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Made in ca
Calm Celestian




Windsor Ontario Canada

Codex: Ecclesiarchy

Feel free to make any comments, suggestions or point out any mistakes I have made. Also remember that I did spend a bit of time working on this and have gone and look at other codexs and compared them to create this. So don't be to harsh on me. Also this will be turned into a PDF later on, after it's been torn apart by all the rule lawyers. Special Characters will be introduce later on.

1: Special Rules
2: Units
3: Wargear

1.) Special Rules
All Adepta Soroitas have the following rules:

Shield of Faith: Force weapons are treated as power weapons when used against units with the Adepta Soroitas rule. Any psychic powers (friend or foe) targeted against any unit of character with the Adepta Soroitas special rules, or including them in its area of effect, are nullified and will not work on a D6 roll of 5+ (roll once for each power, even if it affects several Adepta Sororitas Units).

Stubborn: As along as the Veteran Superior or Canoness is alive the squad counts as having the Stubborn universal rule. Thus if there is no Canoness or Veteran Superior in the Squad, then the squad losses the Stubborn rule.

Acts of Faith:
Faith Points: Units and characters that have the Faithfully special rule add faith points equal to the amount noted in their Faithfully rule. Make sure to keep track of your faith points, use a dice or some kind of counter.

Who can use Acts of Faith?
All Adepta Soroitas units can use acts of faith as long as they are not joined by a character that does not have Adepta Soroitas rule or Fanatical rule. If a Faithful character is removed as a casualty the unit remains faithful until the end of the phase in which the model was removed.

Using an Act of Faith:
Each time you use an Act of Faith, you use one faith point regardless if you pass or failed the test. When you use an act of faith make a leadership check, if you pass then you may use the Act of Faith. Make sure you declare which Act of Faith your using before rolling your dice. For every other act of faith you attempt on the same player turn, you add a +1 to your dice roll. A unit may not attempt to use the same Act of Faith more then once per phase.

Martydrom:
Each time a Faithfully unit is removed as a causality the number of Faith points originally contributed by the character or unit is added back to the Faith Point total. Units leaving the table as a result of falling back do not contribute Faith Points.

Acts of Faith
Hand of the Emperor: Use the Act of Faith before rolling to hit during either player’s Assault Phase. Each model in the unit adds +2 to its Strength, but will strike at Initiative 1.

(note: Hand of the Emperor cannot be combined with Furious charge. If you use this act of faith then you will lose the furious charge bonus S and I).

Divine Guidance: Use the Act of Faith before rolling to wound. Unit gains the rending rule during this phase.

(note: Divine Guidance and Hand of the Emperor cannot be combined against vehicles. You must pick one or the other).

The Passion: Effect: Roll at the start of combat. All models have have +2 Initiative. May not be used with Hand of the Emperor and does not override weapons that make you strike at Initiative 1.

(note: Divine Guidance cannot be combined with Furious charge or Hand of the Emperor. If you use this act of faith then you will lose the furious charge bonus S and I).

Light of the Emperor: Roll at the start of the moving phase. The unit becomes fearless until the beginning of its next movement phase. A unit that is falling back and is using this Act of Faith will regroup without the need to make a morale check, regardless of the normal restrictions, in addition to becoming fearless for that turn.

Spirit of the Martyr: Roll at the start of the enemy shooting phase and/or either player’s Assault phase. The unit gains an Invulnerable save equal to its normal Armour save for the remainder of the phase.



2.) Units

* Represents invulnerable saves

HQ

Living Saint:

Pts: 165
WS: 5 BS: 5 S: 3 T: 3 W: 3 I: 5 A: 3 Ld: 10 Sv: 2/4*

Unit Composition: 1 (unique)

Unit Type: Jump Infantry

Special Rules:
Adepta Sororitas, Independent Character, Eternal Warrior, hit and run, Stubborn, Holy Hatred

Fearless: She confers this ability to any unit she joins.

Furious Charge: She confers this ability to any unit she joins.

Faithfully: Adds 3 faith points.

Wings of Faith: If she does not assault she may move an additional 6” in the assault phase if she is not engaged in close combat or joined to a squad. She may make this move regardless how far she moved during the movement phase and may make his move even if she deep strikes but may not use it to initiate an assault.

The Flock: If a living saint is taken then zealots do not count towards you maximum troop choice.

Blessed: Is immune to all psychic powers unless they have a strength value. (Note this does not make the rest of the squad or retinue she is joined to immune)

Wargear:
Power Sword, bolt pistol, Power Armour, Cloak of St. Aspira, Frag and krak grenades, Book of St. Lucius and Rosarius

Options: Can be upgraded with one of the following:
Emperor Blessing (+1 S and + 1T) for 25 points.
Emperor Wrath (+1S, +2T and +1A) for 60 points.
Take Emperor Protection (+1 W) for 10 points
May replace her bolt pistol with:
Inferno Pistol for 15 points
Plasma Pistol for 15 points
Praesidium Protectiva for 10 points
May replace her power weapon with:
Neural Whips for 5 points
Eviscerator for 5 points
Blessed Weapon for 20 points
Divine Weapon for 25 points
Take Simulacrum Imperialis for 5 points
Take melta bombs for 5 points
May master craft any weapon that the saint takes for 15 points
Litanies of Faith for 25 points

Retinue: The living saint may take a retinue of Venerable Seraphim. This does not count towards your 0-1 limit, HQ or Fast attack choices.


Canoness:

Pts: 80
WS: 5 BS: 5 S: 3 T: 3 W: 3 I: 4 A: 3 Ld: 10 Sv: 3

Unit Composition: 1

Unit Type: Infantry

Special Rules: Adepta Sororitas, Independent Character, stubborn.

Faithfully: Adds 2 faith points.

Holy Hatred: Always hits on 3+ unless fighting an independent character or monstrous creature.

Wargear:
Close Combat Weapon, bolt pistol, power armour, Frag and krak grenades, Book of St. Lucius and Rosarius

May replace her bolt pistol and or bolter and or close combat weapon with:
Bolter for Free
Inferno Pistol for 15 points
Plasma Pistol for 15 points
Power weapon for 10 points
Neural Whips for 15 points
Praesidium Protectiva for 10 points
Brazier of Holy Fire for 10 points
Combi-flamer, -melta,-stake crossbow plasma for 10 points
Blessed Weapon for 30 points
Eviscerator for 15 points
Storm bolter for 10 points
Take Bionics for 5 points
Take Cloak of St. Aspira for 15 points
Take Litanies of Faith for 25 points
Take Mantle of Ophelia for 15 points
Take Melta bombs for 5 points
Take Sarissa for 5 points
Take Inquisition Ammunition for 5 points
Take Purging (Grants Furious Charge) for 5 points
May Take one of the following:
Take Bike for 30 pts
Take Jump pack for 25 points

Dedicated Transports:
May select a Rhino, Repressor or an Immolator

Retinue: The Canoness may take a retinue of Celestians. This does not count towards your HQ or elite choices.

One member may be upgraded to a sister hospitaller for 3 points
One member may be upgraded to a Sister Dialogous for free
One member may be upgraded to a banner bearer for 15 points(banner bear is a Celestian with an Ordo Banner in addition to all her other equipment)
Two members may be upgraded to a mistress for 7 points


Sister Hospitaller
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 4

Unit Type: Infantry

Special Rules: Feel no pain (gives it to the entire squad).

Wargear: Carapace armour, las pistol, surgical blade, Frag grenades.


Sister Dialogous
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 4

Unit Type: Infantry

Wargear: Carapace armour, las pistol, close combat weapon.

Special Rules:

Word of the Emperor: One model within 12 of the Sister Dialogous may re-roll a acts of Faith.


Cardinal:

Pts: 100
WS: 3 BS: 4 S: 3 T: 3 W: 3 I: 3 A: 3 Ld: 9 Sv: 4*

Unit Composition: 1 (unique)

Unit Type: Infantry

Special Rules: Independent Character

Preferred Enemy: Confers this to any unit he joins.

Fanatical: If he joins a unit with the Adepta Sororitas rule, they remain faithfully and still able to use acts of faith despite him not being a faithfully unit.

Emperor Dominion: Cardinal can make a leadership test at the very start of his turn. If this test passes, then all friendly models within 12” of the Cardinal count as being fearless. Friendly units that are pinned will no longer be pinned and be able to move, shoot and assault (with normal restrictions and as long as they were within 12 of the Cardinal). Friendly unit’s falling back will automatically regroup (as long as they were within 12 of the Cardinal).

Lead by example: The cardinal prefers to be in the midst of the battle and thus if another HQ is taken he will not count towards your HQ limit.

Ecclesiarchy Security Detachment: If he is the only HQ taken in your army, then all sisters’ count as an elite choice but one Crusade Squad may be taken as a troop choice. Note that Venerable Seraphim may not be taken in your army list.

Wargear:
Close Combat Weapon, laspistol, flak armour, Frag and krak grenades, Pledge of Deliverance, Book of St. Lucius and Rosarius

May replace his laspistol or/and closecombat weapon with:
Bolt pistol for 1 point
Inferno pistol for 15 points
Power weapon for 10 points
Brazier of Holy Fire for 10 points
Eviscerator for 15 points
Power stake for 15 points
Take psycannon bolts for 5 points
(if anyone has some Wargear ideas for him please feel free to share)


Elites

Priest:

An Ecclesiarchy army may include 0-5 Priests. Priests do not use up any Force Organization chart selections, but are otherwise treated as separate HQ units.

Pts: 45
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 7 Sv: 5/4*

Unit Composition: Priest

Unit Type: Infantry

Special Rules: Independent Character

Righteous Fury: In the turn that they charge, a unit which includes a Priest may re-roll any failed rolls to hit.

Fanatical: If a priest joins a unit with the Adepta Sororitas rule, they remain faithfully and still able to use acts of faith despite the priest not being a faithfully unit.

Wargear: Close combat weapon, laspistol, Frag grenades, flak armour and Rosarius

May exchange his laspistol for a Shotgun V1 for free
May exchange his close combat weapon for an Eviscerator for 15 points


Arco-flagellants:

Pts: 90
WS: 4 BS: 0 S: 4 T: 5 W: 1 I: 4 A: 1/D6 Ld: 8 Sv: 5*

Unit Composition: 3 Arco-flagellants

Unit Type: Infantry

May have up to three additional Acro-flagellants at 30 pts per model

Special Rules: Fearless

Implant Injectors: Will implant injectors are turned off Arco-Flagellants may ride in vehicles and may have independent characters join them. They also count as having one attack. When Stimm injectors are activated they gain the fleet of foot rule, feel no pain rule and rage rule. They must immediately exit all transport and cannot be joined by another character. Any character already joined will be considered to have left the squad as soon as he or the Arco-Flagellants move. In assault, they role D6 for numbers attacks. If any Arco-flagellant rolls a 6 for number of attacks make a feel no pain save (invulnerable saves may not be taken). If the roll is failed, then remove the Arco-Flagellant at the end of close combat. Arco-Flagellants killed in this manner does count towards determining which side won in assault.

Ecclesiarchy Deployment: Arco-flagellants may only be chosen if a Priest or Cardinal is also part of the force.

Wargear: power weapons

Dedicated Transports:
May select a Rhino

Sister Repentia:

Pts: 95
Repentia: WS: 4 BS: 4 S: 3(6) T: 3 W:1 I: 3 A: 1 or 2 (can’t decide) Ld: 6 Sv: -
Mistress: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4(5) A: 2 Ld: 10 Sv: 3

Unit Composition: 1 Mistress and 4 Repentia

Unit Type: Infantry

May have up to fifteen additional Repentia at 18 pts per model

Special Rules: Feel no Pain, Fleet of Foot, Rage, Fearless

Redemption: When a Sister Repentia suffers a wound and fails her feel no pain save remove her after all attacks are resolved but before determining who won combat. Thus a Sister Repentia will always make her attacks in close combat. Please note that if the Sister Repentia is killed by an attack that ignores “feel no pain” this rule still applies.

(Note: The Mistress does not benefit from the “feel no pain” and Redemption rule)

Wargear: Two Neural Whips (Mistress), Eviscerator (Repentia), power armour (Mistress), Frag and krak grenades (Mistress)

Dedicated Transports:
May select a Rhino or an Immolator

Celestian:

Pts: 95
Celestian: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 2 Ld: 9 Sv: 3
Veteran Superior: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 2 Ld: 9 Sv: 3

Unit Type: Infantry

Unit Composition: 1 Veteran Superior Celestian and 4 Celestians

May have up to five additional Celestians at 17 pts per model

Special Rules: Adepta Sororitas, Furious Charge, Stubborn

Holy Hatred: When in close combat with any enemy with a WS attribute, Celestians hits on a 3+ regardless on a respective Weapon Skill values. This advantage does not apply if the enemy is an independent character or a Monstrous Creature.

Faithfully: Add one faith point

Wargear: Bolters with Sarissa, bolt pistol, Frag and Krak grenades, power armour.
Two sisters may exchange their bolters with Sarissa for:
A flamer for free
A melta gun for 5 points
One sister may exchange her flamer for a heavy flamer for 5 points or one sister may exchange her melta gun for a multi-melta for 5 points
The Veteran Superior may exchange her bolt pistol for Plasma pistol for 15 points
The Veteran Superior may exchange her bolter with Sarissa for
Power weapon for 10 points
Brazier of holy fire for 5 points
Combi-flamer, -plasma, -melta for 5 points
Eviscerator for 15 points

Dedicated Transports:
May select a Rhino, Repressor or an Immolator



Inquisitorial Sisters:

Pts: 100
Inquisitorial Sister: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 9 Sv: 3
Veteran Superior: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 2 Ld: 10 Sv: 3

Unit Composition: 1 Veteran Inquisitorial Sister and 4 Inquisitorial sisters

Unit Type: Infantry

May have up to five additional Inquisitorial sisters at 18 pts per model

Special Rules: Adepta Sororitas, Scouts, Night Vision, Stubborn

Victory before Honor: Inquisitorial sisters may choose to fail any leadership test that they take.

Wargear: Bolters, bolt pistols, close combat weapon, Frag and krak grenades, power armour and Inquisitorial ammunition.
Up to two members may exchange either there bolters for:
Flamer for 5 points
Melta gun for 10 points
If the squad size is 10 models then one model may replace her bolter with
Multi-melta for 15 points
Heavy Flamer for 10 points
The Veteran Superior may exchange her bolt pistol, close combat weapon or bolter for
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 5 points
Combi-flamer, -plasma, -melta for 5 points
Eviscerator for 15 points

Dedicated Transports:
May select a Rhino, Repressor or an Immolator


Crusader Squad:

Pts: 90
Crusader: WS: 4 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 4/4*

Unit Composition: 5 Crusaders

Unit Type: Infantry

May have up to fifteen additional Crusaders at 18 pts per model

Special Rules:

Defensive Formation: At the beginning of your turn declare if you will be using Defensive Formation or not. If you forget to say then it is assumed that you are not in defensive formation. Such is the price of a sloppy commander. If you use the defensive formation you gain the slow and purposeful rule, feel no pain during the shooting phase and count as having defensive grenades. All crusaders using the defensive formation must be in base to base contact. You may move them to get to base in base contact when you declare your using defensive formation.

Shield and Sword: Crusaders may use their suppression shields as an extra close combat weapon.

Wargear: Power sword, repressor shield, carapace armour, Frag and Krak grenades.
(Note: Not sure if I should give them wargear options)

Dedicated Transports:
May select a Rhino



Troops

Battle Sisters:

Pts: 125
Battle Sister: WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 3
Veteran Superior: WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 9 Sv: 3

Unit Composition: 1 Veteran Superior and 9 battle sisters

Unit Type: Infantry

May have up to ten additional battle sisters at 11 pts per model

Special Rules: Adepta Sororitas, Stubborn

Faithfully: Adds one Faith points to the army

Wargear: Bolters, bolt pistols, Frag and krak grenades, power armour and close combat weapon (Veteran).
Up to two members may exchange there bolters for:
Flamer for 5 points
Melta gun for 10 points
One model may replace her flamer for
Heavy Flamer for 5 points
Or
One model may replace her melta for
Multi-melta for 5 points
The Veteran Superior Sister may exchange her bolt pistol, close combat weapon or bolter for
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 10 points
Combi-flamer, -plasma, -melta for 5 points
Eviscerator for 15 points

Dedicated Transports:
May select a Rhino or a Repressor


Sister Acolytes
Pts: 100
Novice Sister: WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1(2) Ld: 7 Sv: 4+
Veteran Superior: WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 9 Sv: 3

Unit Composition: 1 Veteran Superior and 9 Novice sisters

Unit Type: Infantry

May have up to ten additional sister acolytes at 8 pts per model

Special Rules: Adepta Sororitas, Scout

Minor Faith:
Sister Acolytes have not yet finished their training and therefore do not fully comprehend the will of the emperor and their duty of praise. Therefore two units of sister acolytes must be taken for them to contribute a faith point and no martyrdom may be used to reclaim faith points from these units. Additional the shield of faith save gained against psychic powers is reduced to 6+ instead of 5+.

Test of Faith: At the beginning of the game nominate one unit (cannot be a vehicle). If the novice sisters kills this target then their BS, and LD is increase by 1. Thus the Minor Faith rule no longer applies and the novice sisters now add one faith point to the faith pool.

Wargear: Carapace armour (power armour for superior), twin bolt pistols (bolter for superior), Frag grenades (bolt pistol and close combat weapon for superior).

The Veteran Superior Sister may exchange her bolt pistol, close combat weapon or bolter for
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 10 points
Combi-flamer, -plasma, -melta for 10 points
Eviscerator for 15 points

One sister acolyte may replace her twin bolt pistols for one of the following:
Flamer 5 points

For every additional 5 models, one sister acolyte may replace her twin bolt pistols for one of the following:
Flamer 5 points

Dedicated transport:
May select a Rhino


Imperial Cultist/Zealots:

Pts: 60 pts
Zealots: WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7 Sv: 6
Fanatic: WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 7 Sv: 6
Demagogue: WS: 4 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 8 Sv: 6

Unit Composition: 1 Demagogue and 9 zealots

Unit Type: Infantry

May have up to ten additional zealots at 5 pts per model
Special Rules:

Here comes the pain: Treat all negative leadership modifiers as positive modifiers. Thus if you lost combat by 2, when making a check you would need to roll a 10 or less to stay in combat. Leadership can never go above 10. War gear and specials rules is also affect by this and would also be turned into a positive modifier.

Wargear: Las pistol and close combat weapon

One model in every 5 models (round up) may be upgraded to a fanatic
Fanatic may be armed with an eviscerator for 15 points
One model may be upgraded to a demagogue
The Demagogue may replace his laspistol or close combat weapon with:
Bolt pistol for 1 point
Plasma pistol for 15 points
Power weapon for 10 points
Eviscerator for 15 points
The Demagogue may take:
Flak armour for 1 point
Carapace armour for 5 points


Fast Attack

Seraphim:

Pts: 100
Seraphim: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 9 Sv: 3
Veteran Superior: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 2 Ld: 9 Sv: 3

Unit Composition: 1 Veteran Superior Seraphim and 4 Seraphim

Unit Type: Jump Infantry

May have up to five additional battle sisters at 18 pts per model

Special Rules: Jump Infantry, Hit and Run, Adepta Sororitas, Stubborn.

Faithfully: Adds one Faith point

Angelic Visage: When rolling for an act of faith you may roll one additional dice once per player turn.

Wargear: Twin bolt pistols (counts as twin link), power armour, jump packs, Frag and Krak grenades.
Up to two members may exchange there two bolt pistols for:
Twin hand flamers for 7 points
Twin inferno pistols (counts as twin link) for 15 points
The Veteran Superior may exchange one or both of her bolt pistol for:
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 10 points
Eviscerator for 15 points
The entire squad may have melta bombs for 5 pts per model


Dominion Squad:

Pts: 70
Dominion: WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 3
Veteran Superior: WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 9 Sv: 3

Unit Composition: 1 Veteran Superior Dominion and 4 Dominion

Unit Type: Infantry

May have up to five additional Dominion at 11 pts per model

Special Rules: Adepta Sororitas, Stubborn

Faithfully: Adds one faith point

Wargear: Bolters, bolt pistols, Frag and krak grenades and power armour.
Up to four members may exchange there bolters for:
Flamer for 5 points
Melta gun for 10 points
The Veteran Superior may exchange her bolt pistol, close combat weapon or bolter for
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 10 points
Combi-flamer, -plasma, -melta for 10 points
Eviscerator for 15 points
The entire squad may have melta bombs for 5 pts per model

Dedicated Transports:
Must select either Rhino, Repressor or an Immolator

Biker Sisters:

Pts: 125
Biker Sister: WS: 4 BS: 4 S: 3 T: 3(4) W: 1 I: 4 A: 1 Ld: 8 Sv: 3
Veteran Superior: WS: 4 BS: 4 S: 3 T: 3(4) W: 1 I: 4 A: 2 Ld: 9 Sv: 3

Unit Composition: 1 Veteran Superior Biker Sister and 4 Biker Sisters

Unit Type: Bike

May have up to seven additional Biker Sisters at 22 pts per model

Special Rules: Adepta Sororitas, Bikes, Scout, Stubborn

Recon: Select a piece of terrain before either side deploys and write it down on a piece of paper (or something else). This piece of terrain now has a -1 to its cover save (or if it was 4+ cover save due to ruins it is now a 5+). If you have more then one squad you may not select the same piece of terrain twice.

Wargear: Sister of Battle bike, power armour, bolt pistol, Frag and krak grenades.

The Veteran Superior may exchange her bolt pistol, close combat weapon for
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 10 points
Eviscerator for 15 points
Up to 2 bikers sisters may exchange their bolt pistols for
Flamer for 5 points
Melta gun for 10 points


Venerable Seraphim:
Pts: 125
Venerable Seraphim: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 2 Ld: 9 Sv: 3
Venerable Veteran Superior: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 3 Ld: 10 Sv: 3

Unit Composition: 1 Veteran Superior Venerable Seraphim and 4 Venerable Seraphim

Unit Type: Jump Infantry

May have up to five additional Venerable Seraphim at 23 pts per model

Special Rules: Hit and Run, Adepta Sororitas, Jump Infantry, Stubborn, Furious Charge

Venerable Jump Packs: At the end of close combat, if the Venerable Seraphim’s did not use the Gunslinger rule during the previous shooting phase, they may add a +1 to their hit and run (So if you use the Gunslinger rule and shot twice at your opponent and then charge them, you can’t use the Venerable Jump Packs, yet you could still attempt to hit and run. During your opponent phase you could use Venerable Jump Packs).

Gunslinger: Venerable Seraphim’s may fire their bolt pistols twice during the shooting phase (so no you may not fire your hand flamers twice or inferno pistols and yes the Veteran Superior benefits from this rule).

Strike Force: Venerable Seraphim’s may re-roll their scatter when deep striking.

Wargear: Twin bolt pistols (counts as twin link), power armour, jump packs, Frag grenades and melta bombs.
Up to four members may exchange there two bolt pistols for:
Twin hand flamers for 7 points
Twin inferno pistols (counts as twin link) for 15 points
The Veteran Superior may exchange one or both of her bolt pistol for:
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 10 points
Eviscerator for 15 points

Heavy Support

Retributor Squad:

Pts: 70
Retributor: WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 3
Retributor Superior: WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 9 Sv: 3

Unit Composition: 1 Veteran Superior Retributor and 4 Retributor

Unit Type: Infantry

May have up to five additional Retributor at 11 pts per model

Special Rules: Adepta Sororitas, Stubborn

Wargear: Bolters, bolt pistols, Frag and krak grenades, power armour and close combat weapon (Veteran).
Up to four members may exchange there bolters for:
Multi-melta for 15 points
Heavy Flamer for 10 points
Heavy bolter for 15 points
The Veteran Superior may exchange her bolt pistol, close combat weapon or bolter for
Plasma pistol for 15 points
Power weapon for 10 points
Brazier of holy fire for 10 points
Combi-flamer, -plasma, -melta for 5 points
Eviscerator for 10 points
Heavy bolter for 15 points
Heavy Flamer for 10 points
Multi-melta for 15 points

Dedicated Transports:
May select a Rhino, Repressor or an Immolator


Immolator:

Pts:65 FA: 12 SA: 11 RA: 10 BS: 4

Unit Composition: 1

Unit Type: Vehicle (Tank)

Special Rules:

Twin-link Heavy Flamers: If they Immolator moves 12 it may still fire it’s twin heavy flamers.

Transport Capacity: 6 Models

Wargear: Twin-linked Heavy Flamers, smoke launcher and searchlight

Options:
May upgrade twin-linked heavy flamer to:
-Twin-linked multi-melta: 10 pts
-Twin-linked heavy bolter for free
May take any of the following:
-Storm bolter 10 pts
-Hunter-Killer missile 10 pts
-a dozer blade for 5 pts
-extra armour for 15 pts
-blessed ammunition for 10 pts
-holy promethium for 10 pts
-holy icon for 10 pts
-laud hailers for 10 pts


Exorcist:
Pts: 135
FA: 13 SA: 11 RA: 10 BS: 4

Unit Composition: 1

Unit Type: Vehicle (Tank)

Special Rules:

Exorcist Launcher: During each turn (your turn not your opponent turn) after nominating a target for the Exorcist, roll a D6 to see how many missiles are launched. Roll to hit as normal for each missile.

Wargear: Exorcist Launcher, smoke launcher and searchlight

May take any of the following:
-Storm bolter 10 pts
-Hunter-Killer missile 10 pts
-a dozer blade for 5 pts
-extra armour for 15 pts
-blessed ammunition for 10 pts
-holy icon for 10 pts
-laud hailers for 10 pts


Penitent Engine:

Pts: 75
WS: 4 BS: 2 S: 5(10) FA: 11 SA: 11 RA: 10 I: 3 A: D6

Unit Composition: 1

Unit Type: Vehicle (Walker, open-topped)

May have up to two additional Penitent Engine at 70 pts per model
For additional 5 points they may act independently of each other (thus they are no longer treated as a squad).
(Note: The reason for the lower point cost is when buying more the Rampage rule makes going into squads have no benefits besides the fact you can field more).

Special Rules: Fleet, Rage

Rampage: Penitent Engines ignore any Crew Shaken and Crew Stunned results on the Vehicle Damage table. They also treat all immobilize results as weapons destroyed unless it has no weapons left.

Wargear: Two Dreadnought close combat weapons (with built in flamers), smoke launcher and searchlight


Transports

Rhino:

Pts: 35
FA: 11 SA: 11 RA: 10 BS: 4

Unit Composition: 1

Unit Type: Vehicle (Tank)

Special Rules:

Repair: If a rhino is immobilized for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehicle shooting. Roll a D6 in the shooting phase, and on a 6 the vehicle is no longer immobilized.

Transport Capacity: Ten models

Firepoints: 2

Wargear: Storm Bolter, smoke launcher and searchlight

May take any of the following:
-Storm bolter 10 pts
-Hunter-Killer missile 10 pts
-a dozer blade for 5 pts
-extra armour for 15 pts
-blessed ammunition for 10 pts
-holy icon for 10 pts
-laud hailers for 10 pts


Immolator: See Heavy Support.


Repressor:

Pts: 50
FA: 11 SA: 11 RA: 10 BS: 4

Unit Composition: 1

Unit Type: Vehicle (Tank)

Special Rules:

Fire Points: Up to six passengers may fire their basic weapons from the repressor’ fire points. Additionally one model may fire any weapon from the top hatch. All models using the fire points must engange the same target, although they may engage a different target to the Repressor itself.

Transport Capacity: Ten models

Wargear: Pintle-mounted Heavy Flamers, Storm Bolter, smoke launcher, Dozer blades and searchlight

Options:
May take any of the following:
-Storm bolter 10 pts
-Hunter-Killer missile 10 pts
-a dozer blade for 5 pts
-extra armour for 15 pts
-blessed ammunition for 10 pts
-holy promethium for 10 pts
-holy icon for 10 pts
-laud hailers for 10 pts



3.) Wargear

Close Combat weapons:
Power Sword: See assault phase chapter on Warhammer 40,000 rulebook for details of using power weapon.
Blessed Weapon: Blessed weapon counts as a power weapon that has been mastercrafted and adds +2 to the user strength.
Divine Weapon: Divine weapon is a blessed weapon that can be used as a heavy flamer during the shooting phase.
Eviscerator: Is treated like a powerfist but rolls 2D6 for armour penetration.
Brazier of Holy Fire: Is a close combat weapon that may be fired as a flamer once per game.
Sarissa: Sarissa may only be equip on bolters. They allow a unit to re-roll failed to wound in close combat.
Surgical blade: Is a poison weapon that always wounds on a +4.
Power stake: Power stake counts as a close combat weapon and will always wound a psyker on +2.
Neural Whip: Neural whip is a power weapon that adds +1 to the user Initiative.

Range weapons
Laspistol: Range: 12, Strength: 3, Ap: -, Type: Pistol
Lasgun: Range: 24, Strength: 3, Ap: -, Type: Rapid Fire
Bolt pistol: Range: 12, Strength: 4, Ap: 5, Type: Pistol
Bolter: Range: 24, Strength: 4, Ap: 5, Type: Rapid Fire
Storm bolter: Range: 24, Strength: 4, Ap: 5, Type: Assault 2
Twin bolt pistols: Range: 24, Strength: 4, Ap: 5, Type: Pistol, Twin Link (counts as two close combat weapons)
Twin-linked bolter: Range: 24, Strength: 4, Ap: 5, Type: Rapid Fire, Twin Link
Heavy bolter: Range: 36, Strength: 5, Ap: 4, Type: Heavy 3
Inferno Pistol: Range: 6, Strength: 8, Ap: 2, Type: Pistol, Melta
Plasma Pistol: Range: 12, Strength: 7, Ap: 2, Type: Pistol, Gets Hot!
Combi weapons: A user armed with a combi-weapon (combi-meltagun, combi-plasma gun or combi-flamer) can choose to fire either the bolter, or the secondary weapon, each with the profile listed elsewhere in this section. The bolter can be fired every turn, but the secondary weapon can only be fired once per battle (a combi-plasma gun can, of course, Rapid Fire). You cannot fire both weapons in the same turn).
Inquisition Ammunition: Each time a unit fires Inquisition Ammunition they may choose what type of ammunition is being used. Each special ammunition type replaces the boltgun profile with the one shown here. All models must use the same ammunition type during that shooting phase:

Psycanoon Bolts: See below

Infernor Bolts: Range: 18, Strength: 4, Ap: 5, Type: Assault 1, Get's hot, Combust*
Combust: Each unsaved wound causes two wounds instead of one on the target if they fail their armour save. Feel No Pain saves cannot be taken against Inferno Bolts.

Blessed Ammunition: Range: 24, Strength: 4, Ap: 5, Type: Rapid Fire, Ignores Cover*
Ignores Cover: Cover saves cannot be taken against Blessed Ammunition

Stalker Rounds: Range 36, Strength: X, Ap: 6, Type: Heavy 1, Sniper

Fragmentation Rounds: Range: 12, Strength: 4, Ap: 5, Type: Assault 2

Psycannon Bolts: Can be used by any bolter weapon (combi weapons, bolters, bolt pistols, heavy bolters, twin bolt pistos and storm bolters). They count as AP 4 and ignore invulnerable saves.
Flamer: Range: Template, Strength: 4, Ap: 5, Type: Assault 1
Twin hand flamers: Range: Template, Strength: 4, Ap: 5, Type: Pistol (counts as two close combat weapons)
Heavy flamer: Range: template, Strength: 5, Ap: 4, Type: Assault 1
Melta gun: Range: 12, Strength: 8, Ap: 1, Type: Assault 1
Twin inferno pistols: Range: 6, Strength: 8, Ap: 2, Type: Pistol, Melta, Twin link
Multi-Melta: Range: 24, Strength: 8, Ap: 1, Type: Heavy 1
Shotgun V1: Range: 12, Strength: 3, Ap: -, Type: Assault 2
Shotgun V2: Range: 12, Strength: 4, Ap: -, Type: Assault 2
Sniper rifle: : Range: 36, Strength: X, Ap: 6, Type: Heavy 1, Sniper

Armour
Flak armour: Models equipped with flak armour receive an armour save of 5+
Carapace armour: Models equipped with Carapace armour receive armour save of 4+
Power Armour: Models equipped with power armour receive armour save of 3+
Cloak of St. Aspira: Models equipped with Cloak of St. Aspira increase their armour save by 1. Thus a model with power armour and Cloak of St. Aspira would get a +2 armour save
Rosarius: Models equipped with Rosarius receive invulnerable save of 4+
Repressor shield: Models equipped with Repressor Shield receive invulnerable save of 4+
Praesidium Protectiva: Models equipped with Praesidium Protectiva receive an invulnerable save of 3+. A model equipped with a Praesidium Protectiva can never claim the +1 Attack bonus for being armed with two close combat weapons in an assault.

Other
Frag grenades: Frag grenades are assault grenades, as described in Warhammer 40,000 rulebook.
Krak grenades: See the Vehicles chapter of the Warhammer 40,000 rulebook for details on using krak grenades.
Book of St. Lucius: Any Adepta Sororitas unit within 6 of the bearer may use that models unmodified leadership for any leadership tests.
Simulacrum Imperialis: When a faithfully unit attempts an act of faith you may roll one additional dice and then pick any two dice. This may be used once per player turn.
Melta bombs: See the Vehicles chapter of the Warhammer 40,000 rulebook for details on using metal bombs.
Master craft: A master-crafted weapon allows the bearer to re-roll one failed roll to hit per palyer turn when using the weapon.
Litanies of Faith: You may automatically use an Act of Faith without spending a faith. This act of faith automatically passes. Can only be used once per game.
Bionics: Increases the bearer toughness by +1. Treat this new toughness as unmodified (so if a Canoness takes a Bionic upgrade her toughness would be 4 and strength 6 and 7 weapons would not instant kill her).
Jump pack: Models equipped with jump packs are jump infantry, as described in the Warhammer 40,000 rule book. In addition, Adepta Sororitas wearing jump packs can be kept in reserves and arrive using the deep strike rules (see the mission special rules section of the Warhammer 40,000 rulebook).
Mantle of Ophelia: The first time the wear takes a wound that would cause an ‘instant death’ effect, only one wound is actually taken. The mantle may only be used once pr battle.
Bike: Models equipped with bikes follow all he rules for bikes as described in the Warhammer 40,000 rulebook. All bikes are also fitted with a twin-linked bolter.
Pledge of Deliverance: This may be used one per battle. You may reveal this at any point during the game. During the assault phase all units within 12 of the beared gain +1 Attack.
Any Adepta Sororitas unit within 12” of the Ordo Banner may re-roll failed Morale and Pinning Tests. In addition, while the Ordo Banner bearer is still alive, the squad counts as scoring one extra wound in close combat for the purpose of calculating the assault result.

Vehicle
Twin-linked Heavy Flamers: Range: template, Strength: 5, Ap: 4, Type: Assault 1, Twin Link
Smoke launcher: See the vehicles section of the Warhammer 40,000 rulebook for details.
Searchlight: Searchlights are used where the night fighting rules is in effect. If a vehicle has a searchlight it must still use the night fighting rules to pick a target but, having acquired a target, was illuminate it with the searchlight. For the rest of the shooting phase, any other unit that fires at the illuminated unit does not use the night fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the night fighting rules were not in effect, as the enemy can see the searchlight.
Twin-linked multi-melta: Range: 24, Strength: 8, Ap: 1, Type: Heavy 1, Twin Link
Twin-linked heavy bolter: Range: 36, Strength: 5, Ap: 4, Type: Heavy 3, Twin Link
Hunter-Killer missile: Range: Unlimited, Strength: 8, Ap: 3, Type: Heavy 1 (Can only be used once per battle).
Dozer blade: Vehicles equipped with dozer blades can re-roll a failed difficult terrain test.
Extra armour: Vehicles equipped with extra armour count crew stunned results on the Vehicles damage table as a Crew Shaken result instead.
Blessed ammunition: Any bolt weapons (bolter, heavy bolter, storm bolter) fired by the vehicle ignores cover saves.
Holy promethium: An Immolater armed with Twin-linked Heavy Flamers and quipped with Holy promethium will force a unit it causes a casualty upon to take a Morale check as if it had just suffered 25% or more casualties.
Holy icon: Any friendly unit within 6 of the vehicle adds +1 to its leadership to a maximum of 10. The effects of multiple Holy Icon are not cumulative.
Laud hailers: Any unit tank shocked by a vehicle with Laud Hailers deducts 1 from its Leadership when taking the subsequent Morale Check. The effects of multiple Laud Hailers are not cumulative.
Exorcist Launcher: Range: 48, Strength: 8, Ap: 1 Type: Heavy D6



I decided to make a special character who is a sister that constantly serves the Inquisition. She is a Canoness who sister hood is often serving on a black ship. Thus they have access to Inquisition wargear. I'll be adding some background to her soon.



Canoness Vernesa

Pts: 175
WS: 5 BS: 5 S: 3(6) T: 3(4) W: 3 I: 4 A: 3 Ld: 10 Sv: 2/4*

Unit Composition: 1

Unit Type: Infantry

Special Rules: Adepta Sororitas, Independent Character, Victory before Honor, Furious charge, stubborn, Night Vision.

Faithfully: Adds 2 faith points.

Holy Hatred: Always hits on 3+ unless fighting an independent character or monstrous creature.

Witch Hunter: Canoness Vernesa has spent most of her life fighting psychers. She has learned how to fight them and how to counter their attacks. Canoness Vernesa gains preferred enemy verse enemy psykers.

Black Ship: Canoness Vernesa serves upon a black ship. She has spent most of her life their. Thus where ever the black ship goes she goes to. When every a psycher attempts a psychic test they suffer a -1 to their leadership during that test. Shield of Faith now negates psychic powers on a 4+ instead of a 5+.

Orbital Bombardment: Canoness Vernesa can call down an Orbital Bombardment from the black ship that she accompanies. This ability can only be used once per game during her shooting phase, provided that Canoness Vernesa did not move during the preceding Movement phase (although she may later assault if the controlling player wishes). Calling down an Orbital Bombardment otherwise counts as firing a range weapon and uses the following profile:
Range: Unlimited, Strength: 10, AP: 1, Type: Ordnance 1, Barrage. Yet before this can be done, she must pass a leadership test. This represents her calling her Inquisitor for Orbital support.

Note that if an arrow is rolled on the scatter dice an Orbital Bombardment will always scatter the full 2D6” – Canoness Vernesa Ballistic Skills makes no difference.

Wargear:
Black Rose, Combi-melta, Inquisition Ammunition, Power armour, Frag grenades, Melta Bombs, Bionics (already included in her profile) Book of St. Lucius, Mantle of Ophelia, Cloak of St. Aspira and Rosarius

Black Rose: The Black Rose was once a rouge Inquisitor weapon that Canoness Vernesa slayed. The weapon was sanctified and given to Canoness Vernesa as a gift. It represents the faith of all witches who opposes the Immortal God Emperor and his loyal Followers. The black Rose is a master crafted power weapon who's hits are resolved at strenght 6. Due to it's size and weight it counts as a two handed weapon.

Dedicated Transports:
May select a Rhino, Repressor, Immolator or a Land Raider Redeemer as a Dedicated transport.

Land Raider Redeemer
Pts: 240
FA: 14 SA: 14 RA: 14 BS: 4

Unit Composition: 1

Unit Type: Vehicle (Tank)

Special Rules:
Power of the Machine Spirit: The interface between a Land Raider’s Machine spirit and its fire control mechanisms allow the crew to target with incredible accuracy. A Land Raider Redeemer can fire one more weapon then would normally be permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting. Therefore, a Land Raider Redeemer that has moved at combat speed can fire two weapons, and a Land Raider Redeemer that moved at cruising speed, or has suffered a ‘Crew Stunned’ or ‘Crew Shaken’ result can fire a single weapon.

Assault Vehicle: Models disembarking from any access point on a Land Raider can launch an assault on the turn they do so.

Transport Capacity: Twelve models

Wargear: Twin Linked Assault Cannon, smoke launcher and searchlight

Two Flame storm Cannons: The flamestorm cannon has the following profile:
Range: Template, Strength: 6, AP: 3, Type: Heavy 1

Frag Assault Launcher: The Hulls of Land Raider Redeemers are studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out. Any unit charging into close combat on the same turn as it disembarks from a Redeemer counts as having frag grenades.

May take any of the following:
-Storm bolter 10 pts
-Hunter-Killer missile 10 pts
-a dozer blade for 5 pts
-extra armour for 15 pts
-blessed ammunition for 10 pts
-holy icon for 10 pts


Retinue: The Canoness may take a retinue of Celestians. These Celestians may be armed with Inquisitorial Ammunition for 3 points each. This does not count towards your HQ or elite choices.

One member may be upgraded to a sister hospitaller for free
One member may be upgraded to a Sister Dialogous for free
One member may be upgraded to a banner bearer for 15 points (banner bear is a Celestian with an Ordo Banner in addition to all her other equipment)

This message was edited 1 time. Last update was at 2010/01/27 20:10:02


 
   
Made in gb
Elite Tyranid Warrior






Cannoness, Priest and Penitent Engine are all cripplying over priced.

Cannoness - drop to 60p
Priest - drop IC status, make W2, drop to 35p
Pen. Engine - Drop to 60p

Also, this is just Codex:SM, but with every reference to "Space Marine" replaced with "Sister"

There is absolutly no need for the Veteran Seraphim (they are already vets to be Sera), Scout Sister, Sternguard Sisters, bikers etc

Armys: , , , Skaven
Number of Threads Won: 1 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Black Antelope wrote:Cannoness, Priest and Penitent Engine are all cripplying over priced.

Cannoness - drop to 60p
Priest - drop IC status, make W2, drop to 35p
Pen. Engine - Drop to 60p

Also, this is just Codex:SM, but with every reference to "Space Marine" replaced with "Sister"

There is absolutly no need for the Veteran Seraphim (they are already vets to be Sera), Scout Sister, Sternguard Sisters, bikers etc


Venerable Seraphims come from the book faith and fire. They are the elite of the elite.

Sister Acolytes aren't really scouts, cause they are meant to kill a certain target to prove their faith. Once that has been done they get better as they have pass their test. Hence the increase in BS and LD. All their weapons are also different from scouts. Scouts don't have access to two bolt pistols or flamers. They can only fill one roll while scouts can fill many different rolls.

Inquisitorial Sisters are inspired by sterngaurd. Sister of battle don't have a large variety of weapons available to them unlike the space marines. Thus why I introduce them to make up for that weakness besides Blessed ammunition all their other rounds does something different then the Sternguard rounds. Blessed ammunition is also in the current witch hunter codex. Thus although the two units are similar they are still different.

As for Bikers, who doesn't want sisters on bikes. When I started this codex a bunch of people suggested this over and over again. I admit this isn't really fluff but how hard would it be for a bunch of sisters to get some bikes?

Yes I do admit their are some similarities but their are far more differences.

As for the point cost, the canoness is fine at 80 points. Let's compare her to a Commissar Lord who is 70 points.
So for 10 extra points you getting a 3+ armour save instead of a 5+ armour save. A 4+ invu save instead of a 5+ invu save. Holy hatred, a Higher I, two faith points.

As for the priest I copied him out of the guard codex and gave him the fanatical rule.

The penitent engine now treat all immobilize results as a weapon destroyed. Thus this greatly increase their usefulness. You can also buy them in groups of 3 and deploy them independently making them harder to kill.
   
Made in us
Revving Ravenwing Biker






Very interesting. My friend and I are working on a sister of battle codex as well actually, although we definitely went another direction. I have only skimmed through as I am about to hit the sack, but I will look more closely later and even try to post the rules we have created

-Any terrain containing Sly Marbo is dangerous terrain.
-Sly Marbo once played an objective mission just to see what it was like to not meet every victory condition on his own.
-Sly Marbo bought a third edition rulebook just to play meat grinder as the attacker.
-Marbo doesn't need an Eldar farseer as an ally; his enemies are already doomed
-Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain
-Sly Marbo still attacks the front armor value in assault, for pity's sake.  
   
Made in ca
Calm Celestian




Windsor Ontario Canada

If you have any suggestions for rules, new units for anything else please feel free to share. They are always welcomed here even if they are negative.

This message was edited 1 time. Last update was at 2010/01/26 18:12:15


 
   
Made in us
Revving Ravenwing Biker






The biggest thing I see here is unit repetition. Basic battlesisters account for 5 different units in this army and seraphim 2. What I chose to do is make truly different units for the sisters. For example dominions are the sisters on bikes, except I have them as 1-3 attack bikes that can choose either heavy flamer or multi-melta. And celestians are sisters armed all with storm bolters

I like what you did with the Ordo hospitalus. I was trying to figure out a way to incorporate the non-militant orders and I think upgrades to your command squad is a great way to do it.

I like the here comes the pain rule, its a great representation of a squad searching for martyrdom.

-Any terrain containing Sly Marbo is dangerous terrain.
-Sly Marbo once played an objective mission just to see what it was like to not meet every victory condition on his own.
-Sly Marbo bought a third edition rulebook just to play meat grinder as the attacker.
-Marbo doesn't need an Eldar farseer as an ally; his enemies are already doomed
-Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain
-Sly Marbo still attacks the front armor value in assault, for pity's sake.  
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Here comes the pain rule come from a white dwarf article, so I can't take any credit for it. Celestains are now armed with Sarissa which would be represent with a blade at the end of their bolters (I simply took a space marine scout dagger and glued it to the end of the bolters to represent my celestains). Also they all have helmets unlike most regular sisters.

The thing when making this codex is that I want a current sister player to be able to pick up this codex and still be able to play it without doing to much conversions. Yet at the same time if you've done lots of conversions you can use some of the other units (like biker sisters). I'm planning on doing another conversion for the Inquisitorial sisters. I plan on buying the space marine melta guns and cutting off the edges and using them as the weapons for Inquisitorial sisters. And then I'll use the clip off edges and glue to them on Seraphim's pistols and use them as Inferno pistols. Once I get these conversions done, I'll try to post some pictures of them.

Edit: Inferno Bolts from Inquisitorial Ammunition were changed from Rapid fire 24 to assault 18 and gained the get's hot rule.

This message was edited 2 times. Last update was at 2010/01/27 20:10:59


 
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

Crusader Defensive Formation: I recommend you use these rules:

If the squad did not move last turn it may use defensive formation

The entire puts all shields together, creating a super field whcih looks rather hazy. The entire squad has a 2+ invulnerable throughout their opponents turn and if the opponent decides to shoot them they must roll 2d6x3 for their range, if they fail this they may not shoot another squad that turn as they are blinded by the light.

Seem ok?

 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Let me list you the pro and cons of my version and the reasoning behind it

Pros: You get feel no pain and defensive grenade.

Cons: Makes you very venerable to blast templates and gives you slow and purposefully (Which sucks when you have no range weapons).

The fluff behind this is that they get in a formation similar to that of riot police or ancient roman formation. Thus it makes it harder for shots to go through as they each cover on another. It' suppose to represent something like this: http://www.youtube.com/watch?v=VMuSyEud3BE&feature=related

Yet if you get hit by a battle cannon that formation isn't really going to help you. It's actually going to make it worse as you've put all your guy together meaning they hit all of them and you don't get your feel no pain.

The reason I'm hesitant to use your rule is that it would change the fluff of crusader.
   
 
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