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Codex: Adeptus Ministorum (Revised) - Updated 04 July! (Spoiler and PDF download pg 2!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Liche Priest Hierophant







Working on an Adeptus Ministorum Codex

This message was edited 22 times. Last update was at 2013/07/04 06:36:56


 
   
Made in us
Stalwart Tribune





Long Beach CA.

Just gonna go ahead and post things as I see em ( I love home-brew codices xD )

But WHOA dude. bottle grenades are WAAAAAAAAYYYYY too good for their points cost, and availability.

the difference between a boltgun and a storm bolter is HUGE. They should be probably about 10 points in this case, certainly not a meager 1 point.

I think that allowing an entire squad to have melta bombs is a relic of 4th ed codecies. not sure though... but if this is the case, might want to consider just allowing one model to take melta bombs

Redemptionist leader gets more attacks than space marine heroes for half the points..? especially looking at how you can slap a rosarius on the guy for 90 points, give him a power weapon, and he's running around at a decent WS, ton of attacks, re-rolling wounds, letting his squad re-roll wounds and allowing some really quite good (for the price) elite mobs to be taken as an alternatives to your normal troop choices

your work gangers are too cheap, the deacon should NOT have leadership 10, nor should he have a rosarius. The stand strong with faith thing is just insanely good.

this army is even more hordy than IG. but seems to be IG flavored. I would compare what you've made to what they have and say this to yourself: "is this better than what they have? is it worth fewer points?" if the answer to both of those is yes, then you need to make adjustments.

also, right now this army has only one play style. Horde. make units that allow for some diversity.

PM me! Let's play a game!

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.

"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" 
   
Made in au
Liche Priest Hierophant







Is this a little better?


Automatically Appended Next Post:
Would this work for the Work Gang?
Work Gang…65pts
WS BS S T W I A Ld Sv
Gang Member 3 2 3 3 1 3 1 7 -
Gang Overseer 3 3 3 3 1 3 1 8 5+
Ecclesiarchal Deacon 3 4 3 3 1 4 3 9 5+
UNIT TYPE: Infantry, Deacon is Infantry (Character)
UNIT COMPOSITION: 19 Gang Members, 1 Ecclesiarchal Deacon
SPECIAL RULES: Shield of Faith (Gang Members and Overseer only) Acts of Faith, Stubborn (Deacon Only), Righteous Fury (Deacon Only), Leader of Faith (Deacon only).
Act of Faith: Stand Strong with Faith! (Deacon only)
WARGEAR: Close Combat Weapon, Flak armour (Deacon and Overseer Only), frag grenades (Deacon and Overseer Only), krak grenades (Deacon Only), laspistol (Deacon and Overseer Only), rosarius (Deacon Only).
OPTIONS:
Up to 80 more Work Gangers……………………………………………3 pts per model
Any Work Ganger may:
-Take an Auto Pistol ………………….…………………….………..…..1 pt per model
-Or an Auto Gun………………………..…………………………………2 pts per model
The Overseer may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip………………………………………………………..……10 pts
-A Neural Whip………………………………………………………….….20 pts
The Overseer may take Krak Grenades…………………………………3 pts
May replace the Gang Overseer with and Ecclesiarchal Deacon……10 pts
The Deacon may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip………………………………………………………..……10 pts
-A Neural Whip………………………………………………………….….20 pts
-Shotgun, blotpistol or boltgun………………….………………………...2 pts
-Power sword, combi-flamer, -melta or –plasma…………………….…10 pts
-Condemner boltgun or plasma pistol……………………….…………..15 pts
-Eviscerator…………………………………………………………………25 pts
The Deacon may take melta bombs……………………….……….……5 pts


Shock Whips will be an AP5 Concussive weapon
 Filename Codex Adeptus Ministorum.docx [Disk] Download
 Description
 File size 285 Kbytes

This message was edited 3 times. Last update was at 2012/12/03 02:52:15


 
   
Made in ca
Bane Lord Tartar Sauce




Hammer of wrath is at I10, so Self destruct taking place exactly after it is confusing. I would just make self destruct I10 naturally.

The Flaming Brand is basically AP6 with poisoned (5+) (actually, a worse poisoned 5+). That's ok but not very special. I would want to see this maybe be a bit different
Shock Prod: I would just give this concussive for the purposes of simplicity.

Cardinals: Why is he BS6 if he is an assault based unit (based off of his act of faith). Personally, I would reverse it, making him WS6 BS4, or WS5 BS5. I would also make the bolter a free exchange, and reduce the cost of the condemner bolt-gun (assuming it is the same weapon from the GK codex, which isn't very good and definitely isn't worth 15 points)

Arch-Deacon: Same as Cardinals. Make him WS5 BS4.

Redemptionist Leader: See previous comments about the Flaming Brand and Bolters. I'd also loose the maximum size clause on redemtionist mobs. It seems awkward.

Confessor: Make the Bolt Pistol Standard, make the Shotgun or Bolter upgrade free, make the Storm Bolter and the Condemner Bolter cost 5 points, and it should be good.

Missionary: See the comments for the Confessor.

Redemptionists: Am I missing something? Bottle grenades do NOT seem like they are worth 15 points per model. Maybe 2 to 3, although I would make them an upgrade for the entire unit. They also strike me as a tad cheap for a model that has 3 attacks base.

Missionaries: I might have missed what the missionary roles do, but I don't see them in your fandex.

Militia: See previous bottle grenades comment. Was the old version of these busted or something?

Servo-Skulls: Seems like a waste to give them multi-shot 3 then only let them take crappy lasguns, but they are probably balanced.

   
Made in gb
Water-Caste Negotiator





For Heavy Suport, perhaps an old-codex-style orbital bombardment is in order?

Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in au
Liche Priest Hierophant







Thank you for your comments!
RegalPhantom wrote:
Hammer of wrath is at I10, so Self destruct taking place exactly after it is confusing. I would just make self destruct I10 naturally.
Ok, sounds good, and less confusing! Changing now

The Flaming Brand is basically AP6 with poisoned (5+) (actually, a worse poisoned 5+). That's ok but not very special. I would want to see this maybe be a bit different
Shock Prod: I would just give this concussive for the purposes of simplicity.

Changed

Cardinals: Why is he BS6 if he is an assault based unit (based off of his act of faith). Personally, I would reverse it, making him WS6 BS4, or WS5 BS5. I would also make the bolter a free exchange, and reduce the cost of the condemner bolt-gun (assuming it is the same weapon from the GK codex, which isn't very good and definitely isn't worth 15 points)
Cardinals aren't really meant to be all combaty, so I'll change his act of faith. Also, the condemner boltgun is the one from the SoB codex, unsure if it's the same in the GK one, though. Suggestions for a replacement act of faith?

Arch-Deacon: Same as Cardinals. Make him WS5 BS4.
Same as above

Redemptionist Leader: See previous comments about the Flaming Brand and Bolters. I'd also loose the maximum size clause on redemtionist mobs. It seems awkward.
See flaming brand. Also, will do

Confessor: Make the Bolt Pistol Standard, make the Shotgun or Bolter upgrade free, make the Storm Bolter and the Condemner Bolter cost 5 points, and it should be good.
I was more or less basing him exactly of the SoB version, but, yeah, the SoB version was overpriced...

Missionary: See the comments for the Confessor.
Noted

Redemptionists: Am I missing something? Bottle grenades do NOT seem like they are worth 15 points per model. Maybe 2 to 3, although I would make them an upgrade for the entire unit. They also strike me as a tad cheap for a model that has 3 attacks base.
For bottle grenades, see militia. Will change the cost to something similar. I'll either reduce the attacks or increase the cost of each redemptionists.

Missionaries: I might have missed what the missionary roles do, but I don't see them in your fandex.

Haven't entirely figured out what they'll do, so they haven't been included yet.
Militia: See previous bottle grenades comment. Was the old version of these busted or something?
The old version of the bottle grenades (for 5 points) were Over powered, so I upped the price. I then made them less OP but didn't change the cost... Will fix!


Servo-Skulls: Seems like a waste to give them multi-shot 3 then only let them take crappy lasguns, but they are probably balanced.

I'll probably add some other guns, any you'd recommend (or anyone else, for that matter, remebering that they are a human skull, so not very large...)

Thank you for your critism, should have a new version soon!

This message was edited 1 time. Last update was at 2012/12/03 07:26:33


 
   
Made in au
Liche Priest Hierophant







Ok! Updated! Are the new Acts of Faith for the Cardinal and Arch-Deacon good?


Automatically Appended Next Post:
Shas'o_Longshot wrote:
For Heavy Suport, perhaps an old-codex-style orbital bombardment is in order?

Sorry, missed your post!
Oh God I love to add this... unsure if it would fit with fluff though, as it was the inquisitors that had acces to this.
I'll see!
 Filename Codex Adeptus Ministorum.docx [Disk] Download
 Description
 File size 1124 Kbytes

This message was edited 2 times. Last update was at 2012/12/03 09:21:26


 
   
Made in gb
Hallowed Canoness





Between

Orbital Bombardments definitely not fluffy for a Ministorum force.

I should point out, however, that this should just be an extended Sister of Battle codex. Since, you know, the Sisters of Battle are the army of the Adeptus Ministorum.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Water-Caste Negotiator





Orbital bombardment is very different from Exterminatus. The Imperial Navy, for instance, uses orbital bombardment, and I would have thought any fleet would have at least some armed portions to it?

Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in gb
Hallowed Canoness





Between

Yes, it would. However, the Ministorum aren't allowed fleet assets.

Preachers have to make their own way around. The only time the Ministorum has fleet assets is when they convince the Navy to lend them a transport to get their Sisters somewhere.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Water-Caste Negotiator





Well, I'd have said that they'd NEVER send an undefended transport, so there'd always be at least one ship capable of bombardment. But, I'm pretty sure there's no definitive answer in the fluff, so let's not get off topic. It's down to Matt at the end of the day

Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in gb
Hallowed Canoness





Between

True.

For Fast Attack, you could include some civilian transport vehicles and Arbite repressor teams.

Something like a Cargo-8 with bolt-on heavy stubbers, or the old Cult Limousine from the Genestealer Cult list.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Water-Caste Negotiator





If you're not worried about duplicating units, perhaps a unit of Battle Sisters as an Elites choice? I imagine if they're not fighting in a full Order there may be supply issues, so there's scope for rules changes there, but equally if they were supplied they'd be a good place to put some special weapons...

Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in au
Liche Priest Hierophant







Furyou Miko wrote:True.

For Fast Attack, you could include some civilian transport vehicles and Arbite repressor teams.

Something like a Cargo-8 with bolt-on heavy stubbers, or the old Cult Limousine from the Genestealer Cult list.

I think that that is a good idea! Will add something similar!

Shas'o_Longshot wrote:If you're not worried about duplicating units, perhaps a unit of Battle Sisters as an Elites choice? I imagine if they're not fighting in a full Order there may be supply issues, so there's scope for rules changes there, but equally if they were supplied they'd be a good place to put some special weapons...

Sounds like a good idea! Though, admittedly, that's what allies are for...

Unsure on orbital bombardment, so for now I won't include it.

Now, what FOC Slot would Acro-Flagents and Penitent Engines go under? Acro-Flagents nver seemed like an Elites choice to me in the old C:WH, I thoght they'd be better off as a fast attack choice, but they aren't overly fast... Similarly, Penitent Engines seem more like a FA choice than a HS choice...
   
Made in au
Liche Priest Hierophant







Update!
Thougts?
Spoiler:
Adeptus Ministorum Special Rules:
Shield of Faith:
Grants the model a 6+ invulnerable save
Acts of Faith:
Faith Points:
At the start of each of your movement phase you generate D6 faith points. This is how many acts of faith you may attempt to perform this turn. Any unused faith points are lost.
Acts of Faith:
Acts of faith are performed before the unit acts during that phase, e.g. immediately before the unit moves in the movement phase. Each attempt reduces the number of faith points by 1. To attempt an act of faith, roll a D6 and add the following:
+1 if the unit is led by, or has been joined by, a model with the ‘Leader of Faith’ special rule.
+2 if the unit is joined by a model with the ‘Commander of Faith’ special rule.
+1 if the unit has taken 1 casualty.
Note that all modifiers are cumulative.
If the total is less than 5, then the act of faith fails. The Faith Point is lost and nothing happens. If the total is equal to or greater than 5, the Act of Faith is successful and the unit immediately gains a bonus and/or special rules until the end of the phase, unless specified in the individual Act of Faith’s rules.
If the unit is joined by an independent character that has the Acts of Faith special rule, that independent character benefits from the bonus and/or special rules gained by the Act of Faith. Similarly, a unit with the Act of Faith rule gains the bonus/special rules of the independent character’s Act of Faith. Each Act of Faith attempt is counted as separately, so you roll a separate D6 and use up a different faith point for each Act of Faith the unit and independent character attempts.
Righteous Fury:
A model with this special rule has the Hatred special rule, as does their squad
Uncanny Reflexes:
5+ Invulnerable Save
Multi Shot:
Models with this rule may shoot a weapon as many times in one shooting phase as indicated in parenthesis.
Self-Destruct:
Instead of making a normal attack in the assault phase, a model with this rule may attempt to self-destruct. Self-Destruct occurs at I10. Roll a D6. On a 1 nothing happens and the model may not attack normally. On a 2, 3 or 4 nothing happens and the model may attack normally. On a 5 or 6 the model self-destructs.
Every model in base contact (including friendly models) takes D3 strength 4 AP 6 hits that ignore cover saves. Wounds taken are treated as if from shooting and therefore do not count towards the assault result.









Adeptus Ministorum Special Weapons:

Shock Whip:
Range Str AP Type
- User 5 Melee, Concussive, Snag
Snag: All models in base contact have their attacks reduced by 1 (to a minimum of 1)

Flaming Brand:
Range Str AP Type
- Special 6 Melee, Burning
Burning: Always wounds on a 5+, even if a lower roll is required. Any model that takes an unsaved wound, but is not removed as a casualty, must take a toughness test. If failed they take a single strength 2 hit that automatically hits the model and ignores armour and cover saves.
Stimm Injectors:
A model equipped with Stimm Injectors have the Rage, Fleets, Fearless and Furious Charge Special Rule. They are also able to move up to 12” in the movement phase, instead of the usual 6”

Holy Orb:
Any models with the Daemon special rule that are in base contact with a model possessing this item are instantly with ab attach with the following profile:
Range Str AP Type
- - - Blind


Destabilising Charm:
Any model with the Daemon special rule that deep strike within 6” of a model with this item must roll on the Deep Strike mishap table, re-rolling any 5’s or 6’s.

Holy Sword:
Range Str AP Type
- User 3 Melee, Holy, Specialist Weapon
Holy: Gains the Flesh Bane special rule when used against any model with the Daemon special rule

Bottle Grenades:
Bottle grenades can be used when you are charging or being charged in the assault phase.
They may also be thrown in the shooting phase (as per the 6th Edition Warhammer 40000 rulebook)
Whenever a bottle grenade is used, roll a D6 on the table bellow
1 Explodes in your hand! Unit using the grenades takes D6 wounds at str 2 AP-
2 Dud. Nothing happens
3 or 4 If in the assault phase counts as defensive and assault grenades, if thrown in the shooting phase, causes D3 wounds at str 3 AP6
5 or 6 If in the assault phase counts as defensive and assault grenades, if thrown in the shooting phase, causes D6 wounds at str 3 AP6

Shock Prod:
Range Str AP Type
- +1 5 Melee, Concussive




Adeptus Ministorum Wargear List
Melee Weapons











HQ
Ecclesiarchal Cardinal…..110pts
WS BS S T W I A Ld Sv
4 6 3 3 4 4 4 10 4+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Acts of Faith, Independent Character, Zealot, Commander of Faith, Preferred Enemy: Chaos.
Voice of Command: Units from this codex within 6” may use this model’s leadership value for all moral checks they need to take.
Act of Faith: Holy Fire, Faith is their Demise!:
Holy fire seems to wreath the Cardinal and his men’s weapons, an indication of their pure faith!
This Act of Faith is used at the beginning of your shooting or assault phase. All the unit’s weapons gain the Soul Blaze special rule, if they don’t already have it.
WARGEAR: Carapace armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius.
OPTIONS:
May have melta bombs……………...…….5pts
Replace bolt pistol with:
A boltgun……………………………….....2pts
A condemner boltgun……………. 15pts
A plasma pistol……………………………15pts
Replace chainsword with a power maul…10pts

Ecclesiarchal Arch-Deacon…100pts
WS BS S T W I A Ld Sv
4 5 3 3 4 4 3 10 4+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Acts of Faith, Zealot, Independent Character, Commander of Faith, Preferred Enemy: Chaos.
Act of Faith: Deny the Unholy Witch!:
The Arch-Deacon and those who follow him clear their minds of doubt, their faith fracturing psychic powers, harming those who use them.
This Act of Faith is used at the beginning of your movement phase, and lasts until the end of your opponents assault phase. Deny the Witch rolls are passed on a 4+. If a 6 is rolled for Deny the Witch, the psyker takes a single strength 3 hit, with no cover saves allowed.
WARGEAR: Carapace armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius.
OPTIONS:
May have melta bombs……………...…….5pts
Replace bolt pistol with:
A boltgun……………………………….....2pts
A condemner boltgun……………. 15pts
A plasma pistol……………………………15pts
Replace chainsword with a power maul…10pts

Ecclesiarchal Clergy
(1 may be taken for every Ecclesiarchal Arch-Deacon or Ecclesiarchal Cardinal in your army, does not take up a force organisation slot. Deacons may be split from the Ecclesiarchal Clergy and be joined with any Frateris unit.
WS BS S T W I A Ld Sv
Ecclesiarchal Preacher 3 3 3 3 1 4 2 7 5+
Ecclesiarchal Pontifice 4 3 3 3 1 4 3 8 5+
Ecclesiarchal Deacon 3 4 3 3 1 4 3 9 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Acts of Faith, Stubborn, Righteous Fury, Leader of Faith (Deacon only).
Act of Faith: Stand Strong with Faith! (Deacon only):
With great battle prayers the deacon orders his brothers and sisters to stand strong, both in body and faith.
This Act of Faith is performed in either assault phase or your enemy’s shooting phase. Every model is able to re-roll all failed saves.
WARGEAR: Flak armour, frag grenades, krak grenades, laspistol, chainsword, rosarius.
OPTIONS:
0-10 Ecclesiarchal Preacher………………………....15pts
Upgrade to a Pontifice………………………..…..…...5pts
0-5 Deacons…………………………………..............20pts
Any model may replace their laspistol and/or chainsword with:
-Shotgun, blotpistol or boltgun………………….…....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
-Eviscerator………………………………………..….25 pts
-Any model may take melta bombs…………………5 pts

Red Redemptionist Leader…95pts
WS BS S T W I A Ld Sv
4 4 3 3 2 3 3 9 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Fearless, Independent Character, Righteous Fury, Leader of Faith, Preferred Enemy: Chaos, Preferred Enemy: Xenos.
Act of Faith: Smite the Heretic!
All sinners must be destroyed!
This Act of Faith is used at the beginning of your assault phase. The unit gains Preferred Enemy: Chaos if they don’t already have it. They also re-roll to wound rolls.
WARGEAR: Flak armour, frag grenades, bolt pistol, chainsword.
OPTIONS:
Replace bolt pistol with:
A boltgun……………………………….....2pts
A plasma pistol……………………………15pts
Replace chainsword with:
A power weapon or a flaming brand………10pts
May take a rosarius………………………20pts

Ecclesiarchy Confessor…75pts
WS BS S T W I A Ld Sv
5 5 3 3 3 4 3 10 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith,
WARGEAR: Flak armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius
OPTIONS:
May replace their bolt pistol and/or chainsword with:
-Shotgun or boltgun………………….………….…....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
-Eviscerator………………………………………..….25 pts
May take melta bombs………………………..……..5pts
May take a plasma gun……………………..……….15pts

Battle Conclave
For each Ecclesiarchy Confessor (including Special Character versions) in your army you may also include a Battle conclave 3-10 models in size, in any combination. Battle Conclave Squads themselves do not themselves take up a HQ choice.
WS BS S T W I A Ld Sv
Death Cult Assassin 5 3 4 3 1 6 2 8 5+
Acro-flagellant 5 1 5 3 1 3 4 8 -
Crusader 4 3 3 3 1 3 1 8 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Feel No Pain (Acro-flagellant only), Uncanny Reflexes (Death Cult Assassin only)
WARGEAR: Flak armour (Death Cult Assassin and Crusader only), Acro-flails (Close Combat Weapon)(Acro-flagellant only), Storm Shield (Crusader only), Power Weapon (Death Cult Assassin and Crusader only, Death Cult Assassin has 2, Crusader has 1)
OPTIONS:
Acro-flagellant………….15pts
Crusader………………..15pts
Death Cult Assassin…...15pts
DEDICATED TRANSPORT:
The Battle Conclave can select any dedicated transport




Missionary Leader…70pts
WS BS S T W I A Ld Sv
5 4 3 3 3 4 3 10 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith,
WARGEAR: Flak armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius
OPTIONS:
May replace their bolt pistol and/or chainsword with:
-Shotgun or boltgun………………….……………....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
-Eviscerator………………………………………..….25 pts
May take melta bombs………………………..……..5pts
May take a plasma gun………………………..…….15pts
MUST take one of the following Missionary Roles:
-Teacher………………………………………………20pts
-Builder………………………………………………..5pts
-Technician…………………………………………..10pts
-Fighter……………………………………………….10pts
-Healer……………………………………………….15pts












Elites
Red Redemptionist Mob…100pts
WS BS S T W I A Ld Sv
Redemptionist Deacon 4 3 3 3 1 3 2 8 5+
Redemptionist 3 3 2 3 1 3 1 7 6+

UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Deacon, 14 Redemptionists
SPECIAL RULES: Shield of Faith, Acts of Faith, Stubborn, Preferred Enemy: Chaos, Preferred Enemy: Xenos.
Act of Faith: FURY!:
The Redemptionists rush into battle with a holy frenzy.
This Act of Faith is performed in the assault phase. Every model gains +1 strength and attack.
WARGEAR: Flak armour (Deacon Only), Homemade Armour (Redemptionists Only), Auto Pistols, Close Combat Weapon.
OPTIONS:
Up to 15 more Redemptionists………………………………………5 pts per model
Any model may:
-Replace Auto Pistol with an Autogun………………………..…….1 pt per model
-Replace Close Combat Weapon with a Flaming Brand………...7 pts per model
-Take bottle grenades…………………………………………..…...3 pts per model

Missionary…45pts
May take 0-3 Missionaries per Elite choice
WS BS S T W I A Ld Sv
4 4 3 3 3 4 2 8 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith,
WARGEAR: Flak armour, frag grenades, krak grenades, laspistol, chainsword, rosarius
OPTIONS:
May replace their laspistol and/or chainsword with:
-Shotgun, blotpistol or boltgun………………….…..2pts
-Storm bloter………………………………….……..3pts
-Power sword, combi-flamer, -melta or –plasma.…10pts
-Condemner boltgun or plasma pistol……………..15pts
-Eviscerator…………………………………………25pts
May take melta bombs……………………………..5pts
May take a plasma gun…………………………….10pts
MUST take one of the following Missionary Roles:
-Teacher………………………………………………20pts
-Builder………………………………………………..5pts
-Technician…………………………………………..10pts
-Fighter……………………………………………….10pts
-Healer……………………………………………….15pts

Arch-Exorcist…110pts
WS BS S T W I A Ld Sv
4 4 3 3 3 4 2 10 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith, Zealot, Preferred Enemy: Daemon (Note: A Daemon is any model with the Daemon special rule)
Act of Faith: The Archenemy is Powerless!
The Holy Hymnals the Arch-Exorcist sing disable the daemon’s fell-powers.
This Act of Faith is used before any blows are struck in either assault phase. Any models from Codex: Chaos Daemons lose access to their Daemonic Powers.
WARGEAR: Flak armour, frag grenades, krak grenades, boltpistol, Holy Blade, rosarius
OPTIONS:
May replace their boltpistol with:
-Shotgun or boltgun………………………………..…...free
-Power weapon, combi-flamer, -melta or –plasma.…10 pts
-Plasma pistol………….…………………………….…..15 pts
-Eviscerator………………………………………………25 pts
May take any of the following:
-Melta bombs…………………………………………….5 pts
-A holy orb……………………………………………….10 pts
-A destabilising charm…………………………………..15 pts



Troops
Work Gang…65pts
WS BS S T W I A Ld Sv
Gang Member 3 2 3 3 1 3 1 7 -
Gang Overseer 3 3 3 3 1 3 1 8 5+
Ecclesiarchal Deacon 3 4 3 3 1 4 3 9 5+
Construction Servitor 3 3 3 3 1 3 1 8 4+

UNIT TYPE: Infantry, Deacon is Infantry (Character)
UNIT COMPOSITION: 19 Gang Members, 1 Gang Overseer
SPECIAL RULES: Shield of Faith (Gang Members and Overseer only) Acts of Faith, Stubborn (Deacon Only), Righteous Fury (Deacon Only), Leader of Faith (Deacon only), Mindlock (Construction Servitor Only).
Act of Faith: Stand Strong with Faith! (Deacon only)
WARGEAR: Close Combat Weapon, Flak armour (Deacon and Overseer Only), frag grenades (Deacon and Overseer Only), krak grenades (Deacon Only), laspistol (Deacon and Overseer Only), rosarius (Deacon Only), carapace armour (Construction Servitor Only), 2 Servo-arms (Construction Servitor Only).
OPTIONS:
Up to 80 more Work Gangers………………………………………….………………………………….…3 pts per model
Any Work Ganger may take:
-An Auto Pistol ………………….…………………………………………………..…….……………....…..1 pt per model
-An Autogun………………………..…………………………………………………..………………………2 pts per model
For every 5 models in the squad, 1 Gang Member may be replaced by a Construction Servitor……12 pts per model
The Overseer may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip…………………………………………………………………………………….……..……10 pts
-A Neural Whip…………………………………………………………………………………………….….20 pts
The Overseer may take Krak Grenades……………………………………………………………………3 pts
May replace the Gang Overseer with and Ecclesiarchal Deacon…………………………………….…20 pts
The Deacon may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip…………………………………………………………………………………………..……10 pts
-A Neural Whip…………………………………………………………………………………………….….20 pts
-Shotgun, blotpistol or boltgun………………….…………………………………………………………...2 pts
-Power sword, combi-flamer, -melta or –plasma……………………………………………………….…10 pts
-Condemner boltgun or plasma pistol………………………………………………………….…………..15 pts
-Eviscerator……………………………………………………………………………………………………25 pts
The Deacon may take melta bombs………………………………………………………….……….……5 pts


Fraeteris Militia…80pts
WS BS S T W I A Ld Sv
Fraeteris Militia 3 3 3 3 1 3 1 7 6+
Inspired Fraeteris Militia 3 3 3 3 1 3 2 8 6+

UNIT TYPE: Infantry, Inspired Fraeteris Milita is Infantry (Character)
UNIT COMPOSITION: 19 Fraeteris Milita, 1 Inspired Fraeteris Milita
SPECIAL RULES: Shield of Faith, Acts of Faith
WARGEAR: Homemade Armour, Auto Pistols, Close Combat Weapon.
OPTIONS:
Up to 30 more Fraeteris Militia………………………………………4 pts per model
Any model may:
-Replace Auto Pistol with an Autogun………………………..…....1 pt per model
-Replace Close Combat Weapon with a Flaming Brand………...7 pts per model
-Take bottle grenades…………………………………………..…...3 pts per model


Fast Attack
Servo Skull Swarm…80pts
WS BS S T W I A Ld Sv
Servo Skull Swarm 2 2 2 2 3 4 3 6 6+

UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 10 Servo Skull Swarms
SPECIAL RULES: Swarm, Infiltrate, Scout, Self-Destruct, Multi-Shot (3)
WARGEAR: Close Combat Weapon.
OPTIONS:
Up to 20 more Servo Skull Swarm Bases………………………………………8 pts per model
For every 10 models in the unit, 1 may have
-A Laspistol………………………………………………………………………...1 pt per model
-A Lasgun …………………………………………………………………………2 pts per model
-A Boltpistol………………………………………………………………………...3 pts per model
-A Boltgun………………………………………………………………………….4 pts per model
-A Plasma Pistol…………………………………………………………………..15 pts per model
Any model may:
-Replace their Close Combat Weapon with a Shock Prod…………………...7 pts

Fraeteris Fanatics…175pts
WS BS S T W I A Ld Sv
Fraeteris Fanatic 3 3 3 3 1 3 2 7 6+
Inspired Fraeteris Fanatic 3 3 3 3 1 3 3 8 6+

UNIT TYPE: Infantry, Inspired Fraeteris Fanatic is Infantry (Character)
UNIT COMPOSITION: 9 Fraeteris Fanatics, 1 Inspired Fraeteris Fanatic
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusader, Stubborn, Hatred, Fleet
WARGEAR: Homemade Armour, Auto Pistols, Close Combat Weapon.
OPTIONS:
Up to 10 more Fraeteris Fanatics………………………………………17 pts per model
Any model may:
-Replace Close Combat Weapon with a Flaming Brand………..…...7 pts per model
-Take bottle grenades……………………………………………....…...3 pts per model

Acro-Flagellants…45pts
WS BS S T W I A Ld Sv
Acro-Flagellant 5 1 5 3 1 3 4 8 -

UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 3 Acro-Flagellants
SPECIAL RULES: Feel No Pain
WARGEAR: Close Combat Weapon.
OPTIONS:
Up to 7 more Acro-Flagellants...……………………………………..…15 pts per model
The entire unit may take Stimm Injectors……………………………...10 pts per model

Heavy Support
Ecclesiarchal Defense Servitors …125pts
WS BS S T W I A Ld Sv
Defense Servitor 3 3 3 3 1 3 1 8 4+

UNIT TYPE: Infantry
UNIT COMPOSITION: 5 Defense Servitors
SPECIAL RULES: Mindlock
WARGEAR: Close Combat Weapon, Heavy Bolter
OPTIONS:
Up to 5 more Defense Servitors...………………………...................................25 pts per model
Any model may Replace their Heavy Bolter with:
-A Missile Launcher (Frag and Krak Missiles)…………………………..…….…free
-A Multi-Melta or Plasma Cannon………………………………………….…….30 pts per model
Any model with a missile launcher may take Flakk Missiles.............................25 pts per model
Any model with a Heavy Bolter may take Hellfire Shells……………….………5 pts per model





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This message was edited 2 times. Last update was at 2012/12/04 03:27:59


 
   
Made in au
Liche Priest Hierophant








Admittedly, this is a kinda small update, but an update none the less.

Still working on vehicles.


Now all I need are some good ideas for a heavy support choice...
Spoiler:
Adeptus Ministorum Special Rules:
Shield of Faith:
Grants the model a 6+ invulnerable save
Acts of Faith:
Faith Points:
At the start of each of your movement phase you generate D6 faith points. This is how many acts of faith you may attempt to perform this turn. Any unused faith points are lost.
Acts of Faith:
Acts of faith are performed before the unit acts during that phase, e.g. immediately before the unit moves in the movement phase. Each attempt reduces the number of faith points by 1. To attempt an act of faith, roll a D6 and add the following:
+1 if the unit is led by, or has been joined by, a model with the ‘Leader of Faith’ special rule.
+2 if the unit is joined by a model with the ‘Commander of Faith’ special rule.
+1 if the unit has taken 1 casualty.
Note that all modifiers are cumulative.
If the total is less than 5, then the act of faith fails. The Faith Point is lost and nothing happens. If the total is equal to or greater than 5, the Act of Faith is successful and the unit immediately gains a bonus and/or special rules until the end of the phase, unless specified in the individual Act of Faith’s rules.
If the unit is joined by an independent character that has the Acts of Faith special rule, that independent character benefits from the bonus and/or special rules gained by the Act of Faith. Similarly, a unit with the Act of Faith rule gains the bonus/special rules of the independent character’s Act of Faith. Each Act of Faith attempt is counted as separately, so you roll a separate D6 and use up a different faith point for each Act of Faith the unit and independent character attempts.
Righteous Fury:
A model with this special rule has the Hatred special rule, as does their squad
Uncanny Reflexes:
5+ Invulnerable Save
Multi Shot:
Models with this rule may shoot a weapon as many times in one shooting phase as indicated in parenthesis.
Self-Destruct:
Instead of making a normal attack in the assault phase, a model with this rule may attempt to self-destruct. Self-Destruct occurs at I10. Roll a D6. On a 1 nothing happens and the model may not attack normally. On a 2, 3 or 4 nothing happens and the model may attack normally. On a 5 or 6 the model self-destructs.
Every model in base contact (including friendly models) takes D3 strength 4 AP 6 hits that ignore cover saves. Wounds taken are treated as if from shooting and therefore do not count towards the assault result.

A Servant to the Master:
A model with this special rule is bought as wargear. They are treated as such except they have a profile and may take wargear of their own. They take up a transport capacity spot like any other model and must remain within 2” of the model that purchased them as wargear. If they are slain, then they are removed from play as normal and nothing else happens. As they are wargear, they are removed from play when the model that is ‘equipped’ with them is removed from play.








Adeptus Ministorum Special Weapons:

Shock Whip:
Range Str AP Type
- User 5 Melee, Concussive, Snag
Snag: All models in base contact have their attacks reduced by 1 (to a minimum of 1)

Flaming Brand:
Range Str AP Type
- Special 6 Melee, Burning
Burning: Always wounds on a 5+, even if a lower roll is required. Any model that takes an unsaved wound, but is not removed as a casualty, must take a toughness test. If failed they take a single strength 2 hit that automatically hits the model and ignores armour and cover saves.
Stimm Injectors:
A model equipped with Stimm Injectors have the Rage, Fleets, Fearless and Furious Charge Special Rule. They are also able to move up to 12” in the movement phase, instead of the usual 6”

Holy Orb:
Any models with the Daemon special rule that are in base contact with a model possessing this item are instantly with ab attach with the following profile:
Range Str AP Type
- - - Blind


Destabilising Charm:
Any model with the Daemon special rule that deep strike within 6” of a model with this item must roll on the Deep Strike mishap table, re-rolling any 5’s or 6’s.

Holy Sword:
Range Str AP Type
- User 3 Melee, Holy, Specialist Weapon
Holy: Gains the Flesh Bane special rule when used against any model with the Daemon special rule

Bottle Grenades:
Bottle grenades can be used when you are charging or being charged in the assault phase.
They may also be thrown in the shooting phase (as per the 6th Edition Warhammer 40000 rulebook)
Whenever a bottle grenade is used, roll a D6 on the table bellow
1 Explodes in your hand! Unit using the grenades takes D6 wounds at str 2 AP-
2 Dud. Nothing happens
3 or 4 If in the assault phase counts as defensive and assault grenades, if thrown in the shooting phase, causes D3 wounds at str 3 AP6
5 or 6 If in the assault phase counts as defensive and assault grenades, if thrown in the shooting phase, causes D6 wounds at str 3 AP6

Shock Prod:
Range Str AP Type
- +1 5 Melee, Concussive




Adeptus Ministorum Wargear List
Melee Weapons











HQ
Ecclesiarchal Cardinal…..110pts
WS BS S T W I A Ld Sv
Ecclesiarchal Cardinal 4 6 3 3 4 4 4 10 4+
Ecclesiarchal Servitor 3 3 3 3 1 3 1 8 4+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Acts of Faith (Ecclesiarchal Cardinal Only), Independent Character (Ecclesiarchal Cardinal Only), Zealot (Ecclesiarchal Cardinal Only), Commander of Faith (Ecclesiarchal Cardinal Only), Preferred Enemy: Chaos (Ecclesiarchal Cardinal Only), A Servant to the Master (Ecclesiarchal Servitor Only).
Voice of Command: Units from this codex within 6” may use this model’s leadership value for all moral checks they need to take.
Act of Faith: Holy Fire, Faith is their Demise!:
Holy fire seems to wreath the Cardinal and his men’s weapons, an indication of their pure faith!
This Act of Faith is used at the beginning of your shooting or assault phase. All the unit’s weapons gain the Soul Blaze special rule, if they don’t already have it.
WARGEAR: Carapace armour, frag grenades, krak grenades, bolt pistol, power maul, rosarius.
OPTIONS:
May have melta bombs…………….................…….5pts
Replace bolt pistol with:
-Shotgun or boltgun……………………………..…....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
May take up to 2 Ecclesiarchal Servitors………..…10 pts per model
An Ecclesiarch Servitor may take 1 of the following:
-A laud hailer……………………………………….....10 pts per model
-A blessed banner………………………………..…..15 pts per model
-A simulacrum imperialis………………………….….20 pts per model


Ecclesiarchal Arch-Deacon…100pts
WS BS S T W I A Ld Sv
4 5 3 3 4 4 3 10 4+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Acts of Faith (Ecclesiarchal Arch-Deacon Only), Zealot (Ecclesiarchal Arch-Deacon Only), Independent Character (Ecclesiarchal Arch-Deacon Only), Commander of Faith (Ecclesiarchal Arch-Deacon Only), Preferred Enemy: Chaos (Ecclesiarchal Arch-Deacon Only), A Servant to the Master (Ecclesiarchal Servitor Only).
Act of Faith: Deny the Unholy Witch!:
The Arch-Deacon and those who follow him clear their minds of doubt, their faith fracturing psychic powers, harming those who use them.
This Act of Faith is used at the beginning of your movement phase, and lasts until the end of your opponents assault phase. Deny the Witch rolls are passed on a 4+. If a 6 is rolled for Deny the Witch, the psyker takes a single strength 3 hit, with no cover saves allowed.
WARGEAR: Carapace armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius.
OPTIONS:
May have melta bombs…………….................…….5pts
Replace bolt pistol with:
-Shotgun or boltgun……………………………..…....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
Replace chainsword with a power maul……………10pts
May an Ecclesiarchal Servitor……………………….10 pts
An Ecclesiarch Servitor may take 1 of the following:
-A laud hailer……………………………………….....10 pts per model
-A blessed banner………………………………..…..15 pts per model
-A simulacrum imperialis………………………….….20 pts per model

Ecclesiarchal Clergy
(1 may be taken for every Ecclesiarchal Arch-Deacon or Ecclesiarchal Cardinal in your army, does not take up a force organisation slot. Deacons may be split from the Ecclesiarchal Clergy and be joined with any Frateris unit.
WS BS S T W I A Ld Sv
Ecclesiarchal Preacher 3 3 3 3 1 4 2 7 5+
Ecclesiarchal Pontifice 4 3 3 3 1 4 3 8 5+
Ecclesiarchal Deacon 3 4 3 3 1 4 3 9 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Acts of Faith, Stubborn, Righteous Fury, Leader of Faith (Deacon only).
Act of Faith: Stand Strong with Faith! (Deacon only):
With great battle prayers the deacon orders his brothers and sisters to stand strong, both in body and faith.
This Act of Faith is performed in either assault phase or your enemy’s shooting phase. Every model is able to re-roll all failed saves.
WARGEAR: Flak armour, frag grenades, krak grenades, laspistol, chainsword, rosarius.
OPTIONS:
0-10 Ecclesiarchal Preacher………………………....15pts
Upgrade to a Pontifice………………………..…..…...5pts
0-5 Deacons…………………………………..............20pts
Any model may replace their laspistol and/or chainsword with:
-Shotgun, blotpistol or boltgun………………….…....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
-Eviscerator………………………………………..….25 pts
-Any model may take melta bombs…………………5 pts
Ecclesiarchy Confessor…75pts
WS BS S T W I A Ld Sv
5 5 3 3 3 4 3 10 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith,
WARGEAR: Flak armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius
OPTIONS:
May replace their bolt pistol and/or chainsword with:
-Shotgun or boltgun………………….………….…....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
-Eviscerator………………………………………..….25 pts
May take melta bombs………………………..……..5pts
May take a plasma gun……………………..……….15pts

Battle Conclave
For each Ecclesiarchy Confessor (including Special Character versions) in your army you may also include a Battle conclave 3-10 models in size, in any combination. Battle Conclave Squads themselves do not themselves take up a HQ choice.
WS BS S T W I A Ld Sv
Death Cult Assassin 5 3 4 3 1 6 2 8 5+
Acro-flagellant 5 1 5 3 1 3 4 8 -
Crusader 4 3 3 3 1 3 1 8 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Feel No Pain (Acro-flagellant only), Uncanny Reflexes (Death Cult Assassin only)
WARGEAR: Flak armour (Death Cult Assassin and Crusader only), Acro-flails (Close Combat Weapon)(Acro-flagellant only), Storm Shield (Crusader only), Power Weapon (Death Cult Assassin and Crusader only, Death Cult Assassin has 2, Crusader has 1)
OPTIONS:
Acro-flagellant………….15pts
Crusader………………..15pts
Death Cult Assassin…...15pts
DEDICATED TRANSPORT:
The Battle Conclave can select any dedicated transport
Missionary Leader…70pts
WS BS S T W I A Ld Sv
5 4 3 3 3 4 3 10 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith,
WARGEAR: Flak armour, frag grenades, krak grenades, bolt pistol, chainsword, rosarius
OPTIONS:
May replace their bolt pistol and/or chainsword with:
-Shotgun or boltgun………………….……………....free
-Condemner boltgun………………….………………5 pts
-Power sword, combi-flamer, -melta or –plasma..…10 pts
-Plasma pistol…………………………………………15 pts
-Eviscerator………………………………………..….25 pts
May take melta bombs………………………..……..5pts
May take a plasma gun………………………..…….15pts
MUST take one of the following Missionary Roles:
-Teacher………………………………………………20pts
-Builder………………………………………………..5pts
-Technician…………………………………………..10pts
-Fighter……………………………………………….10pts
-Healer……………………………………………….15pts

Red Redemptionist Leader…95pts
WS BS S T W I A Ld Sv
4 4 3 3 2 3 3 9 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Fearless, Independent Character, Leader of Faith, Hatred: Chaos, Hatred: Xenos.
Act of Faith: Smite the Heretic!
All sinners must be destroyed!
This Act of Faith is used at the beginning of your assault phase. The unit gains Preferred Enemy: Chaos if they don’t already have it. They also re-roll to wound rolls.
WARGEAR: Flak armour, frag grenades, bolt pistol, chainsword.
OPTIONS:
Replace bolt pistol with:
-A boltgun……………………………….......2 pts
-A flamer…………………………………….5 pts
-A plasma pistol……………………….……15 pts
Replace chainsword with:
-A flaming brand………………………….…4 pts
-A power weapon……………………….….10 pts
-An eviscerator……………………….…….25 pts
May take a rosarius…………………….….20 pts












Elites
Red Redemptionist Mob…110pts
WS BS S T W I A Ld Sv
Red Redemptionist Deacon 4 3 3 3 1 3 2 8 5+
Red Redemptionist 4 3 3 3 1 3 1 7 6+

UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Deacon, 14 Redemptionists
SPECIAL RULES: Shield of Faith, Acts of Faith, Stubborn, Hatred: Chaos, Hatred: Xenos.
Act of Faith: FURY!:
The Red Redemptionists rush into battle with a holy frenzy.
This Act of Faith is performed in the assault phase. Every model gains +1 strength and attack.
WARGEAR: Flak armour (Red Redemptionist Deacon Only), Homemade Armour (Red Redemptionists Only), Auto Pistols, Close Combat Weapon.
OPTIONS:
Up to 15 more Redemptionists……………………………………………….……….…7 pts per model
Any model may replace their Auto Pistol and/ or Close Combat Weapon with:
-An Autogun………………………….……………………………………..……..….…..1 pt per model
-A Flaming Brand……………………………………………………..……….………….4 pts per model
For every 5 models, one may replace their Auto Pistol and/ or Close Combat Weapon with:
-a flamer…………………………………………………………..………………………...5 pts per model
-An eviscerator……………………………………………………………………….…...25 pts per model
For every 10 models, 1 may replace their Auto Pistol with a Heavy Flamer…….…20 pts per model
The entire unit may take bottle grenades………………………………………….…...3 pts per model
Missionary…45pts
May take 0-3 Missionaries per Elite choice
WS BS S T W I A Ld Sv
4 4 3 3 3 4 2 8 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith,
WARGEAR: Flak armour, frag grenades, krak grenades, laspistol, chainsword, rosarius
OPTIONS:
May replace their laspistol and/or chainsword with:
-Shotgun, blotpistol or boltgun………………….…..2pts
-Power sword, combi-flamer, -melta or –plasma.…10pts
-Condemner boltgun or plasma pistol……………..15pts
-Eviscerator…………………………………………25pts
May take melta bombs……………………………..5pts
May take a plasma gun…………………………….10pts
MUST take one of the following Missionary Roles:
-Teacher………………………………………………20pts
-Builder………………………………………………..5pts
-Technician…………………………………………..10pts
-Fighter……………………………………………….10pts
-Healer……………………………………………….15pts

Arch-Exorcist…110pts
WS BS S T W I A Ld Sv
4 4 3 3 3 4 2 10 5+

UNIT TYPE: Infantry (Character)
SPECIAL RULES: Shield of Faith, Acts of Faith, Independent Character, Righteous Fury, Leader of Faith, Zealot, Preferred Enemy: Daemon (Note: A Daemon is any model with the Daemon special rule)
Act of Faith: The Archenemy is Powerless!
The Holy Hymnals the Arch-Exorcist sing disable the daemon’s fell-powers.
This Act of Faith is used before any blows are struck in either assault phase. Any models from Codex: Chaos Daemons lose access to their Daemonic Powers for the rest of the phase.
WARGEAR: Flak armour, frag grenades, krak grenades, boltpistol, Holy Blade, rosarius
OPTIONS:
May replace their boltpistol with:
-Shotgun or boltgun………………………………..…...free
-Power weapon, combi-flamer, -melta or –plasma.…10 pts
-Plasma pistol………….…………………………….…..15 pts
-Eviscerator………………………………………………25 pts
May take any of the following:
-Melta bombs…………………………………………….5 pts
-A holy orb……………………………………………….10 pts
-A destabilising charm…………………………………..15 pts



Troops
Work Gang…65pts
WS BS S T W I A Ld Sv
Gang Member 3 2 3 3 1 3 1 7 -
Gang Overseer 3 3 3 3 1 3 1 8 5+
Ecclesiarchal Deacon 3 4 3 3 1 4 3 9 5+
Construction Servitor 3 3 3 3 1 3 1 8 4+

UNIT TYPE: Infantry, Deacon is Infantry (Character)
UNIT COMPOSITION: 19 Gang Members, 1 Gang Overseer
SPECIAL RULES: Shield of Faith (Gang Members and Overseer only) Acts of Faith, Stubborn (Deacon Only), Righteous Fury (Deacon Only), Leader of Faith (Deacon only), Mindlock (Construction Servitor Only).
Act of Faith: Stand Strong with Faith! (Deacon only)
WARGEAR: Close Combat Weapon, Flak armour (Deacon and Overseer Only), frag grenades (Deacon and Overseer Only), krak grenades (Deacon Only), laspistol (Deacon and Overseer Only), rosarius (Deacon Only), carapace armour (Construction Servitor Only), 2 Servo-arms (Construction Servitor Only).
OPTIONS:
Up to 80 more Work Gangers………………………………………….………………………………….…3 pts per model
Any Work Ganger may take:
-An Auto Pistol ………………….…………………………………………………..…….……………....…..1 pt per model
-An Autogun………………………..…………………………………………………..………………………2 pts per model
For every 5 models in the squad, 1 Gang Member may be replaced by a Construction Servitor……12 pts per model
The Overseer may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip…………………………………………………………………………………….……..……10 pts
-A Neural Whip…………………………………………………………………………………………….….20 pts
The Overseer may take Krak Grenades……………………………………………………………………3 pts
May replace the Gang Overseer with and Ecclesiarchal Deacon…………………………………….…20 pts
The Deacon may his Laspistol and/or Close Combat Weapon with:
-A Shock Whip…………………………………………………………………………………………..……10 pts
-A Neural Whip…………………………………………………………………………………………….….20 pts
-Shotgun, blotpistol or boltgun………………….…………………………………………………………...2 pts
-Power sword, combi-flamer, -melta or –plasma……………………………………………………….…10 pts
-Condemner boltgun or plasma pistol………………………………………………………….…………..15 pts
-Eviscerator……………………………………………………………………………………………………25 pts
The Deacon may take melta bombs………………………………………………………….……….……5 pts


Frateris Militia…80pts
WS BS S T W I A Ld Sv
Frateris Militia 3 3 3 3 1 3 1 7 6+
Inspired Frateris Militia 3 3 3 3 1 3 2 8 6+

UNIT TYPE: Infantry, Inspired Frateris Militia is Infantry (Character)
UNIT COMPOSITION: 19 Frateris Militia, 1 Inspired Frateris Militia
SPECIAL RULES: Shield of Faith, Acts of Faith
WARGEAR: Homemade Armour, Auto Pistols, Close Combat Weapon.
OPTIONS:
Up to 30 more Frateris Militia………………………………………4 pts per model
Any model may:
-Replace Auto Pistol with an Autogun………………………..…....1 pt per model
-Replace Close Combat Weapon with a Flaming Brand………...4 pts per model
The entire unit may take bottle grenade.……………………..…...3 pts per model


Fast Attack
Servo Skull Swarm…80pts
WS BS S T W I A Ld Sv
Servo Skull Swarm 2 2 2 2 3 4 3 6 6+

UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 10 Servo Skull Swarms
SPECIAL RULES: Swarm, Infiltrate, Scout, Self-Destruct, Multi-Shot (3)
WARGEAR: Close Combat Weapon.
OPTIONS:
Up to 20 more Servo Skull Swarm Bases………………………………………8 pts per model
For every 10 models in the unit, 1 may have
-A Laspistol………………………………………………………………………...1 pt per model
-A Lasgun …………………………………………………………………………2 pts per model
-A Boltpistol………………………………………………………………………...3 pts per model
-A Boltgun………………………………………………………………………….4 pts per model
-A Plasma Pistol…………………………………………………………………..15 pts per model
Any model may:
-Replace their Close Combat Weapon with a Shock Prod…………………...7 pts
Frateris Fanatics…175pts
WS BS S T W I A Ld Sv
Frateris Fanatic 3 3 3 3 1 3 2 7 6+
Inspired Frateris Fanatic 3 3 3 3 1 3 3 8 6+

UNIT TYPE: Infantry, Inspired Frateris Fanatic is Infantry (Character)
UNIT COMPOSITION: 9 Frateris Fanatics, 1 Inspired Frateris Fanatic
SPECIAL RULES: Shield of Faith, Acts of Faith, Crusader, Stubborn, Hatred, Fleet
WARGEAR: Homemade Armour, Auto Pistols, Close Combat Weapon.
OPTIONS:
Up to 10 more Frateris Fanatics…………………………..……………17 pts per model
Any model may:
-Replace Close Combat Weapon with a Flaming Brand………..…...4 pts per model
The entire unit may take bottle grenades………………………....…...3 pts per model
Acro-Flagellants…45pts
WS BS S T W I A Ld Sv
Acro-Flagellant 5 1 5 3 1 3 4 8 -

UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 3 Acro-Flagellants
SPECIAL RULES: Feel No Pain
WARGEAR: Close Combat Weapon.
OPTIONS:
Up to 7 more Acro-Flagellants...……………………………………..…15 pts per model
The entire unit may take Stimm Injectors……………………………...10 pts per model

Heavy Support
Ecclesiarchal Defense Servitors …125pts
WS BS S T W I A Ld Sv
Defense Servitor 3 3 3 3 1 3 1 8 4+

UNIT TYPE: Infantry
UNIT COMPOSITION: 5 Defense Servitors
SPECIAL RULES: Mindlock, Slow And Purposeful.
WARGEAR: Close Combat Weapon, Heavy Bolter
OPTIONS:
Up to 5 more Defense Servitors...………………………...................................25 pts per model
Any model may Replace their Heavy Bolter with:
-A Missile Launcher (Frag and Krak Missiles)…………………………..…….…free
-A Multi-Melta or Plasma Cannon………………………………………….…….30 pts per model
Any model with a missile launcher may take Flakk Missiles.............................25 pts per model
Any model with a Heavy Bolter may take Hellfire Shells……………….………5 pts per model

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Liche Priest Hierophant







Here we go! I've added 2 transports! I've also done some minor changing, such as adding new wargear options and addjusting point costs.
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 File size 3938 Kbytes

   
Made in au
Liche Priest Hierophant







Only a minor change, so I haven't added a new download. Added some stuff to Stimm Injectors to make them less over powered and a 'Must take' option.
Also to make them more fluffy
does it make sense, though?

Spoiler:

Stimm Injectors:
A model equipped with Stimm Injectors have the Rage, Fleet, Fearless and Furious Charge Special Rule. They are also able to move up to 12” in the movement phase, instead of the usual 6”. In addition, at the end of every assault phase, non-vehicle models equipped with Stimm Injectors take a single hit with the following profile:
Range Str AP Type
- 2 2 Assault 1, Ignores Cover
Wounds caused by Stimm Injectors are distributed randomly amongst models in the same unit equipped with them.
Vehicles equipped with Stimm Injectors instead roll a D6. On a 2+, nothing happens. If a 1 is rolled, the vehicle takes a single glancing hit that can be ignored by a successful invulnerable save.


Also, should I make servo skull swarms type Jump Beast?
   
Made in us
Stealthy Grot Snipa






New England

What I do for something like this is in some of my recent posts here on dakka. I have been working on a homemade conversion recipe for making my own BOB army (Brothers of battle). The general fluff for the sisters of battle and rules work perfectly for them so I use official rules.

Male Sisters of Battle for those that want a cheap SOB force to collect. (roughly speaking in comparison to buying strict sisters)

   
Made in us
Gore-Soaked Lunatic Witchhunter







...The Ministorum is a logistical and administrative organization, not a combat-oriented one. You're trying to make an army out of fat, sweaty, overfed bureaucrats.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
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Rough Rider with Boomstick




Gunblaze West

 AnomanderRake wrote:
...The Ministorum is a logistical and administrative organization, not a combat-oriented one. You're trying to make an army out of fat, sweaty, overfed bureaucrats.
youre thinking of the munitorium the ministorium is their church system... similar names different things

 Kilkrazy wrote:
We moderators often make unwise decisions on Friday afternoons.
 kestril wrote:
Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes.
 
   
Made in au
Liche Priest Hierophant







Aye, you are!


Update!
Added some more special rules, for future untis. Some of the current units will have the rules, too.
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Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Seems like you put considerable work into this fandex.

Consider me to rip it apart for you as to make it better. (Insert evil laugh here).

Take, leave, or leech the following criticism:

For Acts of Faith:

The Ministorium is much less like the guard that these glorified orders are making them appear. Unlike SoB, the army should not have the "specialized" feel of an elite (or even a trained) army that benefits from individualized acts of faith that merely affect the squad. As such Acts of Faith on this army affect everyone at once, like a greenskin WAAGH! mixed with the chaplain's fury of the Black Templars. This army would benefit greatly if it was more of a crusade feel, barely controllable by even the cardinals and deacons that release them into the fray - but also instrumental for its direction.

Generating Faith:

At the beginning of your turn, you generate 15 points of Faith for every Commander of Faith, and 10 points for every Leader of Faith you have alive.
You may declare to attempt an Act of Faith by rolling 4D6 and if the result is above 75 the Act of Faith takes hold. Each successful act of Faith removes the pool of D6 added from Martyrdom.

Martyrdom: For every Faithful casualty you sustain, you gain an additional D6. Friendly models who die from the Vestments of Absolution blast generate 2D6.

Faithful: Only models with this rule follow the path of the righteous and may benefit from Acts of Faith. (This just replaces the "Act of Faith" rule label on the unit selections)

Acts of Faith:

Can only be declared by a Commander or Leader of Faith. If none remain alive, no further Acts may be issued.
Once an Act has successfully been declared, it last the duration of the game, even if another has been issued.

Righteous Fury - Faithful units now have Furious Charge.
Word of the Emperor - Faithful units are now Zealots.
Atronomican's Speed - Faithful units now have Crusader.
Wrath of the Emperor - Faithful units now have Shred.
Emperor's Retribution - Faithful units now have Rampage.

Self-Destruct Addendum: Should read as Vestment of Absolution: In the assault phase, a model with this wargear may attempt to make the ultimate sacrifice for the cause. Instead of attacking, roll a D6 - on a 2+ the model explodes with the following profile S4 - ap - Large Blast, directly over the model's center - after hits are resolved, remove the model from play. If a 1 is rolled, the detonator has failed but may be attempted the next turn.

For your independent characters remove those parenthesis around (For this guy only,),(for this guy only) and instead write the whole entry as this:

Independent Character x

Special Rules: List, List, List.

Abilities: Xxx
Wargear: Xxx

In addition, the character may be accompanied with the following (Y): for Y points.

Special Rules: Y

Q: What are Condemner Bolters? What's the difference between them and normal Bolters?

Are Bottle Grenades Molatov Cocktails? If not, why not just have frag grenades? If so, just have them be assault grenades that burn their victims?

No HQ should have WS or BS higher than 4 - remember, these are not professional soldiers let alone have combat skills better than most SM's.

- The Deny the Witch ability should simply be a piece of wargear unless the HQ is also a Psyker - which seems unlikely.

What are the Missionary Roles? i.e Teachers, Technicians, ect.

I agree wholeheartedly with your troops and elite choices - though it may be wise to rethink their individual abilities now that I've completely gutted them. (Sorry lol, again, take it, leave it, or leech it, it's your fandex.)

Dedicated Transport: Replace both with this:

75 points
Mobile Shrine: BS - 3 F - 12 S - 11 - R - 11 . Open topped.

(All vehicles can ram btw)
Weapons: Pintle mounted storm bolter.
Options: Dozer blade, extra armor, may buy up to two Penitence Missile Pods fitted inside the structure's alcoves for 15 points each. (Same as a valkayrie's missile pods)

Transport cap: 20 models.

Remove the "Self Destruct" rule on the servo skulls - May I also ask what in the Emperor's name a servo skull is going to use when it gets into close combat? Its skull?

Fast Attack

175 points
Fanatic Launcher BS - 3 - F - 10 S- 10 R - 10
Transport cap: 20
- Comes with a dedicated crew of 10 Fanatics.
(Have all the same stats except the special rules - instead have this: Holy Haste - Fanatics may Assault the turn they arrive from Deep Strike)
Weapons: Mancannon - so long as there are models embarked upon the Fanatic Launcher at the start of the shooting phase, they may Deep Strike within 72".

Heavy Support

Bastion of Faith - 300 points

A venerable mobile fortress on double wide tracks, this monstrous cathedral carries with it the word of the Emperor among an arsenal of baroque weaponry and priceless relics guarded by an entire army of zealots.

Armor - 13 all around.

Transport: 40 Models - Open topped.

Special Rules: Unstoppable Leviathan - The Bastion cannot be immobilized, shaken, or stunned (although it's crew can be), it crushes everything in its path, including terrain and vehicles with an armor value less than itself. (Remove it permanently from play) It is also amphibious, but cannot move more than 6 inches per turn.

Weapons: I'll let you fill in the blank.

I didn't just make that up either by the way.. they exist:

Spoiler:



This message was edited 10 times. Last update was at 2013/01/23 03:15:32


 
   
Made in au
Liche Priest Hierophant







Thank you for the hard work, DemetriDominov!

 DemetriDominov wrote:
Seems like you put considerable work into this fandex.

Consider me to rip it apart for you as to make it better. (Insert evil laugh here).

Take, leave, or leech the following criticism:

For Acts of Faith:

The Ministorium is much less like the guard that these glorified orders are making them appear. Unlike SoB, the army should not have the "specialized" feel of an elite (or even a trained) army that benefits from individualized acts of faith that merely affect the squad. As such Acts of Faith on this army affect everyone at once, like a greenskin WAAGH! mixed with the chaplain's fury of the Black Templars. This army would benefit greatly if it was more of a crusade feel, barely controllable by even the cardinals and deacons that release them into the fray - but also instrumental for its direction.

Generating Faith:

At the beginning of your turn, you generate 15 points of Faith for every Commander of Faith, and 10 points for every Leader of Faith you have alive.
You may declare to attempt an Act of Faith by rolling 4D6 and if the result is above 75 the Act of Faith takes hold. Each successful act of Faith removes the pool of D6 added from Martyrdom.

Martyrdom: For every Faithful casualty you sustain, you gain an additional D6. Friendly models who die from the Vestments of Absolution blast generate 2D6.

Faithful: Only models with this rule follow the path of the righteous and may benefit from Acts of Faith. (This just replaces the "Act of Faith" rule label on the unit selections)

Acts of Faith:

Can only be declared by a Commander or Leader of Faith. If none remain alive, no further Acts may be issued.
Once an Act has successfully been declared, it last the duration of the game, even if another has been issued.

Righteous Fury - Faithful units now have Furious Charge.
Word of the Emperor - Faithful units are now Zealots.
Atronomican's Speed - Faithful units now have Crusader.
Wrath of the Emperor - Faithful units now have Shred.
Emperor's Retribution - Faithful units now have Rampage.


I quite like what you've done with the Acts of faith system, I think I'll use it (with some small changes)!


Self-Destruct Addendum: Should read as Vestment of Absolution: In the assault phase, a model with this wargear may attempt to make the ultimate sacrifice for the cause. Instead of attacking, roll a D6 - on a 2+ the model explodes with the following profile S4 - ap - Large Blast, directly over the model's center - after hits are resolved, remove the model from play. If a 1 is rolled, the detonator has failed but may be attempted the next turn.

good idea! I'll have to think what initiative step it should happen at, maybe I9? or at their standard I? What do you think?

For your independent characters remove those parenthesis around (For this guy only,),(for this guy only) and instead write the whole entry as this:

Independent Character x

Special Rules: List, List, List.

Abilities: Xxx
Wargear: Xxx

In addition, the character may be accompanied with the following (Y): for Y points.

Special Rules: Y


Noted

Q: What are Condemner Bolters? What's the difference between them and normal Bolters?

Condemnor Bolters are a combi weapon. They have a special shot that causes wounded psykers to suffer perils of the warp. It's in the WD SoB dex.


Are Bottle Grenades Molatov Cocktails? If not, why not just have frag grenades? If so, just have them be assault grenades that burn their victims?

I suppose that would be better.

No HQ should have WS or BS higher than 4 - remember, these are not professional soldiers let alone have combat skills better than most SM's.

Confessors are listed as WS & BS 5 in the WD SoB dex, main reason why I've done what I've done with the other HQ's


- The Deny the Witch ability should simply be a piece of wargear unless the HQ is also a Psyker - which seems unlikely.

Good idea! I'll add it!


What are the Missionary Roles? i.e Teachers, Technicians, ect.


Still working on that


I agree wholeheartedly with your troops and elite choices - though it may be wise to rethink their individual abilities now that I've completely gutted them. (Sorry lol, again, take it, leave it, or leech it, it's your fandex.)

I probably should, shouldn't I


Dedicated Transport: Replace both with this:

75 points
Mobile Shrine: BS - 3 F - 12 S - 11 - R - 11 . Open topped.

(All vehicles can ram btw)
Weapons: Pintle mounted storm bolter.
Options: Dozer blade, extra armor, may buy up to two Penitence Missile Pods fitted inside the structure's alcoves for 15 points each. (Same as a valkayrie's missile pods)

Transport cap: 20 models.

Really? Huh, didn't know that. Unsure about replacing both, but I'll definately add this (or something like this!)

Remove the "Self Destruct" rule on the servo skulls - May I also ask what in the Emperor's name a servo skull is going to use when it gets into close combat? Its skull?

Yep they are going to bash them with their skulls. Or shock them. Unsure about removing self destruct, though. But I may.


Fast Attack

175 points
Fanatic Launcher BS - 3 - F - 10 S- 10 R - 10
Transport cap: 20
- Comes with a dedicated crew of 10 Fanatics.
(Have all the same stats except the special rules - instead have this: Holy Haste - Fanatics may Assault the turn they arrive from Deep Strike)
Weapons: Mancannon - so long as there are models embarked upon the Fanatic Launcher at the start of the shooting phase, they may Deep Strike within 72".

this may be a tad too crazy... but it is certainly a funny idea

Heavy Support

Bastion of Faith - 300 points

A venerable mobile fortress on double wide tracks, this monstrous cathedral carries with it the word of the Emperor among an arsenal of baroque weaponry and priceless relics guarded by an entire army of zealots.

Armor - 13 all around.

Transport: 40 Models - Open topped.

Special Rules: Unstoppable Leviathan - The Bastion cannot be immobilized, shaken, or stunned (although it's crew can be), it crushes everything in its path, including terrain and vehicles with an armor value less than itself. (Remove it permanently from play) It is also amphibious, but cannot move more than 6 inches per turn.

Weapons: I'll let you fill in the blank.

I didn't just make that up either by the way.. they exist:

Spoiler:




THIS I may add though

Thanks again, DemetriDominov!
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Excellent. I hope it helps.

 
   
Made in au
Liche Priest Hierophant







I'm sure it will

I plan to eventually add the exorcist to the armylist, with a few additional options. For example, these 3 other missile types (after declaring the target, but before rolling to hit, the owner may declare that they are using a different missile):

Angelic Missiles
Cost: (15pts? 20pts? unsure)
Range: 36" Str: 7 AP: 3 Type: Heavy D3, Skyfire

Retribution Missiles
Cost: (5pts? 10pts? unsure?)
Range: 48" Str: 5 AP: 4 Type: Heavy 2D6, Soul Blaze

Penitance Missiles
Cost: (Free? unsure)
Range: 36" Str: 4 AP: 6 Type: Heavy 2, Large Blast

Thoughts?
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Keep only the Skyfire missiles - I don't think playing with the exorcist's rules any further is a good idea since it already exists.

 
   
Made in au
Liche Priest Hierophant







Maybe make a new vehicle for the other missiles, then?

Maybe an option for the Bastion of Faith?

This message was edited 1 time. Last update was at 2013/01/24 07:22:28


 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

That's completely up to you to decide lol.

 
   
Made in au
Liche Priest Hierophant







lol, I suppose so


Probably would be a good idea to add them as an option on a weapon the Bastion of Faith will have...

Also, option for heavy bolters (tanks and defense servitors)

Retribution Shells
Cost (10 points? probably less, unsure?)
Range: 24" Str: 4 AP: 4 Type: Heavy 4, Soul Blaze

Although, I suppose you might as well take these instead of a missile launcher...

This message was edited 2 times. Last update was at 2013/01/24 07:46:31


 
   
 
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