Switch Theme:

Lets Give White Dwarf Sisters some Color  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Missionary On A Mission




Richmond Va

So as most of you know, SoB got a wounderful entry in an earlier edition of WD . But lets be honest, it wasn't the best thing thats happened to us. Alot of Sisters players complain that the WD release has taken away all of our color, so lets color in the sisters wiht some proposed rules.

My big 3-
The return of the Assassins
Hit and Run on the Seraphim
The return of the wargear options to the Canoness (because we all know that no one takes her)

My Overprotective Father wrote:Tyrants shooting emplaced weapons? A Hive Tyrant may be smarter than your average bug, but that still isint saying much

Pretre: Are repressors assault vehicles? If they are, I'm gonna need emergency pants.
n0t_u: No, but six can shoot out of it. Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.
Pretre: Thanks! I guess my pants are safe and clean after all.
 
   
Made in us
Lone Wolf Sentinel Pilot




If you are going to bring back assassins I suggest you toss in inquisitors as well since assassins aren't part of the SoB, they frequently work under or alongside inquisitors.
   
Made in us
Ambitious Space Wolves Initiate





I honestly do not know why they took the Inquisitors away.
   
Made in us
Manhunter






Little Rock AR

I think they should remove Witchhunter Inquisitors from Grey Knights (Deamonhunters...) and give them to the Sisters. Ordos Xenos then should get their own book, or something.

Proud to be Obliviously Blue since 2011!

 
   
Made in us
Fixture of Dakka





The Ecclesiarchy is not part of the Inquisition. The only time they ever mixed was in the terrible Witch Hunters codex. There is no basis for that in any other mention of the fluff in 25 years.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ca
Judgemental Grey Knight Justicar





Ontario, Canada

well I think all ordos should be in both dex's

and I think that those vet sisters should be troops aswell as the basic sisters (maybe nerf/cheapen the normal ones a bit and make the vets better for the price?)

and I think adding storm troopers back would be awesome (or those arbitis guys would be amazing too )

then more types of units would be nice aswell

I have half a mind to kill you, and the other half agrees 
   
Made in gb
Preacher of the Emperor





I vote a drop to carapace armour, Relentless, a 6++, and a total rethink on Repentia.

Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in ca
Judgemental Grey Knight Justicar





Ontario, Canada

well I was sorta thinking carapace on normal sisters and power on the vets (and both troops)

and the basic sisters can go up to 20 in a squad and vets are up to 10?

I have half a mind to kill you, and the other half agrees 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





A codex?

All kidding aside, The sisters do need some more colour. I liked the old prayer system from what a friend said, maybe a modified or just a recycle of the old prayer system?
   
Made in us
Regular Dakkanaut




Bellevue, WA


Hmm... Battle sisters in carapace armor would be completely useless. The only thing Basic Sisters do is be durable. All that would do would force players to run all vet troop squads - why nerf Base Sisters just so you can recreate the same unit and call them vets?

The second troop choice SoB need is something like the fanatic or frateris militia units they used to have. Mobs of cheap religious fanatics supporting the church, led by a priest.

Repentia are a brilliant unit who need exactly one thing - an assault transport. Though honestly they do pretty well without it if you shield them with something.

Canoness definitely needs her wargear back! And Seraphim have hit and run, though letting them do it at +1 initiative or something would help.

Personally I agree on assassins, though most Sisters players probably wouldn't - I'd like an eccelsiarchy unit mix somewhat mirroring the inquisitorial units in the GK book. But no psykers.

Plus I'd love for them to do something to make Penitent Engines either a bit more durable (av 12 front? Not open topped? Though I do think open top is fluffy for the design), or faster (give them fleet on a faith roll, maybe).


Automatically Appended Next Post:
Also, as colorless as the WD dex is, I think it had at core a very colorful idea. As much as folks gripe about the new faith, giving each unit an individual act really helped differentiate the units in a way the old "this unit is different because it has more melta guns" really couldn't manage. I hope they stick with it, while improving faith in other ways. (not a flat d6 at every point level, or being able to store up unused faith, for instance)

This message was edited 1 time. Last update was at 2012/09/21 19:47:02


 
   
Made in us
Missionary On A Mission




Richmond Va

I think one of the biggest issues with our faith system now is that our best faith power is given to our weakest unit.

My Overprotective Father wrote:Tyrants shooting emplaced weapons? A Hive Tyrant may be smarter than your average bug, but that still isint saying much

Pretre: Are repressors assault vehicles? If they are, I'm gonna need emergency pants.
n0t_u: No, but six can shoot out of it. Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.
Pretre: Thanks! I guess my pants are safe and clean after all.
 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

I'd love it if they had more access to religious garbage on all the superiors to give the squads interesting buffs, or gave more of that sort of cryptek utility to the priests.

Lots of cost reductions could be in order.

improving the anti psyker rounds and other weaponry.

Access to repressor and probably some improvement to it that allows you to fire more than just bolters from it.

Better ways of getting into combat.

Inquisitors and their storm troopers.

Aquila?

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Missionary On A Mission




Richmond Va

I could definatly do with an assault vehicle for our repents. Make them more dangerous.

My Overprotective Father wrote:Tyrants shooting emplaced weapons? A Hive Tyrant may be smarter than your average bug, but that still isint saying much

Pretre: Are repressors assault vehicles? If they are, I'm gonna need emergency pants.
n0t_u: No, but six can shoot out of it. Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.
Pretre: Thanks! I guess my pants are safe and clean after all.
 
   
Made in au
Hoary Long Fang with Lascannon




Armageddon, Pry System, Armageddon Sector, Armageddon Sub-sector, Segmentum Solar.

 Vindicare-Obsession wrote:
So as most of you know, SoB got a wounderful entry in an earlier edition of WD . But lets be honest, it wasn't the best thing thats happened to us. Alot of Sisters players complain that the WD release has taken away all of our color, so lets color in the sisters wiht some proposed rules.

My big 3-
The return of the Assassins
Hit and Run on the Seraphim
The return of the wargear options to the Canoness (because we all know that no one takes her)


Forgive me for not crying over Seraphim losing hit and run or your primary HQ losing all its options. They took it away from raptors (you know the first unit to ever have the special rule) and chaos lords are ashadow of their former selves. Looking at the list it adds as much character and flavour as the chaos codex got in it present rendition. Troops got buffed, some units got nerfed to allow others to become competitive and the focus was taken away from the HQ. It gains flexibility at the cost of over specialization.
   
Made in us
Missionary On A Mission




Richmond Va

This is not the thread to say "all is fair with the update"
That is not what I asked for in this thread. I asked the general Dakka populace what they thought they could do to make sisters an army that isint "Black and White"
If you are not going to contribute to this thread, please make another thread to bash SoB. Do it on this one again, and I will report you.

My Overprotective Father wrote:Tyrants shooting emplaced weapons? A Hive Tyrant may be smarter than your average bug, but that still isint saying much

Pretre: Are repressors assault vehicles? If they are, I'm gonna need emergency pants.
n0t_u: No, but six can shoot out of it. Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.
Pretre: Thanks! I guess my pants are safe and clean after all.
 
   
Made in ca
Huge Hierodule






Outflanking

Focus on "Faith and Martydom". Focus on Faith points, give buffs when certain units die, and have models that support others by increasing the effectiveness of acts of faith.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in au
Hoary Long Fang with Lascannon




Armageddon, Pry System, Armageddon Sector, Armageddon Sub-sector, Segmentum Solar.

 Vindicare-Obsession wrote:
This is not the thread to say "all is fair with the update"
That is not what I asked for in this thread. I asked the general Dakka populace what they thought they could do to make sisters an army that isint "Black and White"
If you are not going to contribute to this thread, please make another thread to bash SoB. Do it on this one again, and I will report you.


Well first I'm not bashing them, I dig the SoB in fact. I'm just glad they are no longer bound to the ordo hereticus. I offered criticism of your proposed 'big 3' and explained why. I think that Inquisitors and assassins should be in their own codex, like the good old days of Imperial agents and be taken exclusivly as Allies. The SoB do more than follow Inquisitors around and do their bidding. Other suggestion posted thus far are better than reviving the days of old.

As suggested in a way they need a flyer, seeing as all armys are getting one why not discuss that. It has to be something capable of Transporting Seraphim. I'd like to see it have a couple of Inferno Cannons (upgradable to Melta cannons), a heavy bolter in the nose and a holy napalm carpet bombing rule. (Like an ork big bomb, droped in the movment phase and give it Soul fire USR).

Give Seraphim the MFC rules for swooping and gliding etc but obviously dont count them as MC's. Heh Seraphim darting after enemy fliers and FMCs, that would be a sight.
   
Made in us
Gore-Soaked Lunatic Witchhunter







I liked the MrSako fan Codex; four lists: Deathwatch, Sisters, GK, Inquisition, depending on the Ordo and Puritan/Renegade status of the Inquisitor he can take units from the other three lists if you're running an Inquisition army, or you can run any of the four alone.

But other fan rules aside, the biggest problem with the new Sisters rules is how they altered Acts of Faith, the old rules were pretty powerful if applied properly, the new ones are barely a nudge. The old roll over/under unit size was a better balancing influence than just forcing everyone to have a tiny chance of activating any Act, and right now units don't have access to very many. Summary:

Old rules: Fixed number of Faith points for the game
New rules: Randomly generate Faith points at the start of each turn
I actually like the new rules a bit better here, but I'd prefer if there were some adjustment for game size; perhaps bring back the old Faithful designation and give the player a Faith point for every one each turn? Not sure whether Martyrdom would remain in this case; I suspect you'd have to cut down on the number of Faithful units permitted for this to work, or have a d6 rolled for every five Faithful units, or the like.

Old rules: Roll over/under the unit size to activate any Act
New rules: Roll 5+ with modifiers to activate any Act
The old rules were much cleverer here, the mechanic basically restricted Hand of the Emperor and Divine Guidance to basic Sisters (where they aren't too powerful, contrary to what would happen if you put them on Retributors or Celestians) and restricted The Passion, Light of the Emperor, and Spirit of the Martyr to smaller, more elite units (where they're a lot more balanced than a 20-strong blob squad of 3++-equipped Sisters). The old roll mechanic should return, though possibly with +/-1 for circumstances (Faithful unit in the squad, no Faithful unit within x", something like that)

Old rules: Any squad can use any Act at any time
New rules: Every squad type has exactly one Act
The old rules were far superior in this respect, in terms of the versatility of all units, as opposed to the current rules' locking each Sister into a specific role. Back under the old Codex the enemy had to be cautious dealing with each unit of Sisters in any situation, since their Acts could make up for a range of weaknesses, now each unit has exactly one gimmick. Bring back the old system, every Act is available to every squad.

Specific Acts:
Old rules:
Hand of the Emperor (roll under): +2 Str, I1
Divine Guidance (roll under): Rending
The Passion (roll over): +2 I
Light of the Emperor (roll over): Fearless, auto-regroup
Spirit of the Martyr: Invulnerable save equal to armor save
New rules:
Divine Guidance: Rending
Holy Fusillade: Reroll to hit
The Emperor's Deliverance: Reroll to wound
Light of the Emperor: Reroll rolls to hit of 1, regroup automatically
Hand of the Emperor: +1 Str and Fearless
Spirit of the Martyr: Hit once after dying in CC

The redundancy in Light/Hand in the new rules is a product of the new system of one unit, one Act; I see nothing wrong with making Hand of the Emperor +1 Str instead of +2 and dropping Initiative, but I'd move Fearless back into Light of the Emperor. I might keep Fusillade as reroll to hit (probably roll under), Deliverance is redundant in the light of three shooting-boost powers at the moment, keep Divine Guidance, and bring back the old Spirit of the Martyr since there aren't any defensive Acts in the new rules.

That's what I'd do to Acts of Faith, anyway; other than that the new Sisters really just need Inquisition allies to get pretty close to what made the old ones cool, which is perfectly possible with 6e's allies system and possibly a renamed/repainted Coteaz for Stormtrooper squads as Troops.

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 
   
Made in us
Missionary On A Mission




Richmond Va

Yeah, that seems to be the general concensus. The faith system changed alot in this addition and I'm not sure it was for the better.

My Overprotective Father wrote:Tyrants shooting emplaced weapons? A Hive Tyrant may be smarter than your average bug, but that still isint saying much

Pretre: Are repressors assault vehicles? If they are, I'm gonna need emergency pants.
n0t_u: No, but six can shoot out of it. Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.
Pretre: Thanks! I guess my pants are safe and clean after all.
 
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Faith system should be d3 faith points per 500 points. Sisters of battle have to much random factor in it.

Amount of Faith Points: Random
Using and Act of Faith: Random
Exorcist: Random
   
Made in au
Hoary Long Fang with Lascannon




Armageddon, Pry System, Armageddon Sector, Armageddon Sub-sector, Segmentum Solar.

 Necrosis wrote:
Faith system should be d3 faith points per 500 points. Sisters of battle have to much random factor in it.

Amount of Faith Points: Random
Using and Act of Faith: Random
Exorcist: Random


Great call, self limiting while remaining random.
   
Made in us
Regular Dakkanaut




Bellevue, WA



Old rules: Any squad can use any Act at any time
New rules: Every squad type has exactly one Act
The old rules were far superior in this respect, in terms of the versatility of all units, as opposed to the current rules' locking each Sister into a specific role. Back under the old Codex the enemy had to be cautious dealing with each unit of Sisters in any situation, since their Acts could make up for a range of weaknesses, now each unit has exactly one gimmick. Bring back the old system, every Act is available to every squad.


You shouldn't be able to have cake for every dish of your meal, and you shouldn't be able to make any slot on the FOC a rending fire base, or close combat squad, or anything else. We should have to pick and choose our units like every other codex. I think the new targeted faith powers make the Sisters far more interesting than the old one - each unit has a role, a specific character, and it's own reason for being taken. The old dex never made a good argument for taking anything but basic Sisters squads and vehicles, and that's not an aspect I miss.

A lot of these points look like "bring back the old dex!". The old dex was fine for what it is, but the ideas in the WD codex are a lot more appealing to me. They are also rushed, unfinished and partially botched... but to me the best way to move on looks to be forward, not back.
   
Made in gb
Hallowed Canoness





Between

Edit: Can anyone tell me why my tables don't work? ><

I like the new book better.

I'm glad they cut out all the Inquisition crap. All that stuff did was make people think that the Sisters are something they aren't. The Sisterhood answer to the Ecclesiarchy. They were founded as Ecclesiastical Internal Affairs.

The Administratum said, "We can't trust them to look after themselves," and founded the Ordo Hereticus to do the same job.

The only Inquisitional change I would make is to make Grey Knights "Battle Brothers" to the Sisters. Not the other way round - GK shouldn't be able to take any allies with impunity because they're supposed to be all secret 'n stuff - but the ability to include the "Closely allied" Ordo Hereticus in sisters lists under the Allies rules would make sense. Hm, the rule could be something like...

Hereticus Ties: A Sisters of Battle army list may include Grey Knights as Battle Brothers if the Grey Knight detachment is led by an Ordo Hereticus inquisitor, and may include Inquisitorial Henchmen as an Allied Troops Choice

That keeps with the actual fluff of the Hereticus and the Sisterhood being close allies (they were founded to do the same job, after all) without giving people the mistaken impression that's so prevalent that the Sisters are somehow an Inquisition army.

As far as additional colour goes, I think some additional unit options might be a good idea. So I'll just post all the Sisters unit ideas I've had over the years to add to this thread. :d

[hr]
FAITH POINTS[/i]
1d6 per 1k points. Simples.

[u]WARGEAR

San Leor Blade:
The traditional weapon of the original Daughters of the Emperor, every Sister owns a San Leor blade... but only those who have special talent, or have foresworn the trappings of the modern Sisterhood still wield them in battle. A San Leor blade is a Master-Crafted Close Combat Weapon that grants the wielder +1 Strength if they do not handle another weapon.

Longbow: An ancient weapon, and in the hands of a properly trained Daughter of the Emperor, still lethal. A Longbow is a two-handed ranged weapon with the following profile:
[indent]Rng: 30" S: 3 AP: 6 Rapid Fire[/indent]
Some Longbows may be loaded with 'Condemnor' power-stakes, changing their profile accordingly:
[indent]Rng: 30" S: 5 AP: 6 Rapid Fire, Psi-shock[/indent]

Adjudicator Boltgun: A field-applicable modification to the standard bolter, the addition of an M.40 Targetting System and Stalker shells turns this traditional side-arm into an effective, if cumbersome, sniper rifle. An Adjudicator Boltgun is a two-handed ranged weapon with the following profile:
[indent]Rng 30" S4 AP5 Heavy 1, Sniper[/indent]

Chainstaves: Double-ended chainsaws with adamantium teeth, a Chainstave counts as two Rending Close Combat Weapons that grant the bearer a +1 bonus to their Strength score. If the weapon Rends, roll 1d6 instead of 1d3 additional armour penetration.

Blessed Chainswords: Wielded in pairs, these curved chainswords may either be wielded as Close Combat weapons with one of the following profiles (Chosen at the start of each close combat phase)

[table=weapons][th]Weapon[/th][th]Range[/th][th]Strength[/th][th]AP[/th][th]Type[/th]
[tr][td=28%]Rapid Assault[/td][td=8%]-[/td][td=8%]User +1[/td][td=8%]5[/td][td=8%]Melee, Rending[/td][/tr]
[tr][td=28%]Heavy Strike[/td][td=8%]-[/td][td=8%]User x2[/td][td=8%]1[/td][td=8%]Melee, Two-handed, Rending[/td][/tr][/table]

Sarissa: A model armed with a Sarissa gains the Shred rule on all Close Combat attacks.

Exterminator: A model armed with an Exterminator may fire it with the following profile;

[table=weapons][th]Weapon[/th][th]Range[/th][th]Strength[/th][th]AP[/th][th]Type[/th]
[tr][td=28%]Exterminator[/td][td=8%]Template[/td][td=8%]4[/td][td=8%]5[/td][td=8%]Assault 1, One Use Only[/td][/tr]

Valetudinarian Gauntlet: A Valetudinarian Gauntlet is a Rending Close Combat Weapon.

Hymnal of Trust: This honoured tome calls upon the eternal guardian spirit of the Emperor. A unit carrying the Hymnal of Trust improves its Shield of Faith save to 4+.

Hymnal of Martyrdom: The Hymnal of Martyrdom contains chants and battle-prayers that steel the wielder against Chaos. A unit that includes a model carrying the Hymnal of Martyrdom may ignore any ability that requires a Psychic Test to activate on a roll of 5+.

Aspiriate Cloak: These adamantine mantles are created after the design of the honoured relic of St Aspira, who stood before a thousand Traitor Guard and marched into the valley of death to decapitate their Commander. The Aspiriate Cloak improves the armour save of the wearer by 1.

Imperial Plate: This heavy, archaic chainmail-and-plate composite armour grants the wearer a 5+ save.

Narthecium: A model carrying a Narthecium grants her unit Feel no Pain.

Inferno Grenades: These firebombs are used to saturate the area before a unit with flames to prevent them being easily assaulted. They count as Defensive Grenades.

[table=Hospitaller/Lelahelim][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Lelahelim[/td][td=8%]3[/td][td=8%]3[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]3[/td][td=8%]1[/td][td=8%]8[/td][td=8%]3+[/td][/tr][/table]

The Lelahelim stand apart from those Sisters Non-Militant of the Orders Hospitaller from where they hail. Though they rise from the ranks of the Hospitallers, they have found a second calling in the Emperor's sight. They are his angels of mercy, bringing death to those who desire it and giving life to those who deserve it.

A Sororitas Command Squad may upgrade its Hospitaller to a Lelahelim for +5 points. Alternatively, she may be attached to a Celestian, Battle Sister, Dominion or Retributor squad, or any of the units below that allow for a Lelahelim attachment.

[table=Hospitaller/Lelahelim {Unit Attachment}..........20 Points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][tr][td=20%]

  • [*]Infantry
  • [/td][td=20%]

  • [*]1 Lehalim
  • [/td][td=20%]

  • [*]Bolt Pistol
    [*]Close Combat Weapon
    [*]Narthecium
    [*]Power Armour
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Acts of Faith
    [*]Feel no Pain
  • [/td][/tr][/table]
    Options:
  • The Lehalim may exchange her Close Combat Weapon and/or Bolt Pistol for one of the following:[list]
    [*]Bolter: free
    [*]Valetudinarian Gauntlet: 3 points

  • [/list]

    HQ
    Helena the Virtuous, Prioress of the Convent Sanctorum
    Helena the Virtuous may be included as an HQ choice, and must be accompanied by a Sororitas Command Squad, or a bodyguard taken from the Celestian or Ophelian entries.

    Raised from infancy in the Ophelian Schola Progenium, Helena proved to be remarkably gifted in her earliest childhood. Exceptionally intelligent, eloquent and incisive, she was destined to become a high authority in whatever vocation she chose. After 30 years service in the Order of th eKey, Helena had risen to the position of Canoness, and was responsible for a great increase in the power of the Ecclesiarchy.

    Her efforts did not go unnoticed an when the Prioress of the Covnent Sanctorum died, Helena's was the first name on the Ecclesiarch's lips. Although Helena's duties are mainly of an organisational and spiritual nature, she has always possessed the gift of involving herself personally at the right moment. As a Prioress, Helena is a member of all the Orders of the Adepta Sororitas, including the Orders Militant. Although she lacks the lifelong training of one of that Order, it has been known for Helena to personally intervene in a battle. With her own strict regime of training and exercise, she keeps her ageing body in the best condition possible and she is very skilled in the theories of battle.

    Helena's greatest asset is the holiness and serenity she radiates. Her presence has an underlying strength which reassures others and imbues her followers with an undying love and respect. Combined with her encyclopaedic knowledge and shining charisma, these qualities make Helena a truly great battlefield commander and politician.

    [table=The Priestess][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th]
    [tr][td=28%]Prioress Helena the Virtuous.........80 pts?[/td][td=8%]4[/td][td=8%]4[/td][td=8%]3 (5)[/td][td=8%]4[/td][td=8%]2[/td][td=8%]4[/td][td=8%]1[/td][td=8%]10[/td][td=8%]3+,4++[/td][/tr][/table]

    Special Rules
    Acts of Faith, Shield of Faith, Fearless, Holy Radiance, Revered Leader

    Holy Radiance: It is claimed that Helena the Virtuous shines with the light of the Emperor. It is true that she radiates an aura of calm and courage, and her words reach into the soul of those who hear them. Any fleeing allied Imperial squad within 12" of Helena at the start of the turn automatically rallies, regardless of whether they would normally be able to or not. In addition, any Adepta Sororitas unit with line of sight to Helena may use her Leadership of ten for all checks.

    Revered Leader: The troops following Helena hold her in such high regard that they are likely to go to any length to ensure no harm befalls her. If Helena the Virtuous is wounded, her followers will be driven into a madness of retribution. If Helena is wounded, all the troops in the army gain the Preferred Enemy USR. If Helena should be killed, every Adepta Sororitas squad with line of sight to her death (this is not blocked by combat if she was killed in an assault) must take a leadership check or fall back. If they pass this test, however, they become Fearless.

    Such is Helena's importance to the Imperium, and so greatly is she revered by her troops, that if she is killed she is worth an additional objective or kill point to the enemy (making her worth two kill points).

    Wargear
    Power Armour, Rosarius, Bolter, Frag Grenades, Rod of Grace, Purity Seals, Mantle of Ophelia (+1 toughness included in profile)

    Rod of Grace: Using similar technology to a Space Marine Chaplain's Crozius Arcanum, the Rod of Grace is covered with a shimmering field of force. However, this field is much more powerful and can be focussed into a beam to strike at a distance. The Rod of Grace is a Power Maul that strikes at AP3, and may be used in the shooting phase with the following profile:

    Range: 6" Strength 6 AP 3 Type: Assault 1

    [table=Sabine][th]Character[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th]
    [tr][td=28%]Sabine[/td][td=8%]4[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]2[/td][td=8%]4[/td][td=8%]2[/td][td=8%]10[/td][td=8%]3+/4+[/td][/tr][/table]

    In addition to their duties as missionaries, Sisters Sabine serve as administrators and aides within the Adepta Sororitas. Only among the Orders Militant does this involve quite so much invective, however. The Sabine is an inspirational speaker, an expert orator and a master proselytiser. Her evangelical speeches can find deeper reserves in the most dour of Space Marines, and whip up religious fervour in the basest of hab-rats.

    [table=Sabine{HQ}..........65 points[/color]][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Dedicated Transport[/th]
    [tr][td=20%]

  • [*]Infantry, Independent Character
  • [/td][td=20%]

  • [*]1 Sabine
  • [/td][td=20%]

  • [*]Power Armour
    [*]Frag Grenades
    [*]Krak Grenades
    [*]Power Maul
    [*]Hand Flamer
    [*]Rosarius
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Stubborn
    [*]Acts of Faith
    [*]Instil Devotion
    [*]Furious Liturgy
  • [/td][td=20%]

  • [*]Rhino
    [*]Repressor
    [*]Immolator
  • [/td][/tr][/table]

    Transport: A transport option may be selected for the Sabine as long as the vehicle has enough space for her and her retinue.

    Retinue: At the start of the battle, a Sabine must attach herself to an allied (Battle Brothers or Allies of Convenience only) unit, treating them as a retinue. She becomes a member of that unit in every way. If the unit is wiped out, she becomes an Independent Character and may join other squads as normal.

    Wargear:

  • [*]She may replace her Hand Flamer and/or Power Maul with:[list]
    [*]a Boltgun with Sarissa for free
    [*]a Bolt Pistol for free
    [*]a Burning Brazier for +5 points
    [*]an Inferno Pistol for +10 points
    [*]a Plasma Pistol for +10 points
    [*]a Power Stake for +5 points
    [*]a Neuro Whip for +10 points
    [*]a Blazing Maul for +15 points
    [*]an Eviscerator for +20 points
    [*]a Blessed Weapon for +25 points
    [*]a Praesidium Protectiva for +10 points

  • [*]She may replace both her Hand Flamer and CCW with:

  • [*]a pair of Blessed Chainswords for +10 points
    [*]a pair of Hand Flamers (fire as two hand flamers, or as a flamer) for free[/color]
    [*]a pair of Bolt Pistols with Blessed Bolts for +5 points
    [*]a pair of Inferno Pistols for +20 points

  • [*]She may also purchase:

  • [*]Melta Bombs for +5 points
    [*]a Chaplet of Fire for +10 points
    [*]the Mantle of Ophelia for +15 points
    [*]An Aspiriate Cloak for +20 points
    [*]a Sacred Standard for +20 points

  • [/list]

    Instil Devotion: Such is the fire of the Sabine's rhetoric, the poignancy of her prose, that she can move the most jaded of veterans to tears. Any unit including a Sabine gains the Acts of Faith special rule, and the Sabine may join units of Allies of Convenience.

    Furious Liturgy: Spurring her allies on to greater acts of defiance, the Sabine pushes her cohorts into a frenzy. Any unit including a Sabine gains the Furious Charge special rule. In addition, they gain an additional attack in close combat.

    Praesidium Protectiva: This shield is said to contain a fragment of the Emperor's own armour. The Sabine's Invulnerable Save is increased to 3++ in close combat.

    Chaplet of Fire: This swaying symbol of the Ecclesiarchy contains an oil reservoir that constantly exudes thin, white smoke. The Sabine grants a 5++ Shield of Faith save to any unit she joins.

    ELITES
    Celestians:
    Add the following;
    Any Celestian in the squad may exchange her Bolter for a Heavy Chainsword for: Free

    Any Celestian armed with a Bolter may take one of the following:

  • [*]Sarissa: +2 points
    [*]Exterminator: +5 points

  • [table=Ophelian Choir/Pahalim][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Pahalim Superior[/td][td=8%]3[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]2[/td][td=8%]4[/td][td=8%]2[/td][td=8%]9[/td][td=8%]2+/3++[/td][/tr][tr][td=28%]Pahalim[/td][td=8%]3[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3(4)[/td][td=8%]2[/td][td=8%]3[/td][td=8%]1[/td][td=8%]8[/td][td=8%]2+/3++[/td][/tr][/table]

    The Pahalim are the guardians of the Sororitas. Nicknamed 'Ophelians' because it is so rare to see them away from their home on Ophelia VII, they stand guard with storm shield and bolter against the darkness. Pahalim are born, not trained, and only those who show unwavering fortitude and resilience are inducted into their number. They are marked out by their Aspiriate cloaks and blazing storm shields, and it is said that when battle is upon them their armour blazes with the power of their belief, turning aside weapons that would slay an Astartes outright.

    [table=Pahalim{Elites}..........125 Points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Dedicated Transport[/th][tr][td=20%]

  • [*]Infantry
  • [/td][td=20%]

  • [*]1 Pahalim Superior
    [*]4 Pahalim
  • [/td][td=20%]

  • [*]Bolter
    [*]Storm Shield
    [*]Aspiriate Cloak
    [*]Krak grenades
    [*]Inferno Grenades
    [*]Power Armour
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Acts of Faith
    [*]Mantle of Ophelia
  • [/td][td=20%]

  • [*]Immolator
    [*]Venator
    [*]Rhino
    [*]Repressor
  • [/td][/tr][/table]
    Options

  • [*]May be joined by up to 5 additional Pahalim: 23 points/model
    [*]May be joined by a Lelahelim: 20 points
    [*]Any model may swap her Bolter for:[list]
    [*]A Chainsword: Free
    [*]A Bolt Pistol: Free
    [*]A Hand Flamer: 2 points

  • [*]One model may carry a Simulacrum Imperialis: 20 point
    [*]Up to one in every five models may take:

  • [*]Storm Bolter: 3 points
    [*]Flamer: 5 points
    [*]Meltagun or Inferno Pistol: 10 points

  • [*]The Pahalim Superior may replace her Boltgun for:

  • [*]Storm Bolter: 3 points
    [*]Power Sword or Combi-Flamer, Combi-melta or Combi-plasma: 10 points
    [*]Condemnor Boltgun or Plasma pistol: 15 points

  • Mantle of Ophelia: This Act of Faith is used in the Movement Phase. Unlike most Acts of Faith, it lasts until the end of the player's next Movement Phase. The unit ignores any attacks from weapons whose Strength is 6 or above.

    [table=Ascetic Choir/Mehabelim][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Mehabelim Superior[/td][td=8%]4[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]4[/td][td=8%]3[/td][td=8%]10[/td][td=8%]5+[/td][/tr][tr][td=28%]Mehabelim[/td][td=8%]4[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]4[/td][td=8%]2[/td][td=8%]9[/td][td=8%]5+[/td][/tr][/table]

    Within the Orders of the Adepta Sororitas there are those who believe that the only way to expunge the stain upon their souls incurred by Vandire is to return to their origins on San Leor in their entirety. These are the Mehabelim, who have forsworn the usage of Imperial weapons and doctrine. They fight as the Daughters of the Emperor once fought, with blade and bow, clad in simple mail. Their faith is all the purer for their sacrifice.

    [table=Aescetics/Mehabelim {Elites}..........80 Points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][tr][td=20%]

  • [*]Infantry
  • [/td][td=20%]

  • [*]1 Mehabelim Superior
    [*]4 Mehabelim
  • [/td][td=20%]

  • [*]San Leor Blade
    [*]Longbow
    [*]Imperial Plate
    [*]Hymnal of Trust (Mehabelim Superior only)
  • [/td][td=20%]

  • [*]Pure Faith
    [*]Acts of Faith
    [*]Shield of Faith
    [*]Relentless
    [*]Sacrificial Purity
  • [/td][/tr][/table]
    Options:

  • [*]The unit may include up to 15 additional Mehabelim: 14 points/model
    [*]Up to one in every five models may take Condemnor stake ammunition: 5 points
    [*]One model may carry a Simulacrum Imperialis: 20 point

  • Pure Faith: Such is the example and purity of these ascetic Sororitas that they inspire those around them to greater acts of heroism. All units with a model within 6” of the Mehabelim choir gain a +1 bonus to activating Acts of Faith.
    Sacrificial Purity: A life of hardship and self-denial in Sisterhood spurs the faithful to everlasting glory. This Act of Faith is used in the Assault phase. Every model in the unit gains +1 to their Strength score for every casualty the unit has suffered (To a maximum of S10). If the unit has suffered ten or more casualties, their attacks also count as Power Weapons.

    [table=Daemonifuge Choir/Nurielim][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Wardmistress[/td][td=8%]4[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]3[/td][td=8%]3[/td][td=8%]10[/td][td=8%]3+[/td][/tr][tr][td=28%]Nurielim[/td][td=8%]4[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]3[/td][td=8%]2[/td][td=8%]9[/td][td=8%]3+[/td][/tr][/table]

    The Nurielim are in fact a tiny Order in their own right. They were created and trained in secret by Ephrael Stern, hidden from the prying eyes of the misguided Ordo Malleus who believe them to be daemonkin. They appear in times of need, guided by the witchery of the Black Library they call home. They are more than mere Sororitas – they are Daemonifuge.

    [table=Nurielim{Elites}.......... 105 Points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Dedicated Transport[/th][tr][td=20%]

  • [*]Infantry
  • [/td][td=20%]

  • [*]1 Wardmistress
    [*]4 Nurielim
  • [/td][td=20%]

  • [*]Chainsword
    [*]Bolter
    [*]Krak grenades
    [*]Frag Grenades
    [*]Power Armour
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Acts of Faith
    [*]Aura of Faith
    [*]Lightning Purge
  • [/td][td=20%]

  • [*]Immolator
    [*]Venator
    [*]Rhino
    [*]Repressor
  • [/td][/tr][/table]
    Options

  • [*]May be joined by up to 5 additional Nurielim: 20 points/model
    [*]May be joined by a Hospitaller: 20 points
    [*]The entire unit may exchange their Chainswords and Bolters for a Jump Pack and two Bolt Pistols (Count as twin-linked for shooting) for: 60 points.
    [*]Any model may swap her Bolter for:[list]
    [*]Bolt Pistol
    [*]Two models in every five may exchange a Chainsword or Bolt Pistol for:[list]
    [*]A hand flamer or Storm Bolter: 3 points
    [*]A flamer: 5 points
    [*]A Power Weapon or Meltagun: 10 points

  • [*]The Wardmistress may exchange her Bolter and/or Chainsword for:

  • [*]A Power Weapon: 10 points
    [*]A Plasma Pistol or Inferno Pistol: 15 points
    [*]An Eviscerator: 25 points

  • [/list]
    Lightning Purge: This Act of Faith is used in the Shooting phase instead of firing any weapons. Roll a d6 to determine the number of enemy units hit, starting with the closest to a maximum range of 18”. If the dice roll is higher than the number of enemy units in range, the additional shots are wasted. Each enemy unit hit takes 2d6 S2 hits. If the target unit has aligned to Chaos, the hits are at S4. If the target unit is a Daemon, the hits are S6.
    Aura of Faith: See Codex: Grey Knights. In addition, this ability affects the Armour Saves of models with a Chaos Mark.

    One Nurielim squad in the army may upgrade their Wardmistress to Ephrael Stern:[table=Ephrael Stern][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Ephrael[/td][td=8%]7[/td][td=8%]5[/td][td=8%]3[/td][td=8%]3[/td][td=8%]2[/td][td=8%]6[/td][td=8%]3[/td][td=8%]10[/td][td=8%]3+[/td][/tr][/table]

    Ephrael Stern was special even before she encountered the Keeper of Secrets Asteroth. Now the vessel for the collected knowledge of the Order of the Blessed Enquiry she knows everything there is to know about the daemons of slaanesh – including how to combat them. Granted special powers by this knowledge, she was hunted by the Ordo Malleus as a witch until after her second death she escaped to the Eldar's Black Library, where she turned her knowledge to good use. While she fled, she encountered heretics, seccesionists and the worst filth of the Chaos Space Marines, even spending some time in the gladiatorial pits of Commoragh's Wych cults - much to the disgust of the Archons whose Succubi she defeated.

    [table=Ephrael Stern.......... 105 Points][th]Unit Type[/th][th]Wargear[/th][th]Special Rules[/th][tr][td=20%]

  • [*]Jump Infantry (Unique)
  • [/td][td=20%]

  • [*]Power Sword
    [*]2 Bolt Pistols
    [*]Krak grenades
    [*]Frag Grenades
    [*]Power Armour
    [*]Jump Pack
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Acts of Faith
    [*]Aura of Faith
    [*]Seraphim Pistols
    [*]Melee Dodge
    [*]Lightning Purge
    [*]The Passion
    [*]Webway Slip
  • [/td][/tr][/table]
    Options

  • [*]Ephrael's squad may be made an HQ choice, making Nurielim squads Troops: 20 points
    [*]Ephrael's squad must exchange their Chainsword and Bolter for a Jump Pack and two Bolt Pistols for: 50 points
    [*]Ephrael may exchange her Power Sword for an Impaler (See Codex: Dark Eldar): free

  • Melee Dodge: Such is Ephrael's combat experience and agility that she can evade even the swiftest strikes. Her invulnerable save is increased to 4+ in close combat.
    The Passion: See Codex: Sisters of Battle
    Aura of Faith: See Codex: Grey Knights. In addition, this ability affects the Armour Saves of models with a Chaos Mark.
    Webway Slip: This Act of Faith may be used at the start of the Movement phase. Remove Ephrael's unit from play and place them in Reserve. They arrive automatically at the start of the player's next turn by Deep Striking, though they never suffer a Mishap, instead moving the minimum distance required to avoid the terrain, unit or board edge.

    TROOPS
    [table=Initiate Choir/Afrielim][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Erelim Superior[/td][td=8%]3[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]3[/td][td=8%]2[/td][td=8%]9[/td][td=8%]3+[/td][/tr][tr][td=28%]Afrielim[/td][td=8%]3[/td][td=8%]3[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]3[/td][td=8%]1[/td][td=8%]7[/td][td=8%]3+[/td][/tr][/table]

    While not as individually powerful as an Astartes Scout, the initiates of the Adepta Sororitas are invariably better equipped. Because they do not have to wait for a Black Carapace implant to mature, Sisterhood initiates can be equipped with power armour from the beginning of their careers. There are records of Sisters as young as fourteen serving on the battlefield, although in general the Sororitas prefer to protect their initiates until they are ready for frontline duty. In times of great need, however, the Initiates are formed into Afrielim squads, armed with Adjudicator pattern bolters and led into battle by veteran Sisters Militant.

    [table=Afrielim {Troops}..........110 Points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Dedicated Transport[/th][tr][td=20%]

  • [*]Unit Type
  • [/td][td=20%]

  • [*]1 Erelim Superior
    [*]9 Afrielim
  • [/td][td=20%]

  • [*]Adjudicator Boltgun
    [*]Frag Grenades
    [*]Krak Grenades
    [*]Power Armour
    [*]Rosarius (Erelim Superior only)
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Acts of Faith
    [*]Eternal Hope
  • [/td][td=20%]

  • [*]Rhino
    [*]Repressor
  • [/td][/tr][/table]
    Options

  • [*]The squad may be joined by up to 10 additional Afrielim: 10 Points/model
    [*]The squad may be joined by a Lelahelim: +20 points
    [*]One model may carry a Simulacrum Imperialis: 20 point
    [*]Any Afrielim may swap her Adjudicator Boltgun for:[list]
    [*]A Bolter: Free
    [*]A Bolt Pistol and Close Combat weapon: Free

  • [*]Up to one in every ten models may take a Special Weapon:

  • [*]Storm Bolter: 3 points
    [*]Hand Flamer or Flamer: 5 points
    [*]Meltagun: 10 points.

  • [*]Up to one in every ten models may take a Heavy Weapon:

  • [*] Heavy Bolter: 5 points
    [*]Multi-Melta: 10 points
    [*]Heavy Flamer: 20 points

  • The Erelim Superior may replace her Adjudicator Boltgun for:

  • [*]Storm Bolter: 3 points
    [*]Power Sword or Combi-Flamer, Combi-melta or Combi-plasma: 10 points
    [*]Condemnor Boltgun or Plasma pistol: 15 points
    [*]Eviscerator and Bolt Pistol: 25 points

  • [/list]

    Eternal Hope: This Act of Faith is used in the Movement Phase. Unlike most Acts of Faith, it lasts until the start of the player's next Movement Phase. The unit gains Regeneration (4+).

    [table=The Teacher][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th]
    [tr][td=28%]Seraphim Superior Elodie Lehava[/td][td=8%]4[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]4[/td][td=8%]2[/td][td=8%]9[/td][td=8%]3+[/td][/tr][/table]

    One Battle Sister squad in the army may exchange its Sister Superior for Elodie Lehava for 50 points.

    Special Rules
    Adepta Sororitas, Master of the Art, Seraphim, Faithful.

    Master of the Art: Sister Lehava is a veteran of many battles, and takes to the field primarily to test the mettle of those she seeks to recruit into the ranks of the Seraphim. Any squad of Battle Sisters she joins may exchange their bolters for twin Bolt Pistols and gain +1 to their Weapon Skill. The usual Special and Heavy Weapon options are replaced with the following;

    Up to two Sisters in every ten may exchange their Bolt Pistols for one of the following;

  • [*]Two Hand Flamers: +20 points
    [*]Two Inferno Pistols: +30 points


  • Seraphim: As a Seraphim, Sister Lehava grants her unit the ability to reroll Faith tests and failed Shield of Faith invunlerable saves.

    Wargear
    Power Armor, Faithborne and Purehope, Frag and Krak grenades

    Faithborne and Purehope: Twin relic Inferno Pistols that fire together with the following statline:
    Range 8" Strength 8 AP 1 Type: Pistol 2 Special: Twin-Linked.

    DEDICATED TRANSPORTS
    [table=Sororitas Repressor][th]Unit[/th][th]Bs[/th][th]FA[/th][th]SA[/th][th]RA[/th][tr][td=40%]Sororitas Repressor[/td][td=15%]4[/td][td=15%]11[/td][td=15%]11[/td][td=15%]10[/td][/tr][/table][table=Sororitas Repressor {Dedicated Transport}..........65 points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Transport Capacity[/th][tr][td=20%]

  • [*]Vehicle (Tank)
  • [/td][td=20%]

  • [*]1 Repressor
  • [/td][td=20%]

  • [*]Storm bolter
    [*]Pintle-mounted heavy flamer
    [*]Smoke launchers
    [*]Searchlight
    [*]Dozer blade
  • [/td][td=20%]

  • [*]Fire points: 6
    [*]Access Points: 3
    [*]Shield of Faith
  • [/td][td=20%]

  • [*]10 models
  • [/td][/tr][/table][list=1]
    [*]May upgrade storm bolter to:

  • [*]A Twin-linked Flamer: +5 points
    [*]A Twin-linked Meltagun: +10 points

  • [*]May take any of the following:

  • [*]a Searchlight: +1 point
    [*]a Hunter Killer missile: +1o points
    [*]extra armour: +15 points
    [*]a Siege Shield: +5 points

  • [/list]
    Siege Shield: A Repressor equipped with a siege shield automatically passes dangerous terrain tests.

    FAST ATTACK
    [table=Strike Choir/Israfim][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Israfim Superior[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]4[/td][td=8%]2[/td][td=8%]9[/td][td=8%]3+[/td][/tr][tr][td=28%]Israfim[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]4[/td][td=8%]1[/td][td=8%]8[/td][td=8%]3+[/td][/tr][/table]

    Canoness Minoris Severine of the Order of the Ebon Chalice was the first to equip Sisters Militant with the Eviscerators of fallen Repentia during the desperate Battle of Frater Signum. The Orkish dreadnoughts were proving resilient to the Sisters' bolters and meltagun, leading to the loss of many brave Sororitas to their assorted blades and crude weapons. The weapons of the Israfim have since been refined, but the tactics of engaging high-value enemy targets at knife range have not.

    [table=Israfim {Fast Attack}..........110 Points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Dedicated Transport[/th][tr][td=20%]

  • [*]Infantry
  • [/td][td=20%]

  • [*]1 Israfim Superior
    [*]5 Israfim
  • [/td][td=20%]

  • [*]Bolt Pistol
    [*]Chainstave
    [*]Krak Grenades
    [*]Frag Grenades
    [*]Power Armour
    [*]Hymnal of Martyrdom (Israfim Superior only)
  • [/td][td=20%]

  • [*]Acts of Faith
    [*]Deathbringer Assault
    [*]Shield of Faith
  • [/td][td=20%]

  • [*]Immolator
    [*]Rhino
    [*]Repressor
    [*]Venator
  • [/td][/tr][/table]
    Options:

  • [*]The unit may include up to 5 additional Israfim: 17 points/model
    [*]The unit may be joined by a Lelahelim: 20 points
    [*]One Israfim in every five may take a weapon from the following list:[list]
    [*]Storm Bolter: 3 points
    [*]Flamer: 5 points
    [*]Meltagun: 10 points

  • [*]One model may carry a Simulacrum Imperialis: 20 point
    [*]The Israfim Superior may replace her Chainstave for:

  • [*]Power Weapon or Inferno Pistol: 10 points

  • [*]The Israfim Superior may take Inferno Bolts: 5 points
    [/list]
    Deathbringer Assault: This Act of Faith is used in the Assault phase. The Israfim's attacks cause Instant Death.

    [table=Storm Choir/Ramielim][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th][tr][td=28%]Ramielim Superior[/td][td=8%]3[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]4[/td][td=8%]2[/td][td=8%]10[/td][td=8%]3+[/td][/tr][tr][td=28%]Ramielim[/td][td=8%]3[/td][td=8%]4[/td][td=8%]3[/td][td=8%]3[/td][td=8%]1[/td][td=8%]3[/td][td=8%]1[/td][td=8%]9[/td][td=8%]3+[/td][/tr][/table]

    The Ramielim bring the fury of the Emperor's thunder down upon their foes. Highly mobile, they pour a steady rain of bolt shells down upon their foes until all that remains is a smouldering wreck as their high-explosive ammunition conveys the Emperor's wrath.

    [table=Ramielim{Fast Attack}.......... 110 Points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Dedicated Transport[/th][tr][td=20%]

  • [*]Infantry
  • [/td][td=20%]

  • [*]1 Ramielim Superior
    [*]4 Ramielim
  • [/td][td=20%]

  • [*]Storm Bolter
    [*]Bolt Pistol
    [*]Krak grenades
    [*]Frag Grenades
    [*]Power Armour
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Acts of Faith
    [*]Divine Punishment
    [*]Rain of Death
  • [/td][td=20%]

  • [*]Immolator
    [*]Venator
    [*]Rhino
    [*]Repressor
  • [/td][/tr][/table]
    Options

  • [*]May be joined by up to 5 additional Ramielim: 15 points/model
    [*]May be joined by a Lelahelim: 20 points
    [*]One model may carry a Simulacrum Imperialis: 20 point
    [*]Any model may swap her Storm Bolter for:[list]
    [*]A Bolt Pistol: Free
    [*]A Combi-Flamer, Combi-Melta or Combi-bolter: 10 points
    [*]A Condemnor Boltgun: 15 points

  • [*]The Ramielim Superior may exchange her Bolt Pistol for:

  • [*]A Power Weapon: 10 points
    [*]A Plasma Pistol: 15 points

  • [/list]
    Divine Punishment: This Act of Faith is used in the Shooting phase. Any unit that must make a Leadership check of any sort due to shooting from the Ramielim must do so at a -3 penalty.
    Rain of Death: Such is the intensity of a Ramielim barrage that any unit that suffers at least one wound from their shooting must make a Pinning check.

    Aquila Hunter
    The Aquila Hunter started life as a field-retrofit by Arch-Confessor Groger of Ophelia VI. Groger wanted his personal transport to be capable of properly defending himself and his entourage in case of an attack by air pirates. He was a somewhat paranoid man. Unfortunately, the additional weapons systems proved too much weight for the aircraft's thrusters, and the original prototype was shot down by a krak missile fired by an untrained cultist during an inspection. An enterprising young Lexmechanic had seen the design specifications, however, and created a variant suited to 'instil the fear of the Emperor-Omnissiah in those gutless heretics', finding the Aquila's distinctive silhouette to be reason enough to create a true combat craft.

    An Aquila Hunter is a Fast Attack choice for a Space Marine, Imperial Guard or Sister of Battle army.

    [table=Aquila Hunter][th]Unit[/th][th]BS[/th][th]F[/th][th]S[/th][th]R[/th][tr][td=28%]Aquila[/td][td=8%]3[/td][td=8%]11[/td][td=8%]11[/td][td=8%]10[/td][/tr][/table]
    [table=Aquila {Fast Attack}..........130 points per model][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Transport Capacity[/th][tr][td=20%]

  • [*]Flyer (Hover Mode)
  • [/td][td=20%]

  • [*]1-3 Aquila Hunters
  • [/td][td=20%]

  • [*]Nose-mounted Heavy Bolter
    [*]4 Wing-mounted Tactical Bombs
    [*]2 Wing-mounted Hellstrike Missiles
    [*]Defensive Skyshard Bolter
    [*]Searchlight
  • [/td][td=20%]

  • [*]Scout
    [*]Deep Strike
  • [/td][td=20%]

  • [*]None
  • [/td][/tr][/table]
    [list=1]
    [*]Any Aquila Hunter may take any of the following:

  • [*]Flare/chaff Launcher: +10 points/model
    [*]Armoured Cockpit: +15 points/model
    [*]Illum Flares: +5 points/model
    [*]Distinctive Paint Scheme or Markings: +10 points/model

  • [*]Any Aquila may replace its Heavy Bolter with:

  • [*]A multilaser: +10 points/model
    [*]An Autocannon: +15 points/model

  • [*]Any Aquila may:

  • [*]Take 2 hunter-killer missiles: +10 points each
    [*]Exchange 4 Tactical Bombs for 2 Hellstrike Missiles: Free
    [*]Exchange 2 Hellstrike Missiles for a twin-linked Autocannon: Free
    [*]Exchange Skyshard Bolter for a Skyhunter Autocannon: +5 points

  • [/list]

    Defensive Skyshard Bolter: This weapon may fire at a different target to the other weapons mounted on the Aquila Hunter as long as they are within the firing arc of the Defensive turret.

    [table=weapons][th]Weapon[/th][th]Range[/th][th]Strength[/th][th]AP[/th][th]Type[/th]
    [tr][td=28%]Skyshard Bolter[/td][td=8%]36"[/td][td=8%]5[/td][td=8%]4[/td][td=8%]Heavy 3, Skyfire, Twin-linked[/td][/tr]
    [tr][td=28%]Skyhunter Autocannon[/td][td=8%]48"[/td][td=8%]7[/td][td=8%]4[/td][td=8%]Heavy 2, Skyfire[/td][/tr][/table]

    [b]HEAVY SUPPORT

    The Exalted Shrine of the Seraph is one of five surviving flying fortresses in the service of the Ecclesiarchy. It started out as a deep-sea fishing platform that floated above the waves on a bank of powerful anti-gravity generators. It has since been re-purposed and modified to become a sacred reliquary that holds the armour and wargear of Saint Lucia. The reliquary is heavily armoured, bristling with weapon-mounts and firing slits. Hymns blast out from the Shrine's many laud hailers, and the banners of holy icons flutter in its self-generated breeze as it surges through the air at the behest of a horde of fluttering cherubim and the power of six turbofan thrusters. Large enough to transport a full squad of Sororitas line warriors, and heavily armoured enough to give pause to the strongest anti-aircraft guns, the Exalted Shrine is truly a terrifying weapon of war.

    [table=Exalted Shrine of the Seraph][th]Unit[/th][th]BS[/th][th]F[/th][th]S[/th][th]R[/th][tr][td=28%]Exalted Shrine[/td][td=8%]4[/td][td=8%]14[/td][td=8%]14[/td][td=8%]13[/td][/tr][/table]
    [table=Exalted Shrine of the Seraph............... 290 points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][th]Transport Capacity[/th][tr][td=20%]

  • [*]Vehicle (Skimmer)
  • [/td][td=20%]

  • [*]1 Exalted Shrine
  • [/td][td=20%]

  • [*]8 pintle-mounted Storm Bolters
    [*]Smoke launchers
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Deep Strike
    [*]Aerial Assault
    [*]Ceramite Shielding
    [*]Icon of Devotion
    [*]Rapid Deployment
  • [/td][td=20%]

  • [*]20 Models
  • [/td][/tr][/table]
    [list=1]
    [*]Replace any Storm Bolter with:

  • [*]Hunter-killer Missile: Free
    [*]Heavy Flamer: +15 points
    [*]Meltagun: +5 points

  • [*]May take any of the following:

  • [*]extra armour: +15 points
    [*]Searchlight: +1 point

  • [/list]

    Transport: The Exalted Shrine may carry infantry and Jump Infantry, although the latter takes up two spaces per model. The Exalted Shrine may carry multiple squads up to its maximum transport capacity. It may not carry vehicles or monstrous creatures.

    Icon of Devotion: All models carried by or capable of drawing line of sight to the Exalted Shrine may re-roll Faith tests, gaining a +1 bonus to the roll on the second attempt only.

    Rapid Deployment: The Exalted Shrine counts as being open-topped for disembarking, and is treated as having 10 fire points. In addition, any model being transported by the Exalted Shrine counts as being Relentless.

    [table=The Techie][th]Unit[/th][th]WS[/th][th]BS[/th][th]S[/th][th]T[/th][th]W[/th][th]I[/th][th]A[/th][th]Ld[/th][th]Sv[/th]
    [tr][td=28%]Retributor Superior Rayya Two-sixty[/td][td=8%]3[/td][td=8%]4[/td][td=8%]3[/td][td=8%]4[/td][td=8%]2[/td][td=8%]4[/td][td=8%]2[/td][td=8%]9[/td][td=8%]3+[/td][/tr]
    [tr][td=28%]Loader-Maintenance Servitor[/td][td=8%]3[/td][td=8%]3[/td][td=8%]3 (6)[/td][td=8%]3[/td][td=8%]1[/td][td=8%]3[/td][td=8%]1[/td][td=8%]8[/td][td=8%]4+[/td][/tr][/table]

    Retributor Sister Rayya is a Heavy Support choice for a Witch Hunters army..................................... {90 points}

    Sister Rayya Two-sixty was a junior adept in the Adeptus Mechanicum when she had a vision from the Emperor-Omnissiah, directing her to abandon her work and flee the Forge World with only that which she could carry. Interpreting this somewhat liberally, she actually fled with everything that she and her two Servitors, 'mother' and 'father' could carry - which turned out to be quite a lot. She alighted on the Shrine World of Hagia just in time to recieve news that her home had been subsumed by Orks mere days after she had left.
    Lost and alone in a strange city on a strange world, her first instinct was to find fellow adepts. The Emperor-Omnissiah stepped in, however, and the only red robes she saw were those of a proselytising squad from the Order of our Martyred Lady. The young tech-adept stopped and listened. Their words set her quartz timekeepers quivering, made her augmentations tingle.
    Following the Sisters to their convent, following the Emperor-Omnissiah's guidance, she sought sanctuary within. She shared her story with the Sisters that night, and they aided her with interpreting her visions. Sister Rayya isn't quite a Living Saint - though a few more miracles and that may change - but she is certainly blessed by the Emperor, and the Sisters are certainly happy to fight by her side.

    A Tarantula can be 'packed up' in the movement phase, in which case it becomes mobile, but cannot shoot until it is 'unpacked' in a subsequent shooting phase. It may begin normal firing during the next player turn.
    A Tarantula begins the game 'unpacked'.

    Unit:

  • [*] 1 Sister Rayya Two-sixty
    [*] 2 Loader-Maintenance Servitors
    [*] 0+ Helena-pattern Tarantula Sentry Guns


  • Special Rules
    - Sister Rayya Two-sixty

  • [*]Adepta Sororitas,
    [*]Master of the Armoury,
    [*]Enrage Machine Spirit,
    [*]Sister of Steel

  • - Loader-Maintenance Servitor

  • [*]Mindlock

  • - Helena-pattern Tarantula Sentry Gun

  • [*]Firing Modes


  • Master of the Armoury: While Rayya has cast off her political ties to the Mechanicum, for no Sister may serve two masters, she retains much of the knowledge she gained there. As long as she has at least one Loader-maintenance Servitor in her unit, she counts as having the Blessings of the Omnissiah special ability (See Codex: Space Marines page 71). She and her Loader Servitors may move freely, so long as they retain coherency with any surviving Helena-pattern Tarantulas in her unit.

    Enrage Machine Spirit: One of Sister Rayya's remaining upgrades is a Noospheric uplink that allows her to maintain contact with the Order's nearby vehicles. Any vehicle within 12" of Sister Rayya gains the Power of the Machine Spirit special rule (Codex: Space Marines page 81).

    Sister of Steel: Being partially rebuilt, Sister Rayya retains many bionic upgrades. She enjoys a +1 bonus to her Toughness score (included in profile). In addition, should she die, she may roll a D6 at the start of the next Sisters turn. On a roll of 6+, she stands back up with a single wound.

    Fire-linked Signum: This arcane device may be used in the Shooting Phase instead of firing a weapon. Choose a target Sister Rayya has Line of Sight to. All Helena-pattern Tarantula Sentry Guns in the unit must immediately fire at that target, using Sister Rayya's Ballistic Skill of 4. This over-rides the Tarantula's normal Target Priority programming.

    Mindlock: See Codex: Space Marines page 71. Sister Rayya counts as a Techmarine for the purposes of auto-passing the test.

    Firing Modes: See IA8 (Raid on Kastorel Novem) page 102.

    Wargear
    - Sister Rayya Two-sixty

  • [*]Power Armor,
    [*]Bolter,
    [*]Fire-linked Signum

  • - Loader-Maintenance Servitor

  • [*]Carapace Armour,
    [*]Servo Arm

  • - Helena-pattern Tarantula Sentry Gun

  • [*]Twin-linked Heavy Bolter with Blessed Ammo


  • Options

  • [*]May take up to 3 additional Loader-Maintenance Servitors: +15 points/model
    [*]Up to 2 Loader-Maintenance Servitors may echange their Servo Arms for: a Heavy Bolter with Blessed Ammo (+15 points/model), a Multi-melta (+20 points/model), a Heavy Flamer (+10 points/model)
    [*]May take up to 5 Helena-pattern Tarantulas: +30 points/model
    [*]Any Helena-Pattern Tarantula may replace its twin-linked Heavy Bolters for a Twin-linked Multi-melta (+10 points/model), or a twin-linked Lascannon (+15 points/model)



  • Infernus Assault Vehicle Squadron
    [table=Infernus Assault Vehicle][th]Unit[/th][th]BS[/th][th]F[/th][th]S[/th][th]R[/th][tr][td=28%]Infernus Assault Vehicle[/td][td=8%]4[/td][td=8%]13[/td][td=8%]12[/td][td=8%]11[/td][/tr][/table]
    [table=Infernus Assault Vehicle.......... 75? points][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][tr][td=20%]

  • [*]Vehicle (Tank)
  • [/td][td=20%]

  • [*]1-3 Infernus Assault Vehicles
  • [/td][td=20%]

  • [*]Two Heavy Flamer Sponsons
    [*]Smoke launchers
    [*]Searchlight
    [*]Dozer Blade
  • [/td][td=20%]

  • [*]Cleansing flame
  • [/td][/tr][/table]
    [list=1]
    [*]Replace sponson armaments with:

  • [*]heavy bolters with blessed ammunition: +5 points
    [*]multi-meltas: +15 points
    [*]a single, dorsal inferno cannon: +20 points

  • [*]May take any of the following:

  • [*]a pintle-mounted storm bolter: +10 points
    [*]a hunter-killer missile: +10 points
    [*]laud hailers: +10 points
    [*]a holy icon: +10 points
    [*]extra armour: +15 points
    [*]holy promethium: +15 points
    [*]extra armour: +15 points
    [*]improved sensorium: +15 points

  • [/list]

    Improved Sensorium The vehicle may fire one weapon at a different target to all other weapons equipped.

    APOCALYPSE
    [table=Laevantine Super-heavy Tank][th]Unit[/th][th]BS[/th][th]F[/th][th]S[/th][th]R[/th][th]Structure Points[/th][tr][td=28%]Laevantine[/td][td=8%]4[/td][td=8%]14[/td][td=8%]13[/td][td=8%]11[/td][td=18%]3[/td][/tr][/table]

    Laevantine-pattern super heavy tanks are a rare breed. Each one is salvaged and crafted from an Imperial Baneblade that has been destroyed in the line of duty against the forces of Chaos, recaptured, consecrated and gifted to a Holy Order of the Adepta Sororitas. They are as much shrine as weapon, each one blessed and sanctified, crewed by Sisters and honoured by saints.

    The tanks were named after the Baneblade Laevantine, which was wounded in the defence of the shrine-world Lorus against the daemon hordes of the Masque. Its corpse provided cover for the Grey Knight Purifiers who held the last loyal city of the planet and refused to leave it to burn in Exterminatus our of gratitude for its loyal service even after death. The restored Laevantine was gifted to the Order of the Ebon Chalice as restitution for a certain incident.

    [table=Laevantine Super-heavy Tank.......... 500 points per model][th]Unit Type[/th][th]Unit Composition[/th][th]Wargear[/th][th]Special Rules[/th][tr][td=20%]

  • [*]Vehicle (Tank, super-heavy)
  • [/td][td=20%]

  • [*]1 Laevantine super-heavy tank
  • [/td][td=20%]

  • [*]Turret-mounted Inferno Gun
    [*]Turret-mounted Tri-Melta
    [*]Hull-mounted Hellstorm Breaching Cannon with turret-mounted twin-linked Heavy Flamer
    [*]Two Sponsons with twin-linked Heavy Flamer and turret-mounted Inferno Cannon
    [*]Holy Icons
    [*]Laud Hailers
    [*]Smoke launchers
  • [/td][td=20%]

  • [*]Shield of Faith
    [*]Rolling Flame
  • [/td][/tr][/table]
    [list=1]
    [*]Replace any twin-linked heavy flamer with:

  • [*]Twin-linked multi-meltas: +10 points
    [*]Twin-linked heavy bolter with Inferno Bolts: Free

  • [*]May take any of the following:

  • [*]Exchange Sponsons for Side Armour 14
    [*]An additional sponson with twin-linked Heavy Flamer and turret-mounted Inferno Cannon: +50 points
    [*]a pintle-mounted storm bolter: +10 points
    [*]a hunter-killer missile: +10 points
    [*]extra armour: +15 points

  • [/list]

    Inferno Gun: See Warhound entry in Warhammer 40,000: Apocalypse. Primary Weapon.

    Hellstorm Breaching Cannon: A massive ordnance weapon that fires shells filled with burning acid, this pot-bellied cannon can break through most fortifications.

    [indent]Range: 24" Strength: 10 AP: 3 Special: Heavy 1, large blast, Ordnance, Ignores cover[/indent]

    Tri-melta:A rare weapon otherwise seen only on the Throne of Judgement, the Tri-melta is even more effective than its single- and double-barelled counterparts.

    [indent]Range: 24" Strength: 8 AP: 1 Special: Heavy 2, Twin-linked, Melta[/indent]

    Inferno Cannon: See Hellhound entry in Codex: Imperial Guard

    Holy Icon: Friendly units within 12" may reroll failed Faith tests, and gain a +1 bonus to their Leadership score (maximum Ld 10)

    Laud Hailer: Any model within 12" that passed a Faith test on an unmodified roll of a 6 grants an additional Faith Point to the army.

    Inferno Bolts: Always wound on a 4+ against models with T5 or higher.

    Rolling Flame: Any enemy model attempting to make a Death or Glory attack against the Laevantine is hit by d3 S5 AP4 hits that ignore cover. If the model dies, it may not Death or Glory.

    This message was edited 1 time. Last update was at 2012/09/29 14:08:55




    "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. 
       
     
    Forum Index » 40K Proposed Rules
    Go to: