing Flames stratagem get 36 Heavy Flamer hits. Expensive unit and you have better flamer units for this stratagem, but interesting, also nobody will charge this unit if they have to take overwatch. Can also put a combi-melta on the Superior and use the Trinity Stratagem, to add +1 to wound. And also use the Storm of Retribution stratagem to re-roll wounds...
    • Heavy Bolters: They're the cheapest way to spam BS 3+ heavy bolters in the game and castling up with 4 heavy bolters and gaining a 2+ in cover for only 90 points is pretty sweet! They are T3, but they can hug cover as the rest of your army moves around and does the real damage. Because of this your opponent will either take multiple rounds of BS3+ HB shots or focus far more heavy firepower than such a cheap unit would normally require to destroy. Altogether a good unit that does a decent job of complicating your opponents' plans and harassing your opponents' heavy infantry/light armour. Superiors can't get storm bolters anymore, but a combi-plasma wouldn't be misplaced if you have the points.
    • If you want a really sticky unit, Retributors are one of the few sister squads that can be run with a full crew of 10 without issue. Doing so gives the squad an extra few extra wounds while adding a few extra bolters in and can give you a bearer for a Simulacrum Imperialis, allowing extra AoF in a phase. An MSU squad is a much more tempting target when you know every casualty is going to hurt. Knowing they have to chew through 4 or 5 other models to get to the creamy center might help discourage them from being targeted outright.
    • It should go without saying, but these gals love being from the Order of the Argent Shroud, the wording of their abilities is such that they stack, meaning you can run and gun at full BS. There's really no weapon configuration that doesn't benefit from this since adding D6" to your threat range is something Sisters will always benefit from. If you want to go even further you can stack with Storm of Retribution on your multi meltas.
  • Penitent Engines: The dreadnoughts of the sisters (or is it Helbrutes?). These sweet half-naked sinners, fused with grimdark killing robots of death exist for one sole purpose: MURDER. Hordes? Dead. Dedicated melee elite units? Dead. Knights/Greater Daemons/other LoW? DEAD. Being only 56 pts per model (max 4, including the Heavy Flamers) they carry an incredible amount of killing power. Khorne would literally sell half of his skull collection for these girls. Unfortunately, Penitent Engines are not the most resilient units in the game. They only T5 with 5 wounds and Sv4+, with a 5+ FnP. Against excessive dedicated firepower, Forgeworld Dreads and other Distraction Carnifexes(Dakkafexes in 8th) they won't last long. Treat these ladies like a gentleman, hide them behind LoS blocks, or cover and wait for the right opportunity to unleash their holy retribution (in other words, rush them into the enemy, but don't yolo them through the open battlefield).
    • They may be our most potent distraction carnifex. You can up the effect by telling your opponent about the rules beforehand - if you take the flails, Penitent Engines have 'fifteen' attacks per model, hitting on 4s with rerolls and hitting at Strength 6 AP-1 D1. Just telling your opponent that will probably move the Penitent Engines up a few levels on his target priority.
    • If by some miracle of miracles you actually manage to get these to melee, they will mulch anything with their flails. 15 attacks per model at 4+ with rerolls and S6 AP-1 means on average each penitent engine will kill 8 guardsmen or other T3 5+ models.
  • Mortifiers: These are special penitent engines that entomb sisters of battle that have sinned. They have an additional purpose: Gun Boat. They can contain up to 4 in a unit. Every engine is equipped with 2 heavy bolters and 2 Penitent flails. They can swap their heavy bolters with heavy flamers and upgrade their penitent flails for penitent buzz-blades. Rules: They have a 9" move and a 6+ feel no pain. When they die in combat, they mete out 'final vengeance' where on a 4+ every enemy unit within 1" suffers D3 mortal wounds (Can you imagine 4 in combat and 4 die, and... they don't affect your own units!). In addition, they may choose to change their Heavy Bolters to Assault 3 (i.e. no penalty for moving and can advance with penalty if desired) or their Heavy Flamers to Pistol d6 for any shooting phase. Unfortunately, Mortifiers lack the Zealot rule, meaning that they don't reroll their hits. This means that, for the first phase of combat(all they're likely to live through) Mortifiers are actually 'worse' than Penitent Engines - their 3+ to hit grants a 66% chance, vs a 4+ with reroll granting a 75% chance.
    • Note that sadly, these models do 'not' have the <ORDER> keyword or the Sacred Rites ability, meaning they don't benefit from any of your army wide bonuses.

Fortification[edit]

  • 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.

Orders[edit]

Valorous Heart[edit]

OrderOfTheValorousHeartEmblem.jpg

"In the grim darkness of the far future, the path of pain tempers the strongest Faith"
Thematically describes this faction.
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 models 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.


Tactics

  • Find an objective. Plop your sisters on it, and refuse to move. Bonus if it's in cover. Out-stay Imperial Fists. Remember to bring bonuses to your Invulnerable save.

Our Martyred Lady[edit]

OrderOfOurMartyredLadyEmblem.jpg

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+ armour 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 that always rolls 2D6 and picks highest. Not exceedingly useful given how many other good relics Sisters get.

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.

  • Combos with "Vessel of the Emperor's Will", "Martyred" or "Divine Intervention" Stratagems. KNOW which you are going to play BEFORE you commit.
    • Note: You are NOT getting your sacrificial character back with a Hospitaller's rez and using "Divine Intervention" prevents miracle dice/CP gains for having lost that character that turn...
  • 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.

Special Characters

  • Sister Superior Junith Eruita: Order of Our Martyred lady character and a lesser version of Guilliman. 7 wounds, 10' fly move, hits well and has two heavy flamers. Importantly, she allows OoOML units re-roll 1's to hit AND wound within 6". Improves ALL INFANTRY Shield of Faith rolls by 1 regardless of Order. Very cool.

Tactics

Ebon Chalice[edit]

OrderOfTheEbonChaliceEmblem.jpg

In the grim darkness of the far future, there is no place for doubts.
Thematically describe this faction. They are one of the firest founding orders
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.

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 (or whatever it is). Worst case, you earn the CP back and then get the Miracle Dice thing. Best case, you're up 2 cp.

Relics - Annunciation of the Creed: Replaces a Condemnor Boltgun. 24", RapidFire1, S5, AP-2, Dd3. It can target characters like a sniper 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. Also one of the few ways to give a Canoness any real firepower; halfway useful for a Canoness whose job is to buff a backfield firebase, but you can't take it at the same time as the Rod of Office.

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.

Special Characters

Tactical Objectives Tactics

Argent Shroud[edit]

OrderOfTheArgentShroudEmblem.jpg

In the grim darkness of the far future, Actions speak louder than Words.
Thematically describe this faction.
On the tabletop, they are the most mobile shooter 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.

Bloody Rose[edit]

OrderOfTheBloodyRoseEmblem.jpg

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, Penitent engines, Mortifiers (Pen engines and Mortifiers do not have the order tag) and Zephyrim all get extra attacks to kick the shit out of what they ran into. 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? Fucking 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 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, make 3 additional attacks instead of 1.(Does this mean its -3 AP?) Thanks to the conviction, a Canoness with this can have 9 S4 (or S5) 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 Squads are the obvious recipients of choice, but don't be hesitant to use this with other units as well.

Tactics

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, Seraphim and Celestials. While Repentia and Zeriphyim 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 Celestials 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 DoomSlayer.

  • 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 tonne 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 defiantly a harder army to deal with through melee means. If you want to go through with it, bring things to clear out their hoard clearing units, like Khorne Berserkers and Land raider crusaders, and try and swamp the fuckers. You'll have more units, and more attacks. Utilise the Tear Them Down strategem 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 are can easily tank what ever you throw at them or will kill you first. Harlequins move fast and hit like a motorised, spinning sock full of rocks, Custodians are tanky enough to shrug off everything you throw and will instantly kill what ran into them, and blood angels have all the bonuses of regular space marines but hit you even harder in melee. You can try and over run them with weight of number like skinny Orks and 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.

The Sacred Rose[edit]

OrderOfTheSacredRoseEmblem.jpg

In the grim darkness of the far future, only the faithful are rewarded.
Thematically describe this faction.
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- once when firing 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.

Tactics

  • Spam "Light of the Emperor" Warlord Trait + "Vessel of the Emperor's Will" stratagem combo.
    • Consider giving "Light of St. Agnatha" relic as well for some sweet sweet 12" mortal wound action
  • Use Battle Sanctum terrain (50-Pts ea, 3 for 150-Pts).
    • Note - you only get 1 miracle 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[edit]

Managing Miracle Dice[edit]

Generation:

  • You gain one miracle dice at the start of each battle round, and one in 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) 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.


Allies[edit]

[To be rewritten as of the new codex: watch this space]

Getting Models[edit]

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


Warhammer 40,000 Tactics Articles
General Tactics
Imperium
Chaos
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