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 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. Celestine, Junith, and Indomitable Belief all have a positive impact, while Zeriphym and Seraphim add +1.
  • With the new codex, a few things to note. 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 Imagifier can provide ability to re-roll Deny the witch tests.

Strength of Faith: Objective Secured for Battle-forged Adepta Sororitas detachments.

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

Priestly Delegation: Under normal circumstances units of Crusaders, Arco Flagellants, and Death Cult Assassins do not take up slots in a battle forged army. However, if the army does not include a MINISTORUM PRIEST then it may only include one such unit.

Acts of Faith[edit]

Acts of Faith have been completely redone. Rather than using a limited number of points that scale (poorly) with your army size like in the beta Codex, you now have a pool of 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. 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.

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...
  • 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.

  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 usefull. 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 psykic 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 needing a 6).
    • Remember you still get to roll for moral "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 Zephyrm 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.
  • Blazing Piety: (1 CP) Select enemy Chaos unit within 12" 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.
  • 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, 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 or utterly vworp 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, making some armies wish that they had a Shield of Faith.
  • 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 a character 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. Give your Superior a hand flamer in place of your bolt pistol and take an extra sister with bolter and Simulacrum. Yes, really. 4 meltas with +1 to wound slightly outperforms 5 meltas without. Also, since it's 4 rolls instead of 5, you're more likely to be able to AoF away failures.
  • 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: Reroll failed morale test of nearby ADEPTA SORORITAS units and they 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 Ass-Kicking for 49 points and strike at S6, AP-3, 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".
    • While on your own you can't stack this (except with the Missionary's banner), remember IMPERIUM (and especially Sisters) is about coordination. Consider combining this with Space Marine Reivers and Relic Banner for another -2 to enemy Leadership. Additionally, you can add in an Imperial Guard psyker for another -2 to Leadership, for a total of -5 (-6 if CHAOS).
      • You know who also loves low leadership fuckery? Dark Angel librarians. Space monks fighting alongside space nuns for the glory of the Emperor!
  4. Beacon of Faith: At the start of your turns, if you warlord is on the table you gain a miracle die.
    • Much better with the redone acts of faith.
  5. Indomitable Belief: The Shield of Faith invulnerable is increased by +1 for <Order> Innfentry Models whilst within 6' of the Warlord, to a max of 4++.
    • Stack with Celestine aura for a 4++ on every one. 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!
  • 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 WS of 4+, they'll hit hard, but they wont Hit often.

  • 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, your 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.

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 over watch.
    • 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: Now 8" Assault d6 S4 AP0 D1 'auto-hitting'. Only 6 points, but still suffer from the lack of shot-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. 8th ed Sister is all about them. Down to 14 points as of Chapter Approved 2018 and the new codex.
  • 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. Your default weapons for Retributors.
  • 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.
  • 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]

  • 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). 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 with Chapter Approved 2018... 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.
  • 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 Deamon 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.
  • Brazier of the Eternal Flame: This is the "I really hate psykers" Relic. Psychic tests taken within 18" are -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 your'e 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. 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 ADEPTUS 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 charge and advance. She won't beat Slamguinius (if she changes it's all about the save rolls, 6 rerollable 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.
      • Psychics be GONE: Take Pure of Will warlord trait, Condemnor Boltgun, Null Rod and Brazier of Eternal Flame relic. Use the Aegis of the Emperor Sacred Rite. Psykers are now taking -2 to their psychic tests; you're getting +3 to Deny the Witch; miracle dice can supplement truly abysmal rolls.
  • 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. She started strong in 8th, being one of the most cost-efficient models one could field on the table, but nerfs after nerf made her a disgustingly overcosted jump pack Canoness, to the point where she can easily be outperformed by them since she costs three times as much and her best ability was outright removed, along with the majority of strategies that involved her since they used that ability. Her 6 wound makes her vulnerable to a lucky smite or D6 damage weapon, as well as being a multiple of D2/D3 weapons that are everywhere now. She can only move 12" per turn, preventing her from tying enemies in melee T1 and making sisters armies as a whole much more vulnerable. You can't play aggressively with her anymore, and she should now hide behind your tanks before going in for the kill, but if this was your plan then you're still better off with a kitted-out Canoness.
    • Keep in mind that her Geminae being separated from her is also a really fucking massive nerf (on top of all the others), because now she might make charges they won't and can be fucked for it, and vice-versa. She can also be targeted separately from them which also sucks since they can't auto-take wounds for her, and a lucky hit going through could mean the end for her.
    • About the only way to make her worth it is to make a Celestine Cathedral. Use Celestine with an Indomitable Belief+Book Of Saint Lucius Canoness, this gives every nearby <ORDER> unit a 4++. Prime targets for those are Exorcists or Repentias. If you are not going to use her for this strategy then skip her, you can get better results elsewhere for a third of the cost.
  • Triumph of Saint Katherine: Imagine six Cannoness models all on one Large Oval Base, each armed with a bolt pistol, a relic blade, and various useful auras. The result is one big model with big stats... and none of them are in the right places. To begin, it has 14 attacks and 18 wounds, so at a glance the unit looks like it's in a prime position to pick up and beat the shit out of Abaddon single handed, until you read the rest of the stats, at which point you realize that with a toughness of 3 it will be torn apart by any sort of focus fire. And with those 18 wounds the unit has no way of being screened by a meat shield and it can't get into transports so you can't scurry the unit into combat quickly to stop things from shooting it. And with all the buffs and aura's it gives it and the large wound pool, the unit will instantly start to attract the attention of hurricane bolters, Las-cannons and artillery shells, where it's frankly pathetic toughness will mean all these things will have no problem dusting the model within a turn or 2. The model does has a 4++ save and forces the opponent to subtract 1 from the hit roll, but these are nothing when the amount of fire aimed at these girls would make the shelling at Verdun look like a firework display. Really this unit should be 6 separate models with 4 wounds each and each with the character keyword. As for the buffs the Firey heart allows all friendly units within 6" to autopass morale, and The Triumph of St Katherine can have up to 5 relics drawn from her data sheet that reduces as she loses wounds (and also gained if she is healed). Consequently, she should hang back at a safe distance and focus on having her generate miracle dice until the coast is relatively clear.
    • 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 c 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 Adeptus 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.
  • 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
  • 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.
  • 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 is the more choppy of the two. 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 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.
    • 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.

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.
  • 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 Chalise - Stratagems - Cleansing Flames (1 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, and increases their SoF save by +2 within 6" of her. 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 back character. Hands down the lest useful unit of the codex, as they can't even benefit from <ORDERS> abilities.
  • 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.
  • Repentia Squad: For 13 points you get model that's armed with a Sx2 AP-3 weapon - regrettably it's back to having -1 to hit, but now they re-roll to hit on turns where they charge or get charged, which is actually better than a 3+ without rerolls. Along with their Mistress, TAKE TRANSPORTS so they don't have to footslog across the battlefield OR ELSE THEIR T3 6++ ARMORED ASS WILL NEVER GET INTO COMBAT. Nine strong unit + Mistress in a Rhino is 227-pts. Order of the Bloody Rose's army trait "Quick to Anger" gave them a much need BUFF additional AP-1 (AP-4 again) and an extra Attack. If you enlist a Priest, a Mistress, a Dialogus, a Melee Canoness, Imagifier(s), Hospitaller(s) and Celestine herself, you are now looking at ~350pts in support units before transports are even sorted out!
    • The new codex also gave them a 5+ FNP, which will help their staying power a fair chunk.
    • This is a points heavy unit after transports are considered so you either take a LOT of Repentias or cut points by scaling back the supports units to just the essentials. With Zealot they really don't need a Canoness anymore except maybe for the save boost from Indomitable Belief, and you can skip the Dialogus unless you're really leaning on Acts of Faith.
    • If you can't commit the points, then take Arco-Flagellants with a single priest instead.
  • 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.
    • Tale of the Warrior: +1 Strength for <ORDER> units within 6".
      • Now we are getting close to SM levels. Stack up on other buffs and now Sisters can win fistfights against Astartes. It's mostly Zephyrim and Repentia that care, however.
  • 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, 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.
    • 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...
    • Without +1S buff(s), you are still going to struggle to threaten, let alone wound, T6+ models. You don't have this problem when attacking T5 units or softer targets, however. Charge them and shoot the big T6+ stuff with your plentiful meltas.
    • They also have a stratagem available that lets them grant a nearby Sisters unit re-rolls of 1 to wound, which is fairly useful, especially to help out a Repentia squad that's lost their Superior.
Other[edit]
  • Preacher: The missionary's little brother who also gives a +1A buff to nearby ASTRA MILITARUM or ADEPTUS MINISTORUM units within 6", but instead of the extra save vs morale checks they carry an icon of the Ecclesiarchy that causes CHAOS units to drop one point of leadership. Best used where those +1A will make a difference. Keep in mind while they have received most of the wargear options of their Guard counterpart, they are all restricted to Legends, so take them with a degree of caution.
  • Ministorum Priest: At the release of 8th ed, their datasheet used to sit in the Adeptus Ministorum section. Now, they are found with their option in the Imperial Guard Codex. They cost 10pts extra over Preachers, don't have any aura outside of their +1A buffs, but they can be customized with things like Plasma Guns or Power Mauls. Overall an option if you wanna be WYSWYG over a cost-efficient one.
  • Crusaders: For 13 pts (Including wargear), this used to be one of the best units in the game at tarpitting elite melee, but unfortunately they lost their niche with the beta Codex. A competitive Sister list has no gunline for them to protect. Fortunately they don't take up any slots if you have any Ministorum Priests, but it's hard to figure out what they're actually for, since they don't benefit from most of the Sisters' buffs.
  • Death Cult Assassins: Glass cannons that can kill everything via death from a thousand cuts, they do extremely well against all kinds of targets without needing extra support: Only T8+ target will be relatively safe from them. Very frail though, so you'd better be sure to seriously cripple the enemy on your charge and always stick them in a Rhino.
  • Arco-flagellants: Even more glass cannons, Arco-flagellants are you default CC unit and designated horde killers (and even MEQs). Access to transport and the possibility to charge from it gave them a much-needed buff. These guys will deal decent damage per model to a wide array of threats -especially hordes- while being surprisingly resilient themselves. Load them with a Priest in a Rhino. If you hesitate between the different CC options of your army, take them.
  • 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 picking her will prevent your detachment from gaining an <Order> conviction.
  • 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. Except for the superior, because GW only ever made a model with a plasma and power sword for her. They have the honor 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).

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. The Conflagration option is 140, so not a bad idea if you want long-range anti-horde.
    • 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: Overcosted compared to Dominions with meltaguns, 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 85 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. Also if you have the correct sacred rite, ap-2 on 6es isn't too bad.
    • 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 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. Four Engines is 224 points of absolute balls to the wall murder. Can your opponent afford to let them anywhere near him considering they have two different but equally devastating melee profiles?
  • 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 5 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 vengence' where on a 4+ every enemy unit within 1" suffers D3 mortal wounds (Can you imagine 5 in combat and 5 die, and... they don't affect your own units!). In addition, they may choose to change their Heavy Bolters to Assault 3 (no penalty for moving) or their Heavy Flamers to Pistol d6 for any shooting phase. Flails are also really interesting where you make 3 attacks for each 'normal attack' the engine has - that's 12 attacks at Str 6, AP2, 1 damage. If they have 2 of them, they get an extra attack- or a total of 15 attacks. One engine can be an Anchorite that has a 3+ save instead of a 4+ save. Buzz blades are +3 str, -3 AP, 2 damage also making an extra 1 attack if equipped with 2 of them. The unit has the Adepta Sororitas keyword but not the Order, Act of Faith, Shield of Faith, or Sacred Rites rules.

Fortification[edit]

  • Battle Sanctum: 50 point terrain piece that your opponent can't do anything to stop. 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 describe this faction.
On the tabletop, they are great at defending and holding positions, as with the right buffs and positioning, you'll be sitting there with a armour 2+ armour save while 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

Our Martyred Lady[edit]

OrderOfOurMartyredLadyEmblem.jpg

In the grim darkness of the far future, Faith is proven with Sacrifice.
Thematically describe this faction.
On the tabletop, they like to die, as you gain power as you take casualties. Intelligent enemies will be picky who he kills but will regret it if he doesn't finish the job

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 -Martyrs Vengeance: Replaces a 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 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 (1 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, Heretics pay for their sins in Blood.
Thematically describe this faction.
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. 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

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 old broken 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.

  • could be useful to have a sacrificial Martyred Lady screening detachment (i.e. Vanguard of Dominions)for your army to help fill up your miracle dice pool.

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, D6 to Daemons- except this one you can discard a Miracle Dice to keep it lit and able to be used again.

Stratagems - The Emperor's Judgement (1 CP): Pick a unit that is firing Overwatch. 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. You could use a miracle die as miracle dice aren’t considered modified... so if you really need 2 bolt hits from over watch, spend a CP and MD, I guess...


Tactics

  • Spam "Light of the Emperor" Warlord Trait + "Vessel of the Emperor's Will" stratagem combo.
  • Use Battle Sanctum terrain (50-Pts ea, 3 for 150-Pts).
  • 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]

  • It's dangerous to go alone, take this.

Considerations on the general meta[edit]

The meta is a consequence of both the core rules and the various index/codex released.

  • 8th ed is over 1 year old now, and many things have changed since the release
  • Vehicles are sturdy in 8th ed, meaning getting in a transport is a safe way to move around.
  • The changes to AP and wound rolls mean there are two ways to make a durable unit in 8th ed: you either take more wounds than the enemy has shots (Hordes) or you have disgustingly good toughness and saves (rerollable saves, T8 or better, and/or a Sv of at least 4++). Anything that is low wound (Non-MONSTER infantry) and moderately protected (3+) is bad. This is the main reason "balanced" armies are rarely seen in tournaments this edition.
  • The aforementioned balance consequence of making good inv and toughness much more valuable than previous editions combined with codexes deliberately making expensive models overpowered and undercosted have made Knight-class and Primarch-class models very strong.
  • Since the smite nerf, psy is not as oppressive as before but some armies (Abbi cultists + Arhiman and it's winged DP court) make a very strong use of it.
  • The Knight codex allows Imperium and Chaos armies to field a ridiculous number of T8 20+ wounds models, along with a CP battery or even more disgustingly high T units.
  • Since the advent of the Rule of Three for organised play, Tyranid/Eldar armies spamming -1 to-hit abilities are less widespread, but still very strong.
  • Chapter approved point changes made a lot point reduction for the special and heavy guns of many armies, as well as hard hitting elites. The unforeseen by GW consequence is that it made alpha strike even more important, as more units are able to fire on the first turn.

As a Sister Player, what you have to get from it is that your army need to be able to deal with 4 threats :

  • High wound number, high save, high toughness models.
  • Characters surrounded by bubble wrap.
  • Hordes of cheap GEQ.
  • -1 to hit malus on elite armies

This mean :

  • Meltas, meltas, meltas. A melta gun shooting at a knight do 1W on average. This mean your army NEED to be north of 20 meltas to handle knights reliably.
  • No "Blobs" for your sisters as hordes will tarpit them, you won't have the mobility to capture objectives/target characters, and good quality infantry armies are overall not opportunity efficient this edition. Blobs are strong in a casual environment only.
  • Being shot at as little as possible. T3 low model count = no staying power on the table. This mean either be in a transport or having shot everything visible dead.
  • Have some highly mobile flamers. Coincidence, most of our vehicles have some.
  • 4++ Celestine Cathedral is now a Staple for sisters of battle.

This leads to a highly mechanized alpha-strike force in transports and a Celestine Cathedral as the "meta" army for Sisters.

Considerations on the Castellan and WAAC 40k[edit]

Since the release of the knight codex, there is one unit that is polarizing the whole competitive 40k : The castellan knight.

  • For those of you who don't know about it, it works like this : Super Heavy Auxiliary detachment, Exalted Court (-1Cp), Extra Relic (-1CP), House Raven > Castellan Knight with Cawl's Wrath and Ion bulwark
    • This gives you a T8 4++ 28W non degrading statline, the firepower of roughly 6-7 exorcists but re-rolling 1's to hit and to wound, at 60% of the cost. Only downside is that it's CP hungry.

The nerf to Castellans has made them a little easier to deal with, but you still need, on average, 37 melta shots in melta range to destroy one (assuming no re-rolls, +1 to wound, damage bonuses or acts of faith). That's almost 520 points worth of just meltaguns, before you get into the Sisters to carry them, support characters and that some will be more expensive multi-meltas or combi-meltas. And that's of course assuming it's a sitting duck and that you don't have the rest of your opponent army firing at you. Repentia and Penitent Engines are a possibility too, but will also need extensive support.

The only way to deal with a Castellan reliably is to fuck it up in melee with thunder hammers, but it is always surrounded by his Imperial Guard brigade giving it CP and screening it.

So while Index 40k allowed any pure army properly optimised to sometime win against optimised soup, this is not the case anymore. Pure sisters can't deal with -3 to hit Eldar flyers or Castellan + IG brigade.

As of the new Codex, the jury is still out, but Sisters overall got a pretty significant buff over the beta 'dex. Will it be enough? Time will tell, but at least it looks like the tools are in the box - there's a stratagem to mitigate the issue with Eldar flyers, ways to buff meltas for more damage output, ways to get those clutch 6-damage shots when you really need them, Exorcists are much more reliable, etc.

HOWEVER, that was then. Now we have the Codex and when you read about miracle dice below, its well... enough to give you religion!

Command Points[edit]

The most important rule to follow with Command points is to remember to use them, they can be a massive boon to sisters who have a couple of very useful strategems to play with. If you are starting with them, make yourself a cheat sheet that contain a bullet point list of every AoF and Stratagem you can use in every phase, like the one provided at the beginning of this section.

Our troops are cheap and useful, and we have interesting units in every slot. Multiple battalions or even a brigade can be sensible options - you won't really be stuck taking filler trash. Canonesses are cheap and effective, the Elite slot is so crowded with interesting stuff that you'll have difficulty figuring out what not to take, both Fast Attack units can bring a fair chunk of anti-tank pain and the Heavy Support options are also all solid, so go ahead and go nuts.

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)
  • 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.
  • When you gain a dice, you roll a D6 and you put it aside for later use with the value you got.

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.

Army Composition[edit]

15 Meltas, Beatsticks, Mobile Fireteams, Celestine Cathedral. What pure sister should look like until next update.
Bloody Rose Brigade with the same core units as above.


The standard post beta codex SoB army list is pretty similar to the Index SoB army list. Simply park the Seraphims and bring exorcists instead. Due to AoF nerf, they now play a bit differently.

Non-fast attack parts of our codex are now more attractive, but battle conclave units don't take an elite slot anymore. However, with Hospitalers, Imagifiers, Repentia and Zephyrim now in the elite slot and Celestians no longer useless, Brigades are a lot more viable than before.

As before, the core of the army is 3 squads of Melta-Dominions embarked in repressors. Alternatives are flamers (Retributors do it better) or Storm Bolter. Using the Blessed Bolt Stratagem on Dominions implies you are running them on foot, with Storm Bolter. This is dumb and a waste of your best unit. The good thing about Dominions that they don't really care about conviction, stratagems, or all that rule bloat since the release of 8th ed. All they need is their datasheet. They will take 3 fast attack slot that can be slapped in any detachment. The second brick of your sister of battle army is Celestine and her new BFF, an Indomitable Belief Warlord Canoness with the book of St Lucius. Together they project a 4++ aura for the units that share their order with your warlord. (Seraphim/Zephyrim only need one of these auras, since SoF is capped at 4++ and they get +1 natively.)

From there, you only have 2 real options : are you making a risky Repentia bomb or are you making a Cathedral with some organ music and pious sisters castling up and marching to the hymns of the ecclesiarchy.

If you are going the Repentia way make everyone Bloody Rose. Take 2 full squads of them and an another squad with 8 members. Buy a priest, a dialogus, a mistress of repentance, and a blessed blade for your Canoness. Embark everyone in 3 rhinos. You will clock in at 925pts for the Repentia bomb, but will also dish out more than a hundred S8 attacks and everyone has a 4++ as long as Celestine stays with them. If you're scrimping here, skip the Dialogus (only helps AoF) and the extra Canoness (Zealot makes the re-roll aura less necessary).

If you are going the cathedral way buy 3 exorcists and maybe a squad or two of Retributors - most Convictions work here, but Our Martyred Lady or Valorous Heart are probably the strongest options. Give the Canoness a Rod of Office and maybe Book of St. Lucius if your other doesn't already have it. Point for point, a cathedral is less shooty than a Cawl castle, but is much harder to remove as a T8 4++ severely handicap long range AT while Celestine and her new BFF Canoness can easily smash the heads of infiltrating melee units. Also consider Seraphim as a 4++ screen that can literally lock enemy units in place every turn thanks to their fly rule.

Finally, depending on your detachment structure, fill the leftovers points with you allies or troop requirements. Immolators are great, and basic 5 girls 3 Storm bolters sisters squad make very cost efficient objective holders, especially if they can get to cover and obtain a 2+ save. Don't forget that you can put multiple squads in each Rhino if you're so inclined - this is generally less interesting than using an Immolator, but the option is there.

Allies[edit]

With Chapter Approved 2018, a lot of armies got rebalanced, and what is the meta gonna look like is unclear. Sisters now have excellent (if a bit unreliable) anti tank capacities at all ranges, and the Bloody Rose doctrine is filling the hole in their previously terrible melee weakness. Due to their now plentiful good stratagems, sisters are suddenly CP hungry.

  • A minimal imperial guard battalion can easily feed some of that craving, on top of having very good synergy with several sisters HQ, such as Celestine giving your guards a 6++ or your priests boosting their morale.
    • Make them Catachan, gives them flamers, have your Celestine cathedral and a Priest hanging out behind, and enjoy your horde of morale protected 2A S4 5+/6++ cheap bodies protecting your 4+++ Exorcists
  • Because you are an army with key word IMPERIUM set aside 85 points and 2/3CP for "Operative Requisition Sanctioned" and take the assassin of choice.
  • In a similar vein as above, The Inquisition dose have a few tricks that can help, like using "Authority of the Inquisition" and taking a space marine Land Raider or a Banehammer as a transport... because you can.
    • I was told you were in need of some CP, well 55 points and the friendly Inquisiter can grant you CP regen. Coteaz is a better choice.
    • Bonus fluff points if you take Inquisitor Katarinya Greyfax.
  • Deathwatch can give you some of the things that sisters lack as an army and vice versa. Problem is, not many of your special rules will affect them either... and vice versa.
  • Rather than look for allies to Sisters, maybe you should look at Sisters as allies. A battalion of sisters with 4++ start at 340pts. From here, you can either add 3++ Seraphims, Exorcists, Retributors, etc...

They make excellent allies to protect an area and providing long range support, be it Anti-Horde or Anti-Tank. They will be cost efficient at killing, cost inefficient at being removed (4++), annoying to hug due to Seraphims 3++ FLY, and not too shabby in Melee due to 3A S4 and Celestine. With brazier and stratagems, they have the most cost effective psy defense in the game. The devoted 22 bring more utility and firepower to the table than the loyal 32 with the trade off of being slightly more expensive and having less wounds.

Devoted 22[edit]

For 295pts, the sisters of battle can bring a battalion that can hard deny psychic power even from turn 1.

-Canoness with inferno pistol, chainsword + Relic Brazier

-Missionary

-BSS with 2 stormbolters + condemnor, handflamer, chainsword

-BSS with 2 stormbolters + condemnor, handflamer, chainsword

-BSS with 2 stormbolters + condemnor, handflamer, chainsword

-Dominions with 4 stormbolters + combiflamer or condemnor, handflamer, chainsword

Dominion scout move daisy chain in range of brazier so that they are in range of enemy psykers. On a 6" advance move, they can cover up to the opponent edge of the table. As psyphase happen before shooting, your opponent will need to smite the Dominions to death before he can safely attempt to cast a buffing power. Take Valorous Heart or Ebon Chalice to make their job more difficult or Argent Shroud to get into position better then burn 1 CP to try to shrug off any Smite wounds that do go through.

Getting Models[edit]

So what can an aspiring new player do? There's a few possible options:

Wait until 2019[edit]

First Box Set revealed at NOVA 2019, the faithful will only have to wait till November Saturday they get released on the 26th 202019 to pre-order buy... unless you got lucky and got a copy of the pre-orders that SOLD OUT! Everything in the boxset will come out in early 2020 in non-monopose kits, you aren't missing anything if you don't get the overpriced box in November.

Buy Used Models[edit]

  • Hound the market for used Adepta Sororitas armies and pieces, they pop up every so often when a neckbeard doesn't love his Sisters anymore, which given the lack of GW support happens more then you might think. They do usually go for a bit higher price than your usual used warhammer figures, due to their status of being collectable and slightly more rare than their plastic brethren.

Conversions[edit]

"Eisenkern Valkir Heavy Trooper" body and a Statuesque Models "Heroic female" head. Additionally if you don't mind the non-standard gear, you can dip into dream forge Support Valkir troopers range to make heavy weapon Sisters. In total you can get a full 20 women squad of battle sisters for less then what GW sells for ten sisters, assuming of course you don't go hunting Ebay for bolters to complete the look.
  • In general, the best option is to use Sisters of Silence Bodies and weapons with Skitarii Vanguard Helmets. It's not perfect, but it's simple, and gets the job done.
  • To create a Sanctorum-pattern Exorcist, you can combine a Whirlwind with Forge Worlds Adepta Sororitas Rhino Doors.
  • You can combine bodies from the Dark Eldar Drukhari with Space Marine arms and weapons, though they will look a bit oversized on Eldar bodies.
  • If you're down with using Age of Sigmar models, you can also use Daughters of Khaine and some of the female Wanderers to come up with some awesome looking models. Scratch some of the spikes and emblems off their armour, use Freeguild Handgunners rifles and arms to give them a steampunk look and you got yourself some cool fuckin' models. Think Sisters of Silence, but without the armour that covers half their face.
  • Drukharii and Daughters of Khaine models make for excellent Death Cult Assassins, with minimal conversion work required.
  • Another option may be going 'screw it!' to the sisters aesthetic and use Space Marines with female heads on them. But this makes proper Sisters sad. You could find miniatures that while 'slimmer' than a space marine are still in full armour. Something you can point to and say 'looks like a girl can wear that'. Again, this only solves the 'army of girls in power armour theme' not the 'army of nuns in power armour' issue, which is truly what the Sisters are about. For example, Dreamforge Games offers marines that are decently priced and slimmer, which means they could pass for Sisters. Dream forge Games also now make a unit called Eisenkern Valkir, (I.e. girls in power armour) that make very good Sisters if you can find enough female heads to shove on the bodies. A word of warning: this is not a cheap option if you live outside the USA. What with postage and import tax...actually, it still comes in about twenty pounds cheaper than the equivalent number of GW models.
  • If you need some quality female heads for the classic "I left my helmet in the sacristy" look, Statuesque Miniatures makes some good heroic-scale female heads.
  • For Seraphim meltaguns, you can order bits online from Shapeways as not everyone is friends with a Blood Angels player with a dozen unused melta pistols lying around.

Third-Party/Non-40k Models[edit]

  • Shieldwolf Ministures has a “female Space Paladin Sisters Of Faith” range which has a proxy for all of your non-Repentia footsloggers and vehicles. Currently they have the cheapest squads available and are looking to continue expanding their range. They carry a fantasy version ss sell.
  • Anvil Industry ran a Kickstarter (and breezed past their $21k goal in just one day) for a whole new range of multi-part Sisters models called the Daughters of the Burning Rose, modeled on medieval knights. They look awesome, are intelligently designed (no boob plates!), could work as either Sisters of Silence or Sisters of Battle, backers have already received their rewards and a full release to the general consumer is coming early 2020 now available!
  • Grishnak does sister models. The good news is that they're actual sister models, basically what GW would do if they made plastic sisters, and each model comes with a bare head and a head crowned by the glorious Sabbat Pattern Helmet. The bad news is, they're pretty expensive, at roughly 30 dollars for 5 ( Basically as much as GW ones, including the delivery from Russia, the land of IP-infringement-lawsuit-immunity ), and, at least for now, they only have 5 models ( Again, each gets 2 heads, and the sister-superior has options for combi-weapons, but that's it ), so you'll need some conversion ( Though, not being metal, it'll be easier than with the pewter ones ) to make what you want of it, or simply avoid your squads looking like a bunch of twins or triplets.
  • Raging Heroes' Sisters of Eternal Mercy. They've got the "warrior nuns in power armour" aesthetic, and the models are high-quality as well. Current Army Deals The main downsides are that they don't have any vehicles and the range is currently rather limited. You won't be able to play them at a tournament ITC tournament rules allow for reasonable "counts as" models, so this should not be an issue, but who cares? All your friends will let you use them, and you are supporting a small business. They also have a fantasy version of each mini.
  • Wargame Exclusive also makes some decent not-Sisters models. Might actually have the most complete range thus far. From your standard troops with heavy weapon choices, your elites, Seraphim to even Celestine and and her Geminae. Does have their particular risque element to the models, so check your sensitivity to such styling first.
  • The Age of Sigmar Shadowblade Assassin is perfect for a male Death Cult Assassin. The Daughters of Khaine Witch Elves make an interesting base for a female alternate model.
  • Warmachine models are also worth checking out. Daughters of the Flame or Kayazy Eliminators work fairly well as Death Cult Assassins, while Thyra, Flame of Sorrow is a reasonably convincing dual-power-weapon Canoness. Holy Zealots could work as Ministorum Priests. Menoth Temple Flameguard work really well as Crusaders if you have some extra power sword arms lying around.
  • In addition to the above, if you are willing to sacrifice detail, game quality sisters can be found at affordable models can be found at Foxbox which has quite an extensive range. While they are not recommended for painting competitions or high quality centerpieces they are more than adequate for gaming on smaller budget.
  • You can easily find flamers, bolter and storm bolter sisters on ebay. (Even the metal one are often from recasters). The issue is with their other gear options. Some online shops provide conversion kits. Here is a Simulacrum imperialis (Put on top of a backpack) and a Bolter to Melta conversion kit. This should cover your Dominion's needs.
  • Don't worry about Repentias, you'll find PLENTY of models for them. Like we said, most sculptors like making scantily clad ladies
  • Finally, if you're particularly desperate, the Chinese re-casters have taken notice of the "re-release" Adepta Sororitas and are offering resin versions of Sisters. Unfortunately, they've also taken notice of the GW prices and while cheaper, they're still quite steep in price compared to other armies. You probably won't be able to take these to a tournament either, since any organizer worth their salt will know that Sisters should be metal (of course you could claim you recast-ed them/sculpted them yourself from Greenstuff, but who does that?). Shipping will be a bitch, costing upwards of $20 and taking about a week usually. Shipping is sometimes free, but invariably it takes about a month from your order until it arrives, even longer if you hit a Chinese holiday. And of course, there's always a chance that the models you get can be of questionable quality.

Casting/3D Printing[edit]

  • Casting is always an option, though it's a skill that takes time.
  • 3D Printing's an option. Laugh all you want at a decent-quality 3D Printer going for over $1000: With the ability to duplicate models and a batch of 3D printer plastic material going for less than a squad of 10 Battle Sisters, GW's shitty practices and shittier pricing mean that any moron with a decent quality 3D imaging program and some time and effort can get their hands on a bottomless supply of miniatures and make a small fortune supplying his or her friends at the FLGS. (Speaking of 3D printing, new files are being released every few days on thingiverse for Sisters proxies)
    • To be fair, there are now FDM (plastic filament) printers under $250 that got decent results. And under $500 DLP (liquid resin) printers that can do a incredible job. The community tabletop 3d printing miniatures is flourishing, as hobby 3d printers become more cheap. Check Reddit/Youtube/Facebook. Even if it will take time for really good models for infantry to be available for free, bits and weapons are already available
  • For those without a printer, a shapeways store is offering fairly dynamic sisters at $10.00 to $15.00 a pop. Current range is fairly limited but might be worth keeping an eye on.


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