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Sisters of Battle Fandex/Expandex: 34 (!!) New Units For The Adepta Sororitas (now in PDF)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Preacher of the Emperor






34 new units in every FOC slot, from 3-point Frateris Rabble (Troops) to the 3,000-point mobile Battle Chapel (Apocalypse Only, for heaven's sake). 18 new pieces of wargear, from Sororitas Bikes to Order Relics. 16 months of work, including at least 25 threads on this forum with literally hundreds of comments from more helpful Dakkafolkk than I can count. Please take this 'dex and do with it as you will, because none of the IP is mine: If I've got any rights to this work whatsoever, I resign them to GW (and pray they'll include some of these ideas in the next official codex).

[Click here for the 'dex in easy-to-download, easy-to-print PDF form]

***

IN BRIEF
Spoiler:

What follows is every unit and wargear item that I wrote for the Sisters that survived the incisive review of Dakka commenters. (Yes, there're even more units that didn't make the cut). This is not a fandex in the traditional sense: I'm not trying to replace the current digital codex -- which is frankly pretty good -- but to build on it. You can pick and choose units you like, and they'll be fully compatible with the existing 'dex. You can Or you adopt the whole thing and turn the Adepta Sororitas from a solid but narrow army list into something as diverse as Codex:Space Marines, without losing the Sisters' unique character as an army that's all about buffs, not beatsticks.

What does this "expandex" add to Codex:Adepta Sororitas?
- Canoness awesomeness: new wargear & upgrades
- New HQs: Palatine, Chorister (Sister w/ War Hymns), Ecclesiarchy Confessor & Missionary, Repentia Champion, and two Special Characters
- Troops: naive Sororitas Novices & expendable Frateris Rabble
- Elites: infiltrating Vigils, jump-pack-and-power-weapon Principalities, Repentia Veterans (characters, not a squad), & Penitent Abhumans
- Scouts: Sororitas Bikers (Thrones) & Lucifer Scout Tank (Hellhound lite)
- Fliers: BS:4 Save 6++ versions of Valkyrie, Vendetta, & Avenger
- Tanks: BS:4 Sv:6++ versions of Predator Infernus & Baneblade variants
- Exorcist Options: alternative warheads, manportable, artillery, & airborne
- Avenger Bolt Cannon: now on a tank (a Sororitas-style Vindicator) & artillery
- Assault Vehicles: open-topped Deliverer & Hussite; superheavy Storm Queen & Battle Chapel
- Drop Pods so you don't have to ally in bloody Marines
- Super-heavy walkers: deep-striking Knight Angelus & suicidal Penitent Titan
- and Frateris Bikers, who actually count as Cavalry.

In fact, there are Ecclesiarchy units in every FOC slot: Confessor & Missionary (HQ), Frateris Rabble (Troops), Penitent Abhumans (Elites), Frateris Bikers (Fast Attack), and Frateris Hussite (Heavy Support). Add the existing Preacher (free HQ) and Penitent Engine (Heavy Support), and you have an eight-unit mini-dex comparable to the Skitarii or Cult Mechanics.

There are too many people to thank here, but I want to give particular credit Ovion, whose unit design methodology was my starting point for costing units.



*

WARGEAR SUMMARY
Costs & abbreviated rules for every new item of wargear
Spoiler:

Weapons:
Exorcist Missile Pod: 15 pts. One shot, may take Alternative Exorcist Ammo (see below).

Special Issue:
Blessed Armour: 35 pts. 2+ Save, 1 Warp Die for Deny The Witch only.
Praesidium Protectiva: 25 pts. 3++ Save, +1 to Deny The Witch.
Purity Seals: 15 pts. 1 Warp Die for Deny The Witch only.
Sororitas Bike: 30 pts for characters. Hit & Run, Scout.
War Hymnal: 20 points. Bearer can use War Hymns.
Book of Acts: 15 pts. Unlocks alternative Acts of Faith:
- Divine Wind: Shoot & Run in same phase.
- Prophetic Warning: Overwatch at full BS.
- The Whole Armour of Faith: Normal save becomes invulnerable.
- The Quick and the Dead: +2 Initiative in Assault.

Vehicle Equipment:
Alternative Exorcist Ammunition: free. Switch profile to one of
- Flaming Halo: 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy D6
- Falling Angel: 60" S:7 AP:3 Skyfire, Heavy D6
- Infinite Mercy: 72" S:6 AP:3 Heavy D6
Armoured Pulpit: 25 pts. 6" War Hymns bubble if Priest embarks.
Fire Gargoyles: 15 pts. D6 S5 AP4 hits on first charging enemy.
Holy Icon: 20 pts. +1 to Leadership for all units in 6".
Holy Light: 25 pts. Assault vehicles only. Assault grenades plus Blind.
Holy Promethium: 10 pts. Flamer weapons gain +1 Strength.

Order Relics:
Canoness only. One per Major Order.
Grail of Ages: 60 pts. +1 S to Canoness & Celestians. Units in 12" reroll failed AOF.
Skull of Vandire: 60 pts. Fearless Canoness. FNP (5+) for Repentia in 12".
Shroud of Silvana: 60 pts. Blind. Units in 12" reroll failed Ld. Seraphim in 12" also add +1 to Ld.
Broken Halo: 75 pts. Power Axe. Canoness, her squad, & Battle Sisters in 12" have Hatred.
Fury's Fire: 60 pts. Meltagun w/ Ignore Cover & Gets Hot. Canoness, her squad, & Dominons in 12" may run & shoot in same phase.
The Light Undying: 60 pts. Night Vision & Twin-Linked for Canoness, her squad, & all Retributors in 12".


UNIT SUMMARY
Profiles, point costs, and key rules/wargear for every new unit
Spoiler:

HQs:
Minerva: 200 points for Canoness stats plus Reserve roll manipulation, Scout for her unit & 1 other unit, & hella wargear
Jehanne: 170 points for Canoness stats plus Zealot and a brutal weapon
Palatine: 35 ppm for WS:5 BS:5 S:3 T:3 W:2 I:4 A:2 Ld:10 Sv:3+/6++
Chorister: 45 ppm for WS:4 BS:4 S:3 T:3 W:1 I:3 A:2 Ld:9 Sv:3+/6++ War Hymns, Zealot
Repentia Champion: 90 ppm for WS:5 BS:4 S:3 T:3 W:3 I:3 A:3 Ld:9 Sv:-/6++ Feel No Pain (4+), Shred
Confessor: 85 ppm for WS:4 BS:4 S:3 T:3 W:3 I:3 A:3 Ld:9 Sv:5+/4++ War Hymns, Zealot, army-buffing upgrade options
Missionary: 70 ppm for WS:4 BS:4 S:3 T:3 W:2 I:3 A:3 Ld:8 Sv:5+/4++ War Hymns, Zealot

Troops:
Novice Squad: 8 ppm for WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:4+/6++ Sisters in 6" reroll failed Morale
Frateris Militia: 3 ppm for WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Rage, numerous stat and weapon upgrade options

Dedicated Transports:
Chariot of Fire: 75 ppm for BS:1 Armour:12/12/10 HP:3 Chariot, Furious Charge, TL flamer, DT option for Confessors & Missionaries only
Frateris Technical: 30 ppm for BS:3 Armour:10/10/10 HP:3 Fast, Open-Topped, Transports (12 models), DT option for Frateris
Dominica-Pattern Drop Pod: 40 ppm for BS:2 Armour 12/12/12 HP:3 with a Heavy Flamer standard

Elites:
Repentia Veteran: 45 ppm for WS:4 BS:4 S:3 T:3 W:2 I:3 A:3 Ld:9 Sv:-/6++ Feel No Pain (5+), Shred, Character
Principality Squad: 30 ppm for WS:4 BS:4 S:3 T:3 W1: I:3 A:2 Ld:9 Sv:3+/3++ jump pack, power weapon, & storm shield
Vigil Squad: 25 ppm for WS:3 BS:4 S:3 T:3 W:1 I:4 A:1 Ld:9 Sv:3+/6++ Infiltrate, Stealth, weapons TL if not moving
Penitent Abhumans: 30 ppm for WS:3 BS:3 S:4 T:4 W:2 I:2 A:3 Ld:5 Sv:6+ Furious Charge, Rage, Hammer of Wrath, Stubborn

Fast Attack:
Throne Squad: 23 ppm for WS:3 BS:4 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:3+/6++ Bikes, Hit & Run, Scout
Lucifer Scout Tank: 145 ppm for BS:4 Armour:11/11/10 HP:3 Sv:6++ Fast, Scout, Melta Cannon (may upgrade to Inferno Cannon)
Sororitas Valkyrie: 160 ppm for BS:4 Armour:12/12/10 HP:3 Sv:6++ Flyer, Hover, Transport (12 models)
Victoria (Sororitas Vendetta): 185 ppm for BS:4 Armour:12/12/10 HP:3 Sv:6++ Flyer, Hover, Transport (6 models), triple TL multi-meltas
Frateris Bikers: 10 ppm for WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+ Cavalry (NOT Bikes), Rage, Hit & Run

Heavy Support:
Sororitas Predator (Infernus): 100 ppm for BS:4 Armour:13/11/10 HP:3 Sv:6++ Flamestorm Cannon or Magna-Melta
[b]Vindicta Assault Gun (Sororitas Vindicator)
: 115 ppm for BS:4 Armour:13/11/10 HP:3 Sv:6++ Avenger Bolt Cannon
Sororitas Artillery: 75 ppm for Avenger Bolt Cannon (upgrade to Exorcist Missile Launcher) w/ two Retributor crew
Virago Exorcist Missile Carrier: 175 ppm for BS:4 Armour:12/12/10 HP:3 Sv:6++ Flyer, Hover, Exorcist Missile Launcher
Sororitas Avenger Strike Fighter: 225 pm for BS:4 Armour:12/11/10 HP:2 Sv:6++ Avenger Bolt Cannon
Deliverer Assault Ark: 150 ppm for BS:4 Armour: 14/13/12 HP:4 Open-Topped, Transport (12 models), DT option for Celestians & Repentia
Frateris Hussite: 120 ppm for BS:3 Armour:13/12/11 HP:4 Open-Topped, Transport (20 models), up to 10 weapons, DT option for Frateris

Ladies of War:
Storm Queen (Sororitas Stormlord): 530 ppm for BS:4 Armour:14/13/12 HP:9 Sv:6++ Vulcan Mega Bolter, Transport (40 models), may take army-buffing minaret
Flameblade (Sororitas Baneblade): 575 ppm for BS:4 Armour:14/13/12 HP:9 Sv:6++ Inferno Gun, Magna-Melta
Fire Sword (Sororitas Shadowsword): 505 ppm for BS:4 Armour:14/13/12 HP:9 Sv:6++ Melta Cannon
Knight Angelus: 525 ppm for WS:4 BS:4 S:10 Armour:13/12/12 I:4 A:3 HP:6 Reaper Chainsword, flaming jump jets, Deep Strike
Penitent Titan: 775 ppm for WS:4 BS:2 S:10 Armour:14/13/12 I:2 A:2 HP:9 Titanic Eviscerator (D weapon), gets stronger as it loses HP

Apocalypse only:
Ecclesiarchy Battle Chapel: 3,000 ppm for BS:4 Armour 14/14/13 HP:27 Save:6++ Assault Vehicle, Transport (150 models), Vulcan Mega Bolter, Melta Cannon, Inferno Gun, & 7 Vortex Missiles



***


*WARGEAR*

*

WEAPONS

Spoiler:

Add to Ranged Weapons List:
- Hand Flamer: 5 pts
(the rules for this weapon are in the main rulebook)

Add to Heavy Weapons List:
- Exorcist Missile Pod: 15 points

Exorcist Missile Pod: 15 points
The Exorcist Missile Launcher is a venerable and beloved weapon, but there are never enough to go around. So the Sisterhood has found ways to jury-rig its sacred missiles to be fired one at a time from launch rails or even from the armored shoulder of a single Battle Sister.
An Exorcist Missile Pod counts as a choice from the Heavy Weapons List for Adepta Sororitas units. It is also available on some vehicles.
Each unit that has Exorcist Missile Pods must choose one of the following profiles for all its pods:
Fiery Hammer: 48" S:8 AP:1 Heavy 1, One Use Only
Flaming Halo: 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy 1, One Use Only
Falling Angel: 60" S:7 AP:3 Skyfire, Heavy 1, One Use Only
Infinite Mercy: 72" S:6 AP:3 Heavy 1, One Use Only


*

SPECIAL ISSUE WARGEAR

Spoiler:

add to Special Issue Wargear list:
Blessed Armour: 35 points
Praesidium Protectiva: 25 points
Purity Seals: 10 points
Sororitas Bike: 30 points
War Hymnal: 20 points
Book of Acts: 15 points

Blessed Armour: 35 points
Only a Canoness of the Adepta Sororitas may wear such a suit of sacramental power armour, handed down from the earliest days of the Sisterhood and elaborately consecrated by the Ministorum. Blessed armor not only provides superior protection against physical threats but inspires the faithful to resist the trickeries of the Warp.
A character in Blessed Armour has a 2+ save and generates 1 Warp Die in the opposing side's psychic phase, usable for Deny The Witch rolls only.

Praesidium Protectiva: 25 points
Commanders of the Adepta Sororitas often carry these elegant, arcane shields made ages ago of mysterious materials, said by the faithful to include a shard of the God-Emperor's own battle armour. Proof against bullets, blasts, and blows, its very presence steels the Sisters' willpower against witchcraft.
A character with a Praesidium Protectiva gains a 3++ invulnerable save. A character with Praesidium Protectiva may never gain the +1 Attack bonus for having two close combat weapons.
In addition, the character and her unit gain a +1 bonus to all Deny The Witch rolls.

Purity Seals: 10 points
Purity Seals are a wargear option for any character from the Forces of the Imperium factions, excepting Repentia Champions and Veterans.
Against the whispers of the warp and the maledictions of the witch, a purity seal can be more effective than any physical armour. When soldiers see their leaders adorned with such testimonies to their spiritual purity, it strengthens the resolution of the entire army.
Each model with a Purity Seal adds one die to its side's Warp Charge pool during the opposing side's Psychic Phase only. This die may only be used to Deny The Witch.

Sororitas Bike: 30 points
With lighter weapons and much lighter riders than their Marine counterparts, Sororitas bikes can maneuver nimbly through rough terrain, scouting far ahead of the main force to stage lightning strikes against vulnerable targets.
A model mounted on a Sororitas Bike gains the Bike unit type. In addition:
- A unit all of whose models are mounted on Sororitas Bikes gains the Hit & Run and Scout special rules.
- A model mounted on a Sororitas Bike automatically passes Dangerous Terrain tests.
- A Sororitas bike is armed with a storm bolter (not twin-linked boltguns as on an Astartes bike).

War Hymnal: 20 points
A Canoness and her Palatines inspire intense devotion in their Battle Sisters, leading them from the fore whilst reciting the great hymns of the Ecclesiarchy.
A character with a War Hymnal gains the War Hymns special rule.


Book of Acts: 15 points
Reciting the miraculous acts of Imperial saints, the leaders of the Sororitas can inspire their Sisters to perform feats beyond their regular training.
When the character with the Book of Acts or the squad she has joined attempts an Act of Faith, she or they may attempt one of the Acts below instead of their regular Act from Codex:Adepta Sororitas. The Book does not grant an additional use of Acts of Faith.
Divine Wind: Borne as on eagles' wings, the Sisters rush forward firing with uncanny speed, accuracy, and grace.
This Act may be used in the Shooting Phase. If successful, the unit may both Run and shoot in this phase, in either order (i.e. shoot, then run; or run, then shoot). A unit cannot use this Act and fire any Heavy weapons in the same phase unless it is also Relentless.
Prophetic Warning:As if forewarned, the Sisters calmly turn their weapons on charging foes and cut them down.
This Act may be used whenever an enemy declares a charge against the unit with the book, immediately before resolving Overwatch.* If successful, the unit may fire overwatch at its normal Ballistic Skill. A unit that cannot fire Overwatch cannot attempt this Act.
The Whole Armour of Faith: The Sisters steel themselves both spiritually and physically against the unbelievers' blows.
This Act may be used whenever an enemy attacks the unit with the Book, immediately before the enemy rolls to hit.* If successful, all models in the unit gain an invulnerable save equal to their normal armour save for the remainder of the phase.
The Quick and the Dead: The Sisters slice through their enemies with miraculous speed.
This Act may be used in your Assault Phase, immediately before a unit charges.* If successful, every model in the unit adds +2 to its Initiative.
* These Acts are exceptions to the normal rule that units can only attempt Acts before they move, shoot, run, or strike blows.


*

VEHICLE EQUIPMENT

Spoiler:

Add to Adepta Sororitas Vehicle Equipment List:
Alternative Exorcist Ammunition: free
Armoured Pulpit: 25 points
Fire Gargoyles: 15 points (45 points for Super-Heavy vehicles)
Holy Icon: 10 points
Holy Light: 25 points
Holy Promethium: 10 points (30 points for Super-Heavy Vehicles & Walkers)


Alternative Exorcist Ammunition: free
While the principal role of the Exorcist remains that of tank-killer and monster-hunter, the adaptable Adepta Sororitas -- with lavish Ecclesiarchal funding -- have sponsored the rediscovery of alternative missiles that let the Sisterhood's sole artillery weapon play multiple roles. Most common among them are the "Flaming Halo," a heavy fuel-air-explosive warhead for purging medium infantry; "Falling Angel," which trades a smaller warhead for more fuel and better targeting; and "Infinite Mercy," which trades weight of explosive for fuel to extend the range.
Any Sororitas unit armed with an Exorcist Missile Launcher may replace its standard ammunition with one of the alternatives below. This substitution costs no points, but it changes the weapon's profile completely: The launcher's complex system of tubes doesn't allow for switching ammo types mid-battle!
You must make clear before deployment whether any given Exorcist Missile Launcher is using alternative ammunition. If you fail to do so, you must use the standard profile.
Flaming Halo: 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy D6
Falling Angel: 60" S:7 AP:3 Skyfire, Heavy D6
Infinite Mercy: 72" S:6 AP:3 Heavy D6

Armoured Pulpit: 25 points
Devout mechanics have converted one of this vehicle's cupolas or hatches into a heavily armoured pulpit from which a preacher can deliver inspiring, terrifying, and massively amplified sermons over the roar of battle.
If a character with the War Hymns special rule is embarked on a vehicle with an armored pulpit, he may attempt "The Emperor Protects" and the "Righteousness of the Emperor" hymns. If successful, the Hymn affects one friendly unit within 6" of the vehicle, as if the character were part of that unit.
If an Armoured Pulpit is bought for a vehicle that is not a Transport, it gains the ability to transport a single character.

Fire Gargoyles: 15 points (45 points for Super-Heavy vehicles)
When Battle Sisters first saw Imperial Guard tank crews defending their vehicles with jury-rigged fire barrels, the Sisters sang hymns of joy -- and, being Sisters, proceeded to make an even fierier version that pours blessed promethium from cunningly wrought gargoyles.
The first time an enemy unit attempts to charge a vehicle with Fire Gargoyles, that unit suffers D6 randomly allocated Strength 5 AP4 hits.

Holy Icon: 20 points
Looming literally larger than life, these images of Imperial eagles, emblems, and long-dead saints look sternly down on today's combatants as if forbidding them to waver for an instant.
Any unit within 6" of a vehicle with a Holy Icon adds +1 to its Leadership for all tests, including Morale, Pinning, Regrouping, and Acts of Faith. The effects of multiple Icons do not add.

Holy Light: 25 points
As the massive war machine crashes into the enemy lines, its gilded armour gleaming and its sacramental spotlights blazing, the eyes of the evildoers are dazzled by a pure white light and their ears fill with celestial music. Then the faithful charge out of the vehicle and rip them apart.
Assault vehicles only (including open-topped vehicles). When a unit charges out of a transport with Holy Light, it counts as having assault grenades and inflicts a Blind attack on all enemies it is charging, resolved at Initiative 10.

Holy Promethium: 10 points (30 points for Super-Heavy Vehicles & Walkers)
Sororitas vehicles often carried sanctified promethium for their flamer weapons, which burns brighter and more lethally than secular fuel.
If a model is equipped with Holy Promethium fires, then any flamer weapons it has -- specifically, any flamer, heavy flamer, flamestorm cannon, inferno cannon, or inferno gun -- gains +1 Strength.


*

ORDER RELICS
Spoiler:

The most powerful relics of the Adepta Sororitas are the particular treasures of the six Major Orders. Each has its one artifact of its founder, wrapped in myth and mystery, which trembling hands only take to war in times of direst need.
One Canoness per detachment may take one of the following, in addition to any Ecclesiarchy Relic she may be carrying:

Grail of Ages : 60 points
The Grail of Ages is the relic that gives the Order of the Ebon Chalice its name. Blackened, battered, and beyond all price, the Grail is the tangible symbol of the terrible knowledge Saint Dominica received before the Golden Throne. Since that dreadful day, the Grail has been the centerpiece of the Order's most secret rites. When a Canoness of the Ebon Chalice brings the Grail on campaign, she and her Celestians drink from it in a grim communion before they enter battle. Having thus imbibed the wisdom of their founder and fighting with the Grail in their sight, they strike with preternatural fury.
The Canoness and all Celestians in the Canoness's detachment gain +1 Strength. All friendly models within 12" of the Canoness may reroll failed Leadership tests when attempting an Act of Faith.

The Skull of Vandire: 60 points
Of all the Sisterhood's founding saints, it was Lucia who felt most bitterly the guilt of having served the monster Goge Vandire and the need to expiate that guilt with blood. Legend and art portray her contemplating the tyrant's severed head. To this day Vandire's meticulously preserved skull is the central relic of her cult, less a holy of holies than a grim reminder that all have sinned. Unsurprisingly, Lucia's own Order of the Valorous Heart and its daughter Orders are remarkable in the number of Sisters who self-exile themselves as Repentia. When the Canoness of such an Order -- often one of the rare redeemed Repentia herself -- carries the Skull into battle, it drives both her and her Sisters to desperate deeds of self-sacrifice.
The Canoness carrying the Skull of Vandire gains the Fearless special rule. She, her squad, and all Repentia Squads within 12" gain Feel No Pain (5+).

The Shroud of Silvana: 60 points
Martyred in her youth, Saint Silvana has become the paragon of selfless purity for the Adepta Sororitas, above all for Seraphim, an elite breed for which her Order of the Argent Shroud is famous. The great icon of the Order is Silvana's own death shroud, which bears the miraculous imprint of her skull in such brilliant silver that Sisters say it lights the way for the faithful and burns the eyes of the unclean. Though tattered by millennia of use as both relic and battle standard, the Shroud is still brought out for battle on dire occasions. Worn by the Canoness as a tabard over her armour, it inspires her Sisters, especially the Seraphim, and dismays their enemies.
All the wearer's melee attacks have the Blind special rule. All friendly models within 12" may reroll failed Morale, Fear, and Pinning tests. In addition, all Seraphim within 12" add +1 to all Leadership rolls.

The Broken Halo: 75 points
The fiercest of the Sisterhood's founders, Katharine ripped the iron halo from a Space Marine captain she fought in the battle for the Ecclesiarchal palace, then killed him and his comrades with its spikes. Even after the Sisters made peace, Katharine refused to return her bloody trophy. To this day, her Order of Our Martyred Lady and its offshoots are infamous even among Sisters for the hateful determination of even their rank and file. While the halo's force field has never functioned since Katharine tore it loose, its spikes inflict gaping wounds, and its mere presence on the battlefield makes the Battle Sisters more uncompromising than ever.
The Broken Halo of Saint Katharine counts as a power axe. Its wielder, her squad, and all Battle Sister squads within 12" gain the Hatred special rule.

Fury's Fire: 60 points
None of the other founding saints equaled Mina in sheer headlong aggression, and Dominions in particular take her as their inspiration. The vicious saint was ever in the vanguard, her sanctified melta -- named Fury's Fire -- always ablaze to light her Sisters' way and to root the enemy out of their darkest hiding places. A powerful but erratic piece of archeotech that was ancient before Mina was born, Fury's Fire can char its wielder as horrifically as the enemy. Nonetheless, the saint's successors in her Order of the Bloody Rose still take her weapon in their hands and put their lives in the hands of the Emperor to lead their Sisters in savage, swift assaults.
Fury's Fire is a meltagun with the Ignores Cover and Gets Hot special rules. Its wielder, her squad, and all Dominion squads within 12" of her may both run and shoot in the Shooting Phase, in either order (i.e. run, then shoot; or shoot, then run).

The Light Undying: 60 points
Ardent in prayer but calm in crisis, Arabella was the most level-headed of the Sisterhood's founding saints. Retributors in particular still pray for her spirit to steady their nerves and their aim. Arabella wielded a wide variety of shooting weapons in her many battles, but she always affixed to them an arcane targeting scope of unknown origin, whose pure and piercing beam -- the Light Undying -- guided her Sisters' aim and steadied their hearts. This relic remains in the possession of her Order of the Sacred Rose. Whether by its ancient technology or some lingering blessing of the God-Emperor, when the targeter's beam pierces the fog of war, the sight of it grants Arabella's heirs some of her famous steadiness in battle.
The Canoness bearing the Light Undying may replace her boltgun with an item from the Heavy weapons list. She gains the Night Vision and Twin-Linked special rules on all shooting attacks. So do her squad and all Retributors within 12" if and only if they fire at a target the Canoness fired at earlier in the same phase.


*

FRATERIS MILITIA WARGEAR

Spoiler:

Crude Maul:
Frateris fighters too savage to use shooting weapons but too lowly to rate Eviscerators wield an array of home-made two-handed mauls. These range from crudely cut lengths of pipe with tape wrapped around one end for the grip and barbed wire wrapped around the other, to crudely hammered slabs of steel vaguely resembling a sword, to crudely forged masses of metal that only an abhuman can carry.
Strength:User+2 Melee, Two-handed, Unwieldy

Exterminator:
Frateris are fond of jury-rigged mini-flamers called Exterminators, which carry just enough fuel to spray a single enemy in the face at point-blank range. Cheap, lethal, and guaranteed to hit, even in untrained hands, Exterminators are brutally effective weapons as long as they don't explode on firing.
Range:Melee S:3 AP:- Flame To The Face, One Use Only, Gets Hot!
Flame To The Face: The first time a unit charges or is charged, all models with Exterminators attack with them at the Initiative 10 step.
Exterminator attacks do not benefit from any of a model's special rules (e.g. Hatred) and are in addition to that model's normal attacks. All models in a unit must fire their Exterminators at the same time (Frateris are not known for fire discipline).

Frateris Bike:
Frateris Militia and even clergy often ride to war on civilian motorbikes, simple two-wheelers with only a vague resemblance to massive Marine bikes. A single shot can send both bike and rider crashing to the dirt, but until then they're remarkably mobile.
A model with a Frateris Bike changes its unit type from Infantry to Cavalry, or from Infantry (character) to Cavalry (character). (Note that these bikes do not have the "Bike" unit type). There is no other effect.


*


***


NEW OPTIONS FOR EXISTING UNITS
Spoiler:

*

CANONESS: New Options

A Canoness may take any of the following:
- A second bolt pistol: 2 points
- Jump pack: 15 points
- Blessed Armour: 35 pts
- Book of Acts: 15 ps
- Blessed Armour: 35 pts
- Praesidium Protectiva: 25 pts
- Purity Seals: 10 pts
- Sororitas Bike: 30 pts
- War Hymnal: 20 pts

(The rules for bolt pistols and jump packs are in the main rulebook. For all other items, see "Special Issue Wargear" above)

A Canoness make take one and only one Record of Service:

Records of Service
Sisters of Battle live -- and die -- to serve. Each begins as a humble Battle Sister and ascends by proving her merit, martial and spiritual, against the enemies of the Emperor. A few saintly geniuses soar through the ranks at an early age, but most Canonesses have spent decades in one of their Order's specialist forces, and the experience has marked them to the bone.
A Canoness may take one and only one of the following Records of Service for 20 points:

Canoness Veterana
This Canoness has served long, grinding years in the ranks of the regular Battle Sisters. She has not forgotten the lethal zeal of the Order's humblest soldiers, nor their bitter hatred for many foes who kill them, and she can inspire both in her subordinates.
A Canoness Veterana has the Preferred Enemy (everything) and Hatred special rules.

Canoness Celestial
The elite Celestians provide many of the Sisterhoods' leaders, and this Canoness has had a particular long and distinguished career in their revered ranks. The battle-fury of charging Celestians is about her always, intoxicating and infectious.
A Canoness Celestial and her squad have the Furious Charge special rule.

Canoness Dominant
Aggressive even for Sisters of Battle, Dominions tend to die young or get very, very, very good. This Canoness is one of the later. She brings the agility and aggression of the Sororitas scout corps to her entire Order.
A Canoness Dominant has the Scout and Ignore Cover special rules. She may take an item from the Special Weapons list, paying the normal points cost.

Canoness Enthroned
The Sisters of Battle honor the infantrywoman above all others, and their leaders generally lead on foot. Some Orders Minor, however, place such a high value on bikers that they even draw their leaders from among the most experienced and skillful Thrones.
A Canoness Enthroned has the Skilled Rider and Acute Senses special rules.

Canoness Redemptia
How the mighty have fallen -- and risen again to glory by the grace of the God-Emperor. This Canoness has served in the Repentia with such distinction as to cleanse herself of her crime and not only return to regular duties, but rise to the highest rank of her Order.
A Canoness Redemptia has the Feel No Pain (5+) and Rage special rules.

Canoness Retributant
Retributors are famous for their lethal level-headedness under fire. This capacity for calculation well befits a commander. This Canoness has extensive service as a Retributor and can direct her sisters' fire with lethal accuracy even on the move.
A Canoness Retributant and her unit gain the Relentless special rule. She may take an item from the Heavy Weapons list, paying the normal points cost.

Canoness Seraphic
The Seraphim are living, flying icons of the Sisterhood and provide many of its leaders. This Canoness has served as a Seraphim long enough that, even when not wearing a jump pack, she retains their distinctive style of fighting -- and, some say, their angelic visage.
A Canoness Seraphic may take two pistols of the same type (2 bolt pistols, 2 hand flamers, 2 inferno pistols, or 2 plasma pistols), paying the usual points cost. All her Shooting attacks have the Shred special rule. All friendly units within 12" of her may reroll failed Acts of Faith.

Canoness Vigilant
Notoriously cold and aloof, the Sororitas infiltrators known as Vigils rarely rise to positions of leadership. Those that do, however, are truly terrifying commanders, leading not by inspirational hymns but by sheer icy competence.
A Canoness Vigilant has the Infiltrate special rule. Her shooting attacks count as Twin-Linked. She may take an item from the Special Weapons list, paying the normal points cost.

*

MINISTORUM PRIEST: new options
May take a Frateris Bike, changing his unit type to Cavalry (character): 15 points
May be upgraded to a Sister Chorister (q.v.): 20 points


*

SORORITAS COMMAND SQUAD: new options
The Sororitas Command Squad may take a Dominica Pattern Drop Pod or a Deliverer Assault Ark as a Dedicated Transport, in addition to the options in the Codex.

Add to Options:
One Celestian may be upgraded to a Sister Signaler, replacing her Boltgun with a Vox Dei (see below): 15 points

Any Celestian may take a chainsword: 2 points per model
Any Celestian may take a Storm Shield: 10 points per model

For each Canoness that takes a jump pack, one Sororitas Command Squad may also take jump packs for 15 points.
For each Canoness that takes a Sororitas Bike, one Sororitas Command Squad may also take Sororitas Bikes for 55 points.

Vox Dei
This sanctified communications system connects the Sister Signaler with far-flung Sororitas forces, Ecclesiarchy ships in orbit, and even secular arms of the Imperium such as the Guard. With it, she can coordinate the swift arrival of friendly reserves or call down bombardments to disrupt the enemy's.
Each Sister Signaler may take a Leadership test at the beginning of your turn, before any Reserve rolls are made. For each Signaler who succeeds, you may either add +1 to your own Reserve rolls this turn or force your opponent to subtract one from his Reserve rolls (but he will automatically pass on any rolls of 6). If you have more than one Sister Signaler, all modifiers are cumulative.

The Sororitas Command Squad may take Stigmata Furia: 10 points
The elite of the elite, those Celestians selected to protect the Canoness herself, have combat experience unequalled among the Sororitas. After so many battles and so many sacred scars, the holy fury for which other Celestians must pray comes to these veterans as easily as breathing.
A unit with Stigmata Furia has the Furious Charge special rule.

*

ECCLESIARCHY BATTLE CONCLAVE: New Options

You may take one Ecclesiarchy Battle Conclave for each Ministorum Priest, Missionary, or Confessor in your army (including Uriah Jacobus).
For each Confessor and/or Missionary in your army, one Conclave may take a Deliverer Assault Ark as a Dedicated Transport.

A Conclave may be joined by a Repentia Veteran (see under "Elites"): 45 points

*

New options for
BATTLE SISTER SQUAD
DOMINION SQUAD
RETRIBUTOR SQUAD and
SERAPHIM SQUAD

The Superior or Veteran Superior* may take Purity Seals: 10 points
The Superior or Veteran Superior* may take a Book of Acts: 15 pts

* Includes Dominion Superior, Veteran Dominion Superior, Retributor Superior, Veteran Retributor Superior, and Seraphim Superior.

*

CELESTIAN SQUAD: New options

A Celestian Squad may take a Dominica Pattern Drop Pod or a Deliverer Assault Ark as a Dedicated Transport, in addition to the options in the Codex.

The Celestian Superior may take Purity Seals: 10 points
The Celestian Superior may take a Book of Acts: 15 pts
Any Celestian may take a chainsword: 2 points per model
Any Celestian may replace her boltgun with a Storm Bolter: 5 ppm

*

REPENTIA SQUAD: New options

A Repentia Squad may take a Deliverer Assault Ark, a Frateris Hussite, or a Frateris Technical (q.v.) as a Dedicated Transport, in addition to the options in the Codex.

A Repentia Squad may be joined by a Repentia Veteran (q.v.): 45 points
A Repentia Squad may replace its Mistress of Penitents with a Repentia Veteran: 16 points


*

EXORCISTS: New options

May take up to two additional Exorcists: 125 points per model
Any Exorcist may take Alternative Exorcist Ammunition: free

*

PENITENT ENGINES: New Option
All the Penitent Engines in a squadron may take Holy NOx: 15 points per model

Holy NOx
Spasming wildly from the blessed boosters injected into their engine, reinforced leg actuators pounding madly, the Penitent Engines lurch forward with startling speed. Their drive trains will not last long under this kind of abuse, but then they don't have to....
A Penitent Engine with Holy NOx moves as if it were a Cavalry unit. Like a Cavalry unit, it also gains the Fleet and Hammer of Wrath special rules.
A Penitent Engine squadron with Holy NOx counts as a Fast Attack choice, not Heavy Support.



***


*HQs*

*

Canoness-Marshal MINERVA: 200 points
Will of iron, heart of ice
WS:5 BS:5 S:3 T:3 W:3 I:4 A:3 Ld:10 Sv:3+/4++
Spoiler:

Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)

Wargear: frag grenades, krak grenades, rosarius, melta bombs
Blessed Armour, Book of Acts

Ecclesiarchy Relics: Firelock and Frostbite
In the desperate battle to defend the White Cathedral of Ix, Minerva smashed open the reliquary containing these ornate archeotech weapons and wielded them against the heretic foe. After the victory, she kept the matching sword and pistol as presents from the Cardinal she had rescued. Whether the Cardinal actually consented to their donation is unclear.
Firelock: Range:12" S:8 AP:1 Melta, Pistol
Frostbite: S:User AP:2 Melee

Warlord Trait: Strategic Genius

Special Rules:
Act of Faith, Independent Character, Martyrdom, Shield of Faith, Stubborn
Acute Senses, Scout

Act of Faith: Go Forth And Kill
The Canoness-Marshal meditates deeply over her battle plan before selecting some of her followers for a special task.
One use only. This Act of Faith may only be during deployment, immediately before placing units in Reserves. (Note this is an exception to the normal rules about when Acts may be attempted). If successful, one unit in Minerva's detachment gains the Scout and Acute Senses special rules.


"As the Emperor wills and I have foreseen, the heretics have advanced into the southern valley. The Guard artillery shall hold its fire until the traitor vanguard is across the bridges and decisively engaged with the Templar blocking force. Sororitas task forces Ophelia and Terra shall remain in defilade until I order the pincer attack. Razor Rose is in reserve. Am I understood? If you think it's too embarrassing to ask questions now, in front of the whole staff, imagine how embarrassed you'll be if you don't ask and I end up executing you for botching your bit of my plan."
-- Canoness-Marshal Minerva at the Battle of Issus Valley, Kasserine V

Minerva Ender, Baroness Blanchette, entered the Schola Progenium at the relatively late age of seven. The sheltered only child of a noble Administratum family, she had been orphaned when Chaos cultists assassinated her parents the year before. After protracted legal battles over who would have custody of the orphan -- and of her vast inheritance -- her relatives agreed it would be best if Minerva took advantage of her orphanhood to enter the Schola, which just happened to require renouncing her fortune. They appeased their consciences by making a sizable donation to the Ecclesiarchy to ensure she would given special privileges, which ensured her fellow students hated her from the start.
Haughty, brilliant, and spoiled, Minerva survived a series of beatings -- one of which left her in a coma for two weeks -- that ended only when she killed two of her classmates with a stolen kitchen knife. She was nine. The Schola staff gave her forty lashes and a month of solitary contemplation, but afterwards her fellow students largely left her alone.
Minerva spent the next three years bringing her combat skills up to the level of her academic ones and was chosen as a novice of the Adepta Sororitas. She was successful in her novitiate, albeit unpopular, and was inducted into a Minor Order, the Grey Sisters, where the Canoness soon took her on as an aide.
Three years later, heretic rebels staged a surprise attack on the convent. The first cannon salvo killed the Canoness and the entire command staff -- except for Minerva. Crawling from the rubble of the headquarters wing with a concussion, three broken ribs, and no armour, Minerva used her -- unauthorized -- knowledge of the Canoness's code keys to take command. By the time the Grey Sisters realized the person directing the defense had no authority to do so, they had held off the heretics long enough for reinforcements to arrive.
The relief force came from the Order of the Razor Rose, the local Cardinal's elite quick-reaction force. Their Canoness, Pallas Athenne, took one look at the surviving Grey Sisters and absorbed them into her own Order, placing Minerva in command and promoting her to Palatine on the spot. (Pallas was grossly exceeding her authority, but the Cardinal backed her action). Minerva proved her worth in one campaign after another. When Pallas died in battle ten years later, she left a sealed letter naming Minerva as her successor.
Since then, Minerva has made the Razor Rose the linchpin of the sector's defense. Her Order routinely forms the elite core of task forces drawn from multiple Sororitas orders, the Imperial Guard, and even Space Marines -- typically Black Templars, but on one memorable and awkward occasion a company of Space Wolves. So deft is her diplomacy with the Imperium's often-rivalrous branches, and so impressive her record of success, that the Segmentum High Command awarded her the rank of Marshal in the Imperial Guard. Resplendent in her elaborate battle armor, with her pistol Firelock and sword Frostbite in either hand, she dominates the battlefield by force of intellect and relentless will.





*

Preceptress JEHANNE: 170 points
The humble, brutal heir of Saint Praxedes
WS:5 BS:5 S:3 T:3 W:3 I:4 A:3 Ld:10 Sv:3+/3++
Spoiler:

Unit Type: Infantry (Character)
Unit Composition: 1 (Unique)

Wargear: power armour, bolt pistol, frag grenades, krak grenades, melta bombs
Praesidium Protectiva, War Hymnal

Ecclesiarchy Relics: The Sceptre of Vengeance
This extraordinarily destructive mace was ancient when Saint Praxedes wielded it on her day of martyrdom. Years later, the Order of Our Martyred Lady sent a team to recover it. One of the few survivors was the young Jehanne -- and in her hands it works wonders it will perform for no other.
Strength:+2, AP:2, Melee, Concussive, Monster-Hunter, Smash

Warlord Trait: Inspiring Oratory

Special Rules:
Act of Faith, Independent Character, Martyrdom, Shield of Faith
Fearless, Zealot

Act of Faith: Death, Where Is Thy Sting?
The Preceptress mouths a wordless prayer before stepping boldly into reach of the enemy's greatest weapons.
One use only. This Act of Faith may be used at the beginning of either player's Assault Phase or at the beginning of the enemy's Shooting Phase. If successful, Preceptress Jehanne gains the Eternal Warrior special rule until the end of the phase.


"I sat there -- I don't know how long -- staring at the relic we'd recovered and at the bodies of my Sisters. Thinking about the things that were still out there. I suppose I was waiting for some kind of revelation, some vision of Saint Praxedes, some voice of the God-Emperor in my ear. Finally I realized I wasn't going to get one. I was alive. I had a weapon. I had an enemy. What more did I need?"
-- Preceptress Jehanne in a sermon to Sororitas novices

During the Second Tyrannic War, as Hive Fleet Kraken swarmed across the sacred planet Okassis, Canoness Praxedes of the Order of Our Martyred Lady personally led the defense. Killing a Hive Tyrant by her own hand, she led her forces deep into the horde to buy time for the evacuation.
Years later, with Kraken defeated and new clues found as to Praxedes' final resting place, the Order dispatched a reconnaissance force to the ravaged planet. Their mission: to search for relics of Praxedes, now declared a Saint. Their intelligence told them the Tyrannids would have scoured the world of life and then moved on. Instead, they awakened horrors waiting dormant underground, seemingly left by the Hive Fleet to ambush anyone returning to the planet. Only a handful of Sisters fought their way through to the ruined manufactorum where Praxedes had made her last stand. Only one of them fought her way out alive, wielding Praxedes' mace, the Sceptre of Vengeance: a young Sister Superior named Jehanne.
Bright and outgoing before Okassis, Jehanne spoke little of her experience after. She gave the Sceptre to the Order's reliquary and humbly returned to her normal duties. But a legend grew around her recovery of the relic, and her battlefield conduct displayed a new-found fearlessness, coupled with a savage genius at finding the most dangerous enemy and destroying it. When a Tyrannid attack on the Shrine World of Butlerian convinced the Order's leaders to retrieve the Sceptre from the reliquary, there was fierce debate over who should bear it into battle -- but in the end, instead of many more senior Sisters, the Canoness chose Jehanne.
Many expected Jehanne to die gloriously like Saint Praxedes. Instead she lived and won. "I did not surpass the Saint," Jehanne insisted when some hailed her as a new and greater hero. "I benefited from a much better tactical situation -- and from her blessing."
Today, Jehanne is a Preceptress, commanding a thousand Sisters of Our Martyred Lady -- a rank equal in prestige and power to the Canoness of many a minor order. Yet she is still the humble, haunted woman who survived Okassis. Her speech direct, her armor unadorned, her trappings no richer than the youngest Battle Sister's, Jehanne is nevertheless unmistakable for the great mace she carries and her powerful effect on all those she commands.




*

PALATINE: 35 points (HQ)
The Canoness's second-in-command
WS:5 BS:5 S:3 T:3 W:2 I:4 A:2 Ld:10 Sv:3+/6++
Spoiler:

Unit Composition: 1 Palatine
Unit Type: Infantry (character)

Wargear: Power armour, bolt pistol, chainsword, frag grenades, krak grenades

Special Rules: Acts of Faith, Shield of Faith, Independent Character

Aide-de-Camp:
When not assigned an independent command, Palatines serve by the side of their Canoness or other Ecclesiarchal leaders.
In addition to Palatines taken as regular HQ choices (if any), you may take one Palatine for each Canoness, Confessor, or special character in a Detachment. These Palatines do not use up any Force Organization slots.

Act of Faith: Yield Not
The Palatine inspires her comrades to stand their ground, soaked with their Sisters' blood though it may be.
One use only. This Act of Faith may be attempted in either player's Assault phase. If successful, the Palatine and all models in her unit gain the Stubborn special rule until the end of the current phase.


Options:
A Palatine may be upgraded to a Palatine-Hospitaller. She gains Chirurgeon's Tools but may not take any of the other equipment options below: 20 points

May replace bolt pistol with boltgun: free

May take any of the following:
- A second bolt pistol: 2 points
- Eviscerator: 30 pts
- Melta bombs: 5 pts
- Jump pack: 15 pts
- Book of Acts: 15 pts
- Praesidium Protectiva: 25 pts
- Purity Seals: 10 pts
- Sororitas Bike: 30 pts
- War Hymnal: 20 pts


May take one of the following:
- Blessed Standard: 15 points
- Sacred Banner of the Order Militant (one per army): 40 points

A Palatine may take items from the Melee Weapons, Ranged Weapons, and Ecclesiarchy Relics lists.

The Canoness of a larger Order may select especially experienced Sister Superiors -- or fervent young prodigies -- as her Palatines. These lieutenants assist the Canoness, command small detachments in her absence, and often carry her standard into battle.



*

SISTER CHORISTER: 45 points (HQ)
She sings the hymns of war
WS:4 BS:4 S:3 T:3 W:1 I:3 A:2 Ld:9 Sv:3+/6++
Spoiler:

Unit Type: Infantry (character)
Unit Composition: 1 Sister Chorister

Wargear: Power Armour, bolt pistol, chainsword, frag and krak grenades

Special Rules: Independent Character, Shield of Faith, War Hymns, Zealot

Preacher Woman:
In addition to any Choristers taken as regular HQ choices, you may upgrade any Priest to a Chorister for 20 points; a Chorister taken as an upgrade to a Priest does not take up a Force Organization slot.
You may not take a Battle Conclave for a Chorister.

Options:
May take any of the following:
- melta bombs: 5 points
- Purity Seals: 10 points
- jump pack: 15 points
- Sororitas Bike: 30 points
- laud hailer: 10 points
A Sister Chorister may take items from the Melee Weapons, Ranged Weapons, and Ecclesiarchy Relics lists.


All Sisters of Battle are trained to sing hymns to the God-Emperor. Only those with the purest voices, hearts, and hatred, however, are selected for the intense choral training and indoctrination that earns them the title of "Sister Chorister." While less tactically sophisticated than those selected for the rank of Sister Superior, the Choristers complement the Superiors' military experience with their religious zeal. Their pure, sweet voices carry high above the roar of battle, inspiring their Sisters to kill and die in the Emperor's name.



*

REPENTIA CHAMPION: 90 points (HQ)
A fallen heroine, glorious in disgrace
WS:5 BS:4 S:3 T:3 W:3 I:3 A:3 Ld:9 Sv:-/6++
Spoiler:

Unit Type: Infantry (character)
Unit Composition: 1 Repentia Champion

Wargear: Eviscerator

Special Rules:
Act of Faith, Fearless, Fleet, Rage, Shield of Faith
Feel No Pain (4+)
Shred
Independent Character

Outcast:
Driven forth by her sisters' condemnation and her own shame, the Repentia Champion may not fight alongside pure Sororitas, let alone lead them into battle -- unless times are so desperate that every other officer is dead.
A Repentia Champion may never join a unit that has the Acts of Faith special rule, except for a Repentia Squad. She may however join Frateris units, Battle Conclaves, allied Battle Brothers, etc. normally.
A Repentia Champion may only be your Warlord if she is your only HQ choice.

Act of Faith: Death, Be Not Proud
The mortally wounded Champion gathers her strength for one last strike. With a prayer on her lips and blood on her blade, she will die for her Emperor, but not alone.
One use only. You may attempt this Act of Faith during either player's Assault Phase when the Repentia Champion has lost her last Wound. If successful, do not remove the Champion from play until she has made all her normal attacks.
The Champion may attempt this Act even if she has joined a unit whose models lack the Acts of Faith or War Hymns special rules.
Note this Act of Faith is an exception to the normal rules on when Acts may be attempted.


Magnificent even in disgrace, these fallen heroes of the Adepta Sororitas walk a lonely, bloody road. They range from condemned Canonesses too useful to imprison in a Penitent Engine, to ordinary Battle Sisters who prove far more effective as Repentia than they ever were as Sororitas in good standing. While untainted Sisters will not tolerate their proximity, these Repentia Champions often lead lesser mortals into battle, from fellow Repentia to Frateris Militia to allied Imperial Guard.



*

MINISTORUM CONFESSOR: 85 points
WS:4 BS:4 S:3 T:3 W:3 I:3 A:3 Ld:9 Sv:5+/4++

MINISTORUM MISSIONARY: 70 points
WS:4 BS:4 S:3 T:3 W:2 I:3 A:3 Ld:8 Sv:5+/4++

Mighty preachers of the Ecclesiarchy
Spoiler:

Unit Type: Infantry (Character)
Unit Composition: 1 Confessor or 1 Missionary

Wargear: Flak armour, laspistol, close combat weapon, frag grenades, krak grenades, rosarius

Special Rules: Martyrdom, War Hymns, Zealot

Conclave Commander:
For each Confessor and/or Missionary in your army, you may take one Ecclesiarchy Battle Conclave. Such a conclave may take a Deliverer Assault Ark as a Dedicated Transport.


Options:
May replace laspistol with one of the following:
- Autogun: free
- Bolt pistol: 1 point
- Boltgun: 1 pt
- Plasma gun: 15 pts
May take melta bombs: 5 pts
May take Purity Seals: 10 points
May take a Frateris Bike, changing his unit type to Cavalry (character): 15 points
A Confessor or Missionary may take items from the Melee Weapons, Ranged Weapons and Ecclesiarchy Relics lists.

A Confessor or Missionary may take a Chariot of Fire (q.v.) as a Dedicated Transport.

One Confessor per detachment may take Litanies of War:

Litanies of War: 40 points
The greatest of Confessors can inspire miraculous brutality. Their hymns of holy hatred rise above the roar of battle and orchestrate the scattered faithful into a single choir of destruction.
A Confessor (not a Missionary) may take one and only one of the Litanies of War listed below. Once per game, at the beginning of an appropriate phase, he may attempt to invoke the Litany by taking a Leadership test. If he fails, nothing happens and the hymn is lost. If he succeeds, the hymn affects all Imperium of Man units within 6", and the effect described lasts until the end of the current phase.

Anathema:
The Confessor pronounces a dreadful curse upon a particular evildoer, which his followers then execute.
The Confessor may use this hymn at the beginning of his side's Shooting Phase or of either side's Assault Phase. Designate a single enemy model within the Confessor's line of sight to be anathematized. All friendly units within 6" of the Confessor gain the Preferred Enemy special rule towards the anathematized model and its unit until the end of the phase.

Fear No Evil:
The Confessor's contempt for death inspires undying courage.
The Confessor may use this hymn at the beginning of any phase. All friendly units within 6" gain the Fearless special rule until the end of the phase. Any affected unit that was Falling Back immediately regroups, regardless of what phase it is, and may move, shoot (or run), and charge normally this turn.

The Fear of the Lord:
The Confessor fills his followers with the terrible wrath of the God-Emperor, and His enemies quail.
The Confessor may use this hymn at the beginning of either player's Assault phase. Until the end of the phase, every friendly unit within 6" gains the Fear special rule and is immune from Fear itself.

Thy Sisters' Keeper:
Filled with love for their comrades and hatred for the enemy, the faithful protect each other with withering crossfire.
The Confessor may use this hymn at the beginning of the enemy's Assault Phase. If any affected unit is charged, any other affected units may fire Overwatch just as if they were the targets of the charge themselves, except that no template weapons may be used. Remember that no unit can fire Overwatch more than once per turn.


Far more ferocious than ordinary priests and largely independent of the normal hierarchy of Cardinals and dioceses, Confessors and Missionaries are wide-ranging holy warriors. Backed by their personal battle conclaves, Battle Sisters seconded from the Adepta Sororitas, and ad hoc Frateris militia, they carry the Emperor's Light into the darkness -- whether that darkness is a world light-years beyond human space, a rebellious Imperial planet, or a nest of heretics down the street from their cathedral.





***


*TROOPS*

*

NOVICE SQUAD: 95 points (Troops)
Teenaged martyrs in training
Sororitas Novice WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:7 Sv:4+/6++
Mistress of Novices WS:3 BS:4 S:3 T:3 W:1 I:3 A:2 Ld:9 Sv:3+/6++
Spoiler:

Unit Composition: 1 Mistress of Novices, 9 Novices
Unit Type: Infantry; Mistress is Infantry (Character)

Wargear (novices): Carapace armour, boltgun, frag and krak grenades
Wargear (Mistress): Power armour, boltgun, bolt pistol, frag and krak grenades

Special Rules: Act of Faith, Shield of Faith

Crisis of Faith
A Mistress of Novices spends years guiding and guarding her young charges. To see her killed shakes them to their souls. The bereaved Novices may lose heart at the death of their mentor -- or they may seek to avenge her with a reckless fury that older and wiser soldiers would not dare.
If a Mistress of Novices is removed as a casualty, her squad must take a Leadership Check at the end of the phase. (This is in addition to any Morale check caused by casualties, losing a close combat, or any other reason).
If the squad fails this Morale Check, all Novice models immediately and permanently lose the Act of Faith and Shield of Faith special rules.
If the squad passes this Morale Check, it immediately gains the Zealot special rule.

Little Sisters
Full-fledged Sisters of Battle may tease the young Novices mercilessly, but they are fiercely protective of them and fight all the harder not to let them down.
Friendly adult Sisters of Battle units within 6" of any Novice model re-roll failed Morale, Fear and Pinning tests.
An adult Sister of Battle is any model with the Acts of Faith and Shield of Faith special rules that is not itself a Novice.

Act of Faith: Emulate the Elders
Still learning the ways of the Adepta Sororitas as they are, Novices depend on the example of their elders -- even when those elders are rank-and-file Battle Sisters themselves barely out of their teens.
One use only. This Act of Faith may be used in any phase during which a unit of adult Battle Sisters successfully performed an Act of Faith within 6" of the Novice Squad. If successful, the Novice Squad immediately performs the same Act of Faith. (That is, if it is physically possible to do so: Novices may not imitate a Throne Squad's turbo-boost or Principalities' Leap of Faith, for example).
An adult Sister of Battle is any model with the Acts of Faith and Shield of Faith special rules that is not itself a Novice.

Dedicated Transport:
A Novice squad may take a Rhino as a Dedicated Transport.

Options:
Add up to ten additional Novices: 8 points per model
One Novice may take an item from the Special Weapons list.
The Mistress of Novices may take items from the Melee Weapons and/or Ranged Weapons lists.
The Mistress may take melta bombs: 5 points


When a prospective Sister of Battle graduates from the Schola Progenium around age 12, she is sent to the Adepta Sororitas for what is typically a six-year Novitiate. As a Novice, she learns the Sisterhood's traditions, rituals, tactics, and weaponry. A strength-augmentation harness worn over her carapace armour allows the teenage girl to handle the weight of the holy bolter, letting her train from the first day of her Novitiate with the weapon she will use for the rest of her life -- however long or short it may be.
As a matter of both military doctrine and maternal instinct, the Sisterhood tries to keep its Novices safe, at least by the standards of the Imperium. Novices often accompany Battle Sisters on campaign as pages, serving their elders and observing the Sororitas way of war first-hand while being carefully graded for their skills, piety, and nerve. Older Novices being considered for the Orders Militant are even organized into squads and sent into combat as a form of live-fire training, albeit against weak targets and with extensive backup.
Only as a desperate measure would the Sororitas throw their "Little Sisters" into pitched battle. But desperate times call for desperate measures, and in the grim darkness of a waning Imperium, times are desperate all the time....




*

FRATERIS MILITIA: 30 points (Troops)
Expendable martyrs
Frateris Rabble: WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+
Frateris Veteran: WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+
Frateris Champion: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:6 Sv:6+
Frateris Sergeant: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:7 Sv:6+
Spoiler:

Unit Type: Infantry; Sergeant is Infantry (character)
Unit Composition: 10 Frateris Rabble

Wargear: Improvised armour; stubber; close combat weapon
Eviscerator (Frateris Champion only)

Special Rules: Rage

Options:
May be joined by up to 40 additional Frateris Rabble: 3 points per model
Up to 10 Rabble may be upgraded to Frateris Veterans: 1 point per model
For every 10 Rabble, one may be upgraded to a Frateris Champion, replacing his stubber and close combat weapon with an Eviscerator: 10 points per model
May be joined by a Frateris Sergeant: 15 points
The Sergeant may take Purity Seals: 10 points
Any model may take an Exterminator: 3 points
Any Rabble or Veteran may replace his stubber and close combat weapon with a Crude Maul (Melee, S+2, Two-handed, Unwieldly): free
Any Veteran may replace his stubber with a shotgun: 1 point per model
For every ten models, one may replace his stubber with one of the following weapons:
- grenade launcher: +4 points
- flamer: +4 points
- demolition charge: +16 points
Exterminators, grenade launchers, flamers, and demolition charges all suffer from the Improvised Weapons rule.

Improvised Weapons
The Frateris militia build their heavier weapons themselves with more zeal than skill in workshops that often blow up. Sometimes, instead, their improvised products passes what passes for inspection only to backfire explosively on the battlefield.
If a unit or a model has this special rule, all of its shooting weapons have the Gets Hot! special rule, except for Stubbers, Heavy Stubbers, and Shotguns.
This rule does not affect Independent Characters who join a unit with Improvised Weapons.

Exterminator:
Frateris are fond of jury-rigged mini-flamers called Exterminators, which carry just enough fuel to spray a single enemy in the face at point-blank range. Cheap, lethal, and guaranteed to hit, even in untrained hands, Exterminators are brutally effective weapons as long as they don't explode on firing.
S:3 AP:- Melee, Flame To The Face, One Use Only, Gets Hot!
Flame To The Face: The first time a unit charges or is charged, all models with Exterminators attack with them at the Initiative 10 step. Exterminator attacks do not benefit from any of a model's special rules (e.g. Hatred) and are in addition to that model's normal attacks. All models in a unit must fire their Exterminators at the same time (Frateris are not known for fire discipline).

A Frateris mob may take a Frateris Technical as a Dedicated Transport. A mob of 10 or more may take a Frateris Hussite as a Dedicated Transport.


Every Battle Sister's story follows the same arc from orphanhood to martyrdom. The Frateris Militia are rushing headlong towards the same ending, but they come from every background and for every reason imaginable:
Ordinary drudges who just want to be part of something important for a change. Schoolboys afire with dreams of glory (and hormones) after seeing the Adepta Sororitas march past. Middle-aged merchants who kiss their wives and children goodbye because they can't send the poor to die in their place, not again. Imperial Guard veterans who see the untrained masses headed for the slaughter and start having flashbacks. Hive gangers seeking redemption and a little loot. Murderers one step ahead of the hangman. All are welcome in the Frateris Militia.
The militia is the unofficial, irregular army of the Imperial Cult, the shabby brothers of the knife-sharp Sisters of Battle. At the lesser shrines of the Imperial Cult, the ones that don't rate a Sororitas garrison, a hastily assembled mob of Frateris is the first and sometimes only line of defense. The Frateris also carry out pogroms against easy targets beneath the dignity of Battle Sisters. But even in major wars where the Sisters serve as the mailed fist of the Adeptus Ministorum, the Frateris often swell the ranks -- and the body count.
Most Frateris "units" are really mobs of untrained rabble, stiffened by a hard core of experienced fighters and the occasional Eviscerator-wielding berserker. A few squads of Frateris approach Imperial Guard levels of skill and discipline, but even these have both temperaments and weapons that are likely to blow up at any moment.




***


*DEDICATED TRANSPORTS*

*

CHARIOT OF FIRE: 75 points (Dedicated Transport)
A flame-spewing steed for furious holy men
BS:1 Armour:12/12/10 HP:3
Spoiler:

Unit Composition: 1 Chariot of Fire
Unit type: Vehicle (Chariot, Open-Topped)

Transport Capacity: 1 (independent characters only)

Wargear: Twin-linked heavy flamer, Armoured Pulpit

Special Rules: Furious Charge


An enormous, flame-belching, three-wheeled variant of the standard Space Marine and Sororitas bikes, the Chariot of Fire is reserved for the most elevated and vicious of the Ecclesiarchy's clergy.



*

FRATERIS TECHNICAL: 30 points (Dedicated Transport)
An Ork Trukk for (expendable) people
BS:3 Armour:10/10/10 HP:3
Spoiler:

Unit Composition: 1 Frateris Technical
Unit Type: Vehicle (Fast, Open-Topped, Transport)

Wargear: Heavy Stubber, Searchlight, Smoke Launchers

Special Rules: none

Transport capacity: 12 models. The Technical may carry Bulky or Very Bulky models.

Options:
May replace the Heavy Stubber with
- Grenade Launcher: 4 pts
- Flamer: 4 pts
The Grenade Launcher and Flamer suffer from the Improvised Weapons special rule.

Improvised Weapons
The Frateris militia build their heavier weapons themselves with more zeal than skill in workshops that often blow up. Sometimes, instead, their improvised products passes what passes for inspection only to backfire explosively on the battlefield.
If a unit or a model has this special rule, all of its shooting weapons have the Gets Hot! special rule, except for Stubbers, Heavy Stubbers, and Shotguns.
This rule does not affect Independent Characters who joined a unit with Improvised Weapons.


Some Frateris careen towards martyrdom crammed into civilian trucks hastily fitted with crude armour and unreliable weapons.




***


*ELITES*

*

REPENTIA VETERAN: 45 points (Elite)
A few live long enough to lead
WS:4 BS:4 S:3 T:3 W:2 I:3 A:3 Ld:9 Sv:-/6++
Spoiler:

A Repentia Veteran is always bought as an upgrade for a squad (see below) and never takes up a Force Organization slot.

Unit Type: Infantry (character)
Unit Composition: 1 Repentia Veteran

Wargear: Eviscerator

Special Rules:
Act of Faith, Fearless, Fleet, Rage, Shield of Faith
Feel No Pain (5+)
Shred

Lived Long Enough To Lead:
A few exceptional Sisters Repentia hew their way towards redemption by winning, rather than by dying. These veteran Repentia may become the de facto leaders of their fellow fallen if the Mistress of Penitents is slain. Some are recruited by a priest to be a bodyguard. Others, as the last survivors of their squad, find themselves at the head of a ragged band of Frateris militia.
Each Battle Conclave, Repentia Squad, and Frateris Militia Mob in your army may be joined by one Repentia Veteran for 45 points. Alternatively, a Repentia Squad may replace its Mistress of Penitents with a Repentia Veteran for 16 points. In no case does the Repentia Veteran take a Force Organization slot.
Note that a Repentia Veteran is not an independent character and may never leave her unit or join another.
Note also that a Repentia Veteran may only use her Act of Faith if part of a Repentia Squad, as Battle Conclaves and Frateris Militia have neither Acts of Faith nor War Hymns.

Act of Faith: Live for Redemption
Hope flashes through the Repentia: If the veteran can survive this, perhaps they can too?
One use only. This Act of Faith can be used in the enemy Shooting phase, immediately after the opposing player has selected the Repentia Squad as a target but before rolling any die (note this is an exception to the normal rules about when Acts may be attempted). If successful, all models in the Sisters Repentia unit, including the Repentia Veteran, gain the Feel No Pain (3+) special rule until the end of the current phase.


Damn you all for cowards! My sins may be too great for the Sisterhood, but at least I know my duty to the Imperium. If you love your soul more than your life, take up your sword and follow me!
-- Sister Repentia Maria Annikova (redemptio posthumous) to the Frateris Militia before the last charge at Yeshua's Gate

Sisters Repentia seek absolution in death -- but sometimes they survive. A handful even endure battle after battle. Some of their Sisters see these veteran Repentia as failures, incapable even of dying properly, but the most see their survival as a sign of grace. Veteran Repentia are usually granted greater respect and greater freedom from the lash. Often the Sisterhood would welcome a veteran Repentia back into their ranks, redeemed by countless battles, but her own shame is too deep to accept forgiveness.



*

PRINCIPALITY SQUAD: 150 points (Elite)
They strike from the sky with spear and shield
Principality WS:4 BS:4 S:3 T:3 W:1 I:3 A:2 Ld:9 Sv:3++
Superior WS:4 BS:4 S:3 T:3 W:1 I:3 A:2 Ld:9 Sv:3++
Spoiler:

Unit Composition: 4 Principalities, 1 Principality Superior
Unit Type: Jump Infantry; Superior is Jump Infantry (character)

Wargear: power armor, storm shield, power lance, frag grenades, krak grenades, jump pack

Special Rules: Act of Faith, Shield of Faith, Furious Charge, Hit & Run

Blaze of Glory
The Principalities descend from the heavens with a speed, skill, and fury unmatched by other jump troops. They use their jump packs to accelerate their fall, rather than to brake it, until the last possible moment, descending face-first with their storm shields held out in front to protect from the friction of their rush through the atmosphere. By the time they land, their shields are glowing hot and their force fields are crackling. This energetic interaction -- and, say the faithful, the blessing of the God-Emperor -- gives them extra protection at a moment of tactical vulnerability.
After a unit of Principalities enters play by Deep Strike, it may reroll failed saves against shooting attacks until the beginning of its next turn. However, it may not attempt a Leap of Faith in the turn it arrives by Deep Strike.

Act of Faith: Leap of Faith: As if warned by holy voices, the Principalities take to the sky before the infidel can charge them. One use only. This Act of Faith can be used in the enemy's Assault Phase, immediately after an enemy unit has declared a charge against the Principalities, but before rolling for charge distance. (Note this is an exception to the normal rules about when Acts may be attempted). If successful, immediately move the Principality squad (with all attached characters) 3". Note this may cause the enemy's charge to fail.


Options:
May add up to five additional Principalities: 30 points per model
Any model may replace her power lance with a power sword: free
Any model may replace her power lance and storm shield with an Eviscerator: 5 pts
Any model may take melta bombs: 5 pts
The Principality Superior may take a Laud Hailer: 10 pts
The Principality Superior may take Purity Seals: 10 pts
The Principality Superior may take a Book of Acts: 15 pts
One model may replace her power lance with Longinus Lance: 15 pts

Longinus Lance
An ancient power lance with sacred relics embedded in the shaft.
A model with a Longinus Lance counts as having both a Power Lance and a Simulacrum Imperialis.


Descending from the heavens in gleaming glory, the Principalities are the elite of the elite among the Sisterhood. To join their ranks, a Sister must first prove herself as a jump trooper among the Seraphim and as a close combatant among the Celestians. Only then is she deemed worthy of the powerful and venerable wargear of the Principalities: a forcefield-generating Storm Shield and an armor-penetrating power weapon, typically a lance. (Some Principalities, however, prefer power swords or even Eviscerators). With these the Principalities practice tactics of hit and run and hit again, falling upon the foe and then swiftly wheeling out of reach. To make the very most of their abilities, Principality Superiors frequently carry a Book of Acts, typically turned to the Litany of the Quick and the Dead to speed their strikes in combat.
A wise Sororitas commander knows that, for all their superior skill and wargear, the Principalities remain as mortal as any other Sister and must not be committed to prolonged slogging matches. Instead, the Sororitas use them either as the flying spearhead of Deep Strike attacks, often escorted and screened by Seraphim, or as a highly mobile counterattack force, kept behind the line until the crucial moment.




*

VIGIL SQUAD: 125 points (Elites)
Deadly silent infiltrators and markswomen
Vigil WS:3 BS:4 S:3 T:3 W:1 I:4 A:1 Ld:9 Sv:3+/6++
Superior WS:3 BS:4 S:3 T:3 W:1 I:4 A:2 Ld:9 Sv:3+/6++
Spoiler:

Unit Composition: 1 Vigil Superior; 4 Vigils
Unit Type: Infantry; Superior is Infantry (Character)

Wargear: Power armour, boltgun, bolt pistol, frag & krak grenades
Special Rules: Acts of Faith; Shield of Faith; Infiltrate; Night Vision; Stealth

Infallible Aim
As the supreme markswomen of the Sisterhood, the Vigils can assume a posture of superhuman stillness as they focus on a crucial target -- at the expense of tactical flexibility.
If a Vigil model does not move in the Movement Phase, all her shooting attacks in the subsequent Shooting Phase count as Twin-Linked. She may not then charge in the Assault Phase.

Act of Faith: Unerring Vengeance
The Vigils intone a silent prayer and fire with impossible precision on the most dangerous of the evil-doers.
You may attempt this Act of Faith at the start of your own Shooting Phase. If successful, all the unit's attacks gain one and only one of the following special rules: Monster Hunter; Tank Hunter; or Sniper.

Dedicated Transport: A Vigil squad may never take a dedicated transport.

Options:
Add up to five additional Vigils: 25 points per model
One Vigil may take a Simulacrum Imperialis: 10 points
Four other Vigils may replace their boltguns with items from the Special Weapons list.
The Vigil Superior may take Ranged or Melee weapons.
The Vigil Superior may take melta bombs: 5 points
The Vigil Superior may take Purity Seals: 10 points


Only the most cool-headed and cold-blooded Sisters are chosen for the Vigils, a elite which originated in the notoriously rational Order of the Sacred Rose. While Repentia unnerve many regular Sisters with their screaming fury, Vigils are considered uncanny for their icy calm and their near-total silence. Only the Superiors speak at all, and that sparingly. The regular Vigils follow the strictest vows of silence, coordinating their actions only by a few sparse hand gestures and an eerie, wordless intuition that needs no outward sign at all. Shrouded in sacred camouflage cloaks, their power armour anointed with blessed lubricants to move without a sound, their optics illumined to piece the darkness of the night, Vigils infiltrate into key positions and then wait for hours, days, or weeks to observe the enemy and -- if so ordered -- strike.



*

PENITENT ABHUMANS: 90 points (Elite)
They redeem their misshapen forms in death
Penitent Abhuman: WS:3 BS:3 S:4 T:4 W:2 I:2 A:3 Ld:5 Sv:6+
Penitent Brutes: WS:3 BS:3 S:5 T:4 W:2 I:2 A:3 Ld:5 Sv:6+
Penitent Ironhides: WS:3 BS:3 S:4 T:5 W:3 I:2 A:3 Ld:5 Sv:6+
Penitent Longshanks: WS:3 BS:3 S:4 T:4 W:2 I:3 A:3 Ld:5 Sv:6+
Penitent Ogryn: WS:3 BS:3 S:5 T:5 W:3 I:2 A:3 Ld:5 Sv:6+
Spoiler:

Unit Composition: 3 Penitent Abhumans
Unit Type: Infantry

Wargear: Crude Maul (Melee, S+2, Two-handed, Unwieldly); improvised armor

Special Rules: Furious Charge; Hammer of Wrath; Rage; Stubborn; Very Bulky
Rampage (Brutes only)
Crusader and Fleet (Longlegs only)

Untouchables:
A Penitent Abhuman unit may not be joined by any independent character except a Priest, Missionary, Confessor (including Uriah Jacobus), or Repentia Champion.

Options:
Add up to 7 additional Penitent Abhumans: +30 points per model
The entire Mob may be upgraded to a specific breed of Abhuman:
- Brutes (+1 Strength, Rampage): +20 points per model
- Ironhides (+1 Toughness, +1 Wound): +20 pts per model
- Longshanks (Crusader and Fleet): +20 pts per model
- Ogryns (+1 Strength, +1 Toughness, +1 Wound): +30 pts per model

A Penitent Abhuman mob may take a Frateris Hussite or Frateris Technical as a dedicated transport.


Your sin was what you were born! Your redemption will be how you die!
- Ministorum Priest exhorting penitent abhumans on the eve of battle

Abhumans are more often the victims of the Frateris Militia than its members. When the Frateris start working up their courage, their first target -- if only by way of practice -- is often their genetically imperfect neighbors.
Even when Abhumans prove their piety sufficiently to survive, their service usually consists of hauling supplies until they fall, unburied and unmourned, along the line of march. But in these desperate times, the sheer strength, ferocity, and blind faith of the larger abhuman breeds is sometimes just too useful to discard. On the eve of battle, the priests unchain these mighty outcasts from the ammunition sledges, hand them crudely forged masses of metal, and tell them of their great good fortune: a chance to cleanse their tainted blood by shedding it for the God-Emperor.





***


*FAST ATTACK*

*

THRONE SQUAD: 70 points (Fast Attack)
Hit & run scout bikers
Throne WS:3 BS:4 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:3+/6++
Superior WS:3 BS:4 S:3 T:4 W:1 I:3 A:1 Ld:8 Sv:3+/6++
Veteran Superior WS:3 BS:4 S:3 T:4 W:1 I:3 A:2 Ld:9 Sv:3+/6++
Spoiler:

Unit Composition: 1 Throne Superior, 2 Thrones
Unit Type: Bikes; Superior is Bike (Character)

Wargear: Power armour, bolt pistol, frag & krak grenades, Sororitas bike

Sororitas Bike:
With lighter weapons and much lighter riders than their Marine counterparts, Sororitas bikes can maneuver nimbly through rough terrain, scouting far ahead of the main force to stage lightning strikes against vulnerable targets.
A model mounted on a Sororitas Bike gains the Bike unit type. In addition:
- A unit all of whose models are mounted on Sororitas Bikes gains the Hit & Run and Scout special rules.
- A model mounted on a Sororitas Bike automatically passes Dangerous Terrain tests.
- A Sororitas bike is armed with a storm bolter (not twin-linked boltguns as on an Astartes bike).

Special Rules: Acts of Faith; Shield of Faith

Act of Faith: Loose The Fateful Lightning
Their aim steadied and engines fueled by faith, the Thrones conduct a divinely guided drive-by shooting.
You may attempt this Act of Faith at the beginning of your Shooting Phase. If successful, the squad may either shoot and then Turbo-Boost, or Turbo-Boost and then shoot, in this phase. The unit must complete both actions before you move onto the next unit -- otherwise you lose the chance to take the second action.

Options:
The squad may include up to five additional Thrones: 23 points per model
One Throne may take a Simulacrum Imperialis: 10 points.
Four other Thrones may replace their bike-mounted storm bolters with an item from the Special Weapons List for the normal cost.
The Throne Superior may be upgraded to a Veteran Throne Superior: 10 points.
The Throne Superior or Veteran Superior may take items from the Melee and Ranged Weapons list.
The Throne Superior or Veteran Superior may take Melta bombs: 5 points.
The Throne Superior or Veteran Superior may take Purity Seals: 10 points


The Adepta Sororitas first began using bikes in M38, when a preceptory of the famously fiery Order of the Bloody Rose annihilated a renegade Marine bike company and seized their mounts as spoils of war. More fragile but more agile than their Astartes counterparts, the Bloody Rose bikers proved such invaluable outriders in subsequent campaigns that their preceptory was elevated to its own Minor Order, the Fiery Wheels. Many other Orders followed their example and adopted bikes, customizing them for lighter riders using hit-and-run tactics.



*

LUCIFER SCOUT TANKS: 145 points (Fast Attack)
Fast, fragile, & fiery
BS:4 Armour:11/11/10 HP:3 Sv:6++
Spoiler:

Unit Type: Vehicle (tank, fast)
Unit Composition: 1 Lucifer Scout Tank

Wargear: Inferno Cannon; Heavy Bolter; Searchlight; Smoke Launchers

Special Rules: Shield of Faith, Scout

Options:
May include up to two additional Lucifer Scout Tanks: 145 pts per model
Any Lucifer may replace its Inferno Cannon with a Melta Cannon: +10 points
Any Lucifer may replace its heavy bolter with a heavy flamer: free
Any Lucifer may replace its heavy bolter with a multi-melta: +10 points
Any Lucifer may take items from the Adepta Sororitas Vehicle Equipment list.

Inferno Cannon: Template S:6 AP:4 Type: Heavy 1, Torrent
Melta Cannon: 24" S:8 AP:1 Type: Heavy 1, Blast, Melta


The "Light Bringer" is an ancient design, predating the Great Crusade but then lost for millennia. The Sisters recovered an STC print-out and gave it to the Adeptus Mechanicus in exchange for exclusive rights to the vehicles produced, an arrangement similar to that with the Immolator. The two vehicles together inspired the design of the Imperial Guard's Hellhound tanks. However, the Lucifer's lighter armour, heavier suspension, and more sophisticated navigation system gives it superior cross-country mobility, enabling it to scout ahead of the main force and conduct wide flanking movements alongside Sororitas Dominions and Thrones.



*

SORORITAS VALKYRIE : 160 points (Fast Attack)
The classic Navy transport, sanctified
BS:4 Armour:12/12/10 HP:3 Sv:6++
Spoiler:

Unit Type: Vehicle (Flyer, Hover, Transport)
Unit Composition: 1 Sororitas Valkyrie Assault Carrier

Wargear: heavy bolter; two Exorcist Missile Pods; extra armour; searchlight

Each unit that has Exorcist Missile Pods must choose one of the following profiles for all its pods:
Fiery Hammer: 48" S:8 AP:1 Heavy 1, One Use Only
Flaming Halo: 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy 1, One Use Only
Falling Angel: 60" S:7 AP:3 Skyfire, Heavy 1, One Use Only
Infinite Mercy: 72" S:6 AP:3 Heavy 1, One Use Only

Special Rules: Shield of Faith

Grav Chute Insertion
If a Valkyrie or Victoria has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Victoria moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.

Transport Capacity: 12 models.

Options:
May replace its heavy bolter with a multi-melta: free
May take a pair of sponsons armed with heavy bolters: 20 points
May take a Laud Hailer: 10 points


By far the Sisterhood's most common flier, the Sororitas Valkyrie simply replaces the Navy version's laser weaponry with heavy bolters or melta weapons. It can deploy Seraphim jump troops from extreme altitudes or other Sisters from grav chutes.



*

VICTORIA ASSAULT CARRIER: 185 points (Fast Attack)
The Sisters' triple-multi-melta version of the Vendetta
BS:4 Armour:12/12/10 HP:3 Sv:6++
Spoiler:

Unit Type: Vehicle (Flyer, Hover, Transport)
Unit Composition: 1 Victoria Assault Carrier

Wargear: three twin-linked multi-meltas; extra armour; searchlight

Special Rules: Shield of Faith

Grav Chute Insertion
If a Valkyrie or Victoria has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Victoria moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.

Transport Capacity: 6 models.

Options:
May take a pair of sponsons armed with heavy bolters: 20 points
May take a Laud Hailer: 10 points


The Victoria is the Sororitas equivalent of the Navy Vendetta. Armed with multi-meltas instead of lascannon, it sacrifices range for close-in firepower. It is crewed by sharp-shooting Sisters willing to get within "kissing distance" of their targets to incinerate them more effectively.



*

DOMINICA PATTERN DROP POD: 40 points (Fast Attack)
A sanctified version of the Astartes stand-by
Drop Pod: BS:2 Armour 12/12/12 HP:3
Spoiler:

Unit Type: Vehicle (Open-topped, Transport)
Unit Composition: 1 Drop Pod

Wargear: heavy flamer

Special Rules: Drop Pod Assault; Immobile; Inertial Guidance System*
* See Codex:Space Marines for these rules.

Flower of Flame:
Dominica-pattern drop pods often have flamer pipes built into the insides of their doors. When the pod lands and opens, it unfolds like a flower of purifying flame.
If a Dominica-pattern drop pod is armed with a heavy flamer, then, when firing, you may place the narrow end of the template in contact with any part of the model.

Transport Capacity: 10 models or 1 Penitent Engine.
A Dominica Pattern Drop Pod is a Dedicated Transport option for a Sororitas Command Squad or a Celestian Squad.

Options
May replace its heavy flamer with a Storm Bolter or Multi-Melta: free

The Eccesiarchy has its own version of the standard Astartes drop pod, one stripped of the suspiciously advanced Machine Spirit and fitted instead with a thoroughly purified heretic as a gun servitor.


*

FRATERIS BIKERS: 50 points (Fast Attack)
Mad Max gets religion
Frateris Biker: WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+
Sidecar Bike: WS:3 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv:6+
Biker Boss: WS:3 BS:3 S:3 T:3 W:1 I:3 A:2 Ld:7 Sv:6+
Spoiler:

Unit Composition: 5 Frateris Bikers
Unit Type: Cavalry; Boss is Cavalry (character)

Wargear: Improvised armour; stubber; close combat weapon

Frateris Bike:
Frateris Militia and even clergy often ride to war on civilian motorbikes, simple two-wheelers with only a vague resemblance to massive Marine bikes. A single shot can send both bike and rider crashing to the dirt, but until then they're remarkably mobile.
A model with a Frateris Bike changes its unit type from Infantry to Cavalry, or from Infantry (character) to Cavalry (character). (Note that these bikes do not have the "Bike" unit type). There is no other effect.

Special Rules: Rage, Hit & Run

Options:
Add up to 15 additional Frateris Bikers: 10 points per model
One Biker may be upgraded to a Boss: 10 points
Any Biker may upgrade his stubber to a shotgun: 1 point
Any model may take an Exterminator: 3 points
For every five models in the Pack, one may be upgraded to a Sidecar Bike carrying one of the following weapons:
- Heavy Stubber: 5 points
- Grenade Launcher: 4 pts
- Flamer: 4 pts
Note that the Grenade Launcher and Flamer suffer from the Improvised Weapons special rule.

Improvised Weapons
The Frateris militia build their heavier weapons themselves with more zeal than skill in workshops that often blow up. Sometimes, instead, their improvised products passes what passes for inspection only to backfire explosively on the battlefield.
If a unit or a model has this special rule, all of its shooting weapons have the Gets Hot! special rule, except for Stubbers, Heavy Stubbers, and Shotguns.
This rule does not affect Independent Characters who joined a unit with Improvised Weapons.

Exterminator:
Frateris are fond of jury-rigged mini-flamers called Exterminators, which carry just enough fuel to spray a single enemy in the face at point-blank range. Cheap, lethal, and guaranteed to hit, even in untrained hands, Exterminators are brutally effective weapons as long as they don't explode on firing.

Range:Melee S:3 AP:- Flame To The Face, One Use Only, Gets Hot!
Flame To The Face: The first time a unit charges or is charged, all models with Exterminators attack with them at the Initiative 10 step. Exterminator attacks do not benefit from any of a model's special rules (e.g. Hatred) and are in addition to that model's normal attacks. All models in a unit must fire their Exterminators at the same time (Frateris are not known for fire discipline).


Even biker gangs can believe fiercely in the God-Emperor -- and God-Emperor help anyone they decide does not. Whether hardened outlaws on stolen rides or young nobles showing off their spiffing steel steeds, Frateris Bikers serve as highly mobile, highly fragile scouts. While their civilian-model motorbikes lack anything like the survivability of an Astartes bike, they do allow them to outmaneuver enemy infantry, firing wildly as they drive by or charging headlong at weaker targets.


*

***


*HEAVY SUPPORT*

*

SORORITAS PREDATORS: 100 points (Heavy Support)
A sanctified Predator Infernus
BS:4 Armour:13/11/10 HP:3 Sv:6++
Spoiler:

Unit Composition: 1 Sororitas Predator
Unit Type: Vehicle (tank)

Wargear: Flamestorm Cannon; Searchlight; Smoke Launcher

Special Rules: Shield of Faith

Options:
May take up to two additional Sororitas Predators: 100 points per model
Any Predator may exchange its Flamestorm Cannon for a Magna-Melta (see below): +30 points
Any Predator take a pair of side sponsors armed a pair of either heavy bolters, heavy flamers, or multi-meltas: 20 points
Any Predator take items from the Adepta Sororitas Vehicle Equipment List.

Magna-Melta: 18" S:8 AP:1 Heavy 1, Large Blast (5"), Melta


When Sisters of Battle saw the Predator Infernus in action, it was love at first sight. While rare among the Adeptus Astartes, the Infernus -- in its ornately decorated Ecclesiarchal variant -- is the standard main battle tank of the Adepta Sororitas, charging the foe with its powerful but short-ranged weapons while Exorcists provide long-range covering fire.



*

VINDICTA ASSAULT GUNS: 115 points (Heavy Support)
An Avenger Bolt Cannon tank
BS:4 Armour:13/11/10 HP:3 Sv:6++
Spoiler:

Unit Composition: 1 Vindicta Assault Gun
Unit Type: Vehicle (tank)

Special Rules: Shield of Faith

Wargear: Avenger Bolt Cannon (hull-mounted, forward-firing); storm bolter; searchlight; smoke launchers.

Options:
May take up to two additional Vindicta Assault Guns: 115 points per model
Any Vindicta may take items from the Adepta Sororitas Vehicle Equipment list.

Avenger Bolt Cannon: 36" S:6 AP:3 Heavy 7


The Adeptus Sororitas revered the Avenger Strike Fighter since its use against them by Sebastian Thor's rebels in the Age of Apostasy, when its namesake weapon ripped through power-armoured troops. When the Sisters first began to use the Avenger Bolt Cannon as a ground weapon is unclear, but there are several records of Sisters salvaging them from wrecked fighters. At the siege of Naval Ground Base Fury Miko, the Order of the Wounded Heart took Avengers grounded for lack of fuel and physically pushed them to the perimeter as a last-ditch defense against attacking Traitor Marines. By M38, the Sisterhood -- and the Ecclesiarchy's wealth -- had persuaded the Mechanicum to modify a Space Marine Vindicator to carry an Avenger Bolt Cannon in the spearhead of Sororitas attacks.



*

SORORITAS ARTILLERY: 75 points
An Avenger Bolt Cannon or Exorcist Missile Launcher
Artillery piece: WS:- BS:- S:- T:7 W:2 I:- A:- Ld:- Sv:3+/6++
Retributor crew: WS:3 BS:4 S:3 T:3 W:1 I:3 A:1 Ld:8 Sv:3+/6++
Spoiler:

Unit Type: Artillery
Unit Composition: 1 Avenger Bolt Cannon, 2 Retributors

Wasrgear:
Artillery Piece: Avenger Bolt Cannon: Range:36" S:6 AP:3 Heavy 7
Retributor crew: power armour, bolt pistol, boltgun, frag grenades, krak grenades

Special Rules: Act of Faith; Shield of Faith

Act of Faith: None
The Retributor crew of a Sororitas artillery piece cannot perform Acts of Faith: There aren't enough of them. However, an independent character can join the crew and still perform Acts. These Acts affect the character, the Retributors, and their personal wargear only -- they have no effect on the artillery piece itself!

Options:
- May include up to two additional Retributor Crew: 12 pts per model
- May upgrade Avenger Bolt Cannon to an Exorcist Missile Launcher: 15 points

An Exorcist Missile Launcher may take Alternative Exorcist Ammunition: free
You must make clear before deployment whether any Exorcist Missile Launcher is using alternative ammunition. If you fail to do so, you must use the standard profile.
Flaming Halo: 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy D6
Falling Angel: 60" S:7 AP:3 Skyfire, Heavy D6
Infinite Mercy: 72" S:6 AP:3 Heavy D6


*

VIRAGO EXORCIST MISSILE CARRIER: 175 points (Heavy Support)
A Valkyrie-mounted Exorcist Missile Launcher
BS:4 Armour:12/12/10 HP:3 Sv:6++
Spoiler:

Unit Type: Vehicle (Flyer, Hover)
Unit Composition: 1 Virago Exorcist Missile Carrier

Wargear: Exorcist Missile Launcher; heavy bolter; extra armour; searchlight

Special Rules: Shield of Faith

Awkwardly Mounted Weapon:
The Exorcist Missile Launcher can only fire with its full Ballistic Skill at ground targets: All shots at fliers are Snap Shots.

Options:
May take a Laud Hailer: 10 points
May take alternative Exorcist ammunition: free
You must make clear before deployment whether any Exorcist Missile Launcher is using alternative ammunition. If you fail to do so, you must use the standard profile.
Flaming Halo: 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy D6
Falling Angel: 60" S:7 AP:3 Skyfire, Heavy D6
Infinite Mercy: 72" S:6 AP:3 Heavy D6

The Virago is the rarest and strangest of the Sisterhood's Valkyrie variants. This hybrid makes the orthodox Mechanicus wince but the Sisterhood deem it necessary given their lack of dedicated ground-attack craft like the Navy Vulture. The Virago mounts a massive Exorcist Missile Launcher in the space normally used for passengers or cargo, the "pipes" that launch the missiles projecting awkwardly forward from the permanently opened side doors. It is an ungainly arrangement but brutally effective.



*

SORORITAS AVENGER STRIKE FIGHTER: 225 points
An uparmored Avenger with a Sororitas pilot
BS:4 Armour:12/11/10 HP:2 Sv:6++
Spoiler:

Unit Composition: 1 Sororitas Avenger Strike Fighter
Unit Type: Vehicle (Flyer)

Wargear: Avenger Bolt Cannon; four Exorcist Missile Pods; armoured cockpit

Special Rules: Strafing Run, Deep Strike, Supersonic

Options:
None.

Weapons:
Avenger Bolt Cannon: 36" S:6 AP:3 Heavy 7

Each unit that has Exorcist Missile Pods must choose one of the following profiles for all its pods:
Fiery Hammer: 48" S:8 AP:1 Heavy 1, One Use Only
Flaming Halo: 36" S:6 AP:4 Small Blast, Ignores Cover, Heavy 1, One Use Only
Falling Angel: 60" S:7 AP:3 Skyfire, Heavy 1, One Use Only
Infinite Mercy: 72" S:6 AP:3 Heavy 1, One Use Only


Largely forgotten for the first millennia of the Imperium's history, the Avenger Strike Fighter STC was rediscovered in time to fight in the Age of Apostasy. In the civil wars of that dark era, the forces of Saint Sebastian Thor found the Avenger's multi-barreled bolt cannon ideally suited to shredding the power-armoured elite of the tyrant Vandire's Frateris Templar and the then-Brides of the Emperor.
While relatively rare in the Imperial Navy, which generally disdains single-mission ground attack craft, the Avenger is the favored fighter of the Adepta Sororitas. In addition to requesting close support from Navy Avengers whenever available, the better-resourced Orders Militant field their own model, which they insist is the original, faithfully following the STC print-outs used by Sebastian Thor.
Instead of the dual lascannons and defensive gun turret of the Navy version, the Sororitas Avenger has four wingtip-mounted Exorcist missiles and additional armour plating on the fuselage. For all their emphasis on martyrdom, the Sororitas consider personnel less expendable than the Navy does and cannot spare its highly trained personnel to operate a rarely-used secondary weapon. While the Sororitas Avenger lacks the spare weight capacity to carry under-wing ordnance, the combination of the Exorcist missiles' tank-killing power and the Avenger Bolt Cannon's capability to shred light armor and heavy infantry makes for formidable firepower. Meanwhile the extra armour -- and, the Sisters say, the protection of the God-Emperor -- improves the aircraft's survivability.



*

DELIVERER ASSAULT ARK: 150 points (Heavy Support)
A fire-breathing open-topped transport
BS:4 Armour: 14/13/12 HP:4
Spoiler:

Unit Type: Vehicle (Tank, Transport, Open-Topped)
Unit Composition: 1 Deliverer Assault Ark

Wargear: Twin-linked multi-melta (front); two flamestorm cannons (in sponsons); searchlight; smoke launchers

Special Rules: Open-topped; Shield of Faith

Elite Transport:
The Deliverer is a dedicated transport option for a Celestian Squad, a Sororitas Command Squad, or a Repentia Squad. In addition, for each Confessor or Missionary in your army, one Battle Conclave may take a Deliverer as a Dedicated Transport.

Transport Capacity: 12 models

Options:
May replace twin-linked multi-melta with twin-linked heavy bolter or twin-linked heavy flamer: free.
May replace one or both flamestorm cannon with a Magna-Melta (see below): +30 points for one, +60 points for both
May take items from the Adepta Sororitas Vehicle Equipment List.

Magna-Melta: 18" S:8 AP:1 Heavy 1, Large Blast (5"), Melta


Though disdained by the Astartes as an inferior Land Raider and by the Guard as an undersized Gorgon, the Deliverer fills a gap in the Sororitas arsenal between nimble but thin-skinned Rhino-based transports and the super-heavy Storm Queen.
The first Delivers were jury-rigged in a pious panic by the miners of Kossus J3F, where countless heretics had taken refuge in the lower levels and set up deadly point-blank ambushes for the Battle Sisters sent down dark tunnels to root them out. Crudely converted from civilian ore carriers, their hulls covered with slabs of armour and hastily daubed religious icons, the improvised vehicles smashed through unscathed where lighter vehicles had been destroyed.
By the time the nine-year campaign was over, Canoness Guderianna of the Iron Rose had become convinced the Deliverer should not be a one-time expedient but a permanent part of her Order's armory. Impressed by her example, other Orders Militant commissioned their own conversions. Finally, just only six centuries of lobbying, bribery, and assassination, the Ecclesiarchy persuaded the Mechanicum to mass-produce a standardized design.




*

FRATERIS HUSSITE: 120 points (Heavy Support)
A ramshackle juggernaut packed with rabble
BS:3 Armour:13/12/11 HP:4
Spoiler:

Unit Composition: 1 Frateris Hussite
Unit Type: Vehicle (Tank, Transport, Open-Topped)

Wargear: Searchlight, Smoke Launchers

Special Rules:

Improvised Weapons
The Frateris militia build their heavier weapons themselves with more zeal than skill in workshops that often blow up. Sometimes, instead, their improvised products passes what passes for inspection only to backfire explosively on the battlefield.
If a unit or a model has this special rule, all of its shooting weapons have the Gets Hot! special rule, except for Stubbers, Heavy Stubbers, and Shotguns.
This rule does not affect Independent Characters who joined a unit with Improvised Weapons.

Passenger capacity: 20 models
The Frateris Hussite may carry Bulky and Very Bulky models. However, note that adding weapons reduces its passenger capacity (see Options below).

Options:
The Frateris Hussite may take up to 10 weapons from the list below. However, each weapon taken reduces the passenger capacity by two. Further, the Hussite can only mount a few weapons facing in each direction: two front, two rear, three left, and three right.
- Grenade Launcher: 3 pts
- Heavy Stubber: 4 pts
- Twin-Linked Heavy Stubber: 7 pts
- Flamer: 3 pts
- Heavy Flamer: 7 pts
The Grenade Launcher, Flamer, and Heavy Flamer suffer from the Improvised Weapons special rule.

A Frateris Hussite may take items from the Adepta Sororitas Vehicle Equipment List.

A clanking monstrosity jury-rigged out of a commercial heavy hauler, the Hussite services as a mobile fortress for the Frateris firing out of it in every direction.


*



***


*LADIES OF WAR*
Spoiler:

Adepta Sororitas super-heavy vehicles are moving temples of destruction. Fortunately for heretics, they are also rare. Between the Sisterhood's preference for short-range urban fighting in defense of shrines and the Ecclesiarchy's on-and-off relationship with the Machine Cult, the Orders Militant actually have fewer superheavies per 100,000 infantry than the Imperial Guard.
In fact, most Sororitas "Ladies of War" are converted from the Baneblade and its variants, and they are rarely provided directly by the Mechanicum: Instead, the Sisters tend to acquire former Imperial Guard super-heavy tanks, whether by recovering wrecked ones from the battlefield, capturing them from traitor regiments, or simply "requisitioning" them from overawed Guard commanders and never giving them back.



*

STORM QUEEN: 530 points (Lord of War)
A Sororitas Stormlord that can carry a minaret
BS:4 Armour:14/13/12 HP:9 Sv:6++
Spoiler:

Unit type: Vehicle (Super-Heavy Vehicle, Transport)
Unit composition: 1 Storm Queen

Wargear: Vulcan Mega-Bolter*; twin-linked heavy bolter; one heavy bolter; searchlight, smoke launchers

*Vulcan Mega-Bolter: 60" S:6 AP:3 Heavy 15

Transport Capacity: 40 models
Fire Points & Access Points: see "Troop Bay," below

Special Rules: Shield of Faith

All Power of Prayer To Weapons!:
If the Storm Queen does not move, it may fire its Vulcan Mega-Bolter twice in the following Shooting phase (either at two different targets or twice at the same target).

Troop Bay:
20 models can fire from the troop bay.
The Storm Queen is treated as Open-Topped for the purposes of embarking and disembarking only. The +1 damage modifier for Open-Topped vehicles does not apply to the Storm Queen.

Options:
A Storm Queen may replace its troop bay with one of the following, reducing its transport capacity to 20 models, losing the Troop Bay special rule, and gaining a single access point in the rear:

- Dual Exorcist Missile Launcher: 90 points
Choose one of the following profiles:
Fiery Hammer: Range:48" S:8 AP:1 Heavy 2d6
Flaming Halo: Range:36" S:6 AP:4 Small Blast, Ignores Cover, Heavy 2D6
Falling Angel: Range: 60" S:6 S:7 AP:3 Skyfire, Heavy 2D6
Infinite Mercy: Range: 72" S:6 AP:3 Heavy 2D6

- Kriegsminaret: 60 points
As long as they are within 12" of a vehicle with an Kriegsminaret, all Imperium of Man units gain the War Hymns special rule. However, they may only use the "The Emperor Protects" and "Righteousness of the Emperor" hymns.

May take a hunter-killer missile: 10 pts
May take a storm bolter: 5 pts
May add up to two pairs of side sponsons, each with one twin-linked flamestorm cannon and one twin-linked heavy bolter: 50 pts/pair
A Storm Queen may take items from the Adepta Sororitas Vehicle Equipment List.


The Sororitas's most common superheavy vehicle is based on the Imperial Guard Stormlord. As a giant infantry fighting vehicle, optimized to carry infantry into combat and support them at short range and high risk, the very attributes that make it unattractive to the average Guard commander make it a favorite for the more aggressive Sororitas. In addition, the Sisterhood makes good use of the Stormlord's troop bay, not only using it to carry squads of sharpshooting Retributors but often converting it to hold Exorcist missile launchers or even a towering minaret for a Ministorum Priest.



*

FLAMEBLADE: 575 points (Lord of War)
A Sororitas Baneblade with fire-based weapons
BS:4 Armour:14/13/12 HP:9 Sv:6++
Spoiler:

Unit type: Vehicle (Super-Heavy Vehicle)
Unit composition: 1 Flameblade

Wargear: Inferno Gun (turret), Magna-melta (hull front), multi-melta, twin-linked heavy bolter, searchlight, smoke launchers

Inferno Gun: Hellstorm S:7 AP:3 Primary Weapon 1
Magna-Melta: 18" S:8 AP:1 Heavy 1, Large Blast (5"), Melta

Special Rules: Shield of Faith

Options:
May take a hunter-killer missile: 10 pts
May take a storm bolter: 5 pts
May add up to two pairs of side sponsons, each with one twin-linked flamestorm cannon and one twin-inked heavy bolter: 50 pts/pair
A Flameblade may take items from the Adepta Sororitas Vehicle Equipment List.


This Baneblade variant replaces the original's cannons with weapons more to the Sororitas' fiery taste, drastically reducing range but dramatically improving close-in firepower with a high-powered melta and a Titan-sized flamer. Once the Ecclesiarchy's mechanics are done with it, the Guard's general-purpose super heavy tank has become a specialized city-clearing, bunker-busting nightmare.


*

FIRE SWORD: 505 points (Lord of War)
A Sororitas Shadowsword with a massive melta cannon
BS:4 Armour:14/13/12 HP:9 Sv:6++
Spoiler:

Unit type: Vehicle (Super-Heavy Vehicle, Transport)
Unit composition: 1 Fire Sword

Wargear: Melta Cannon (hull front), searchlight, smoke launchers

Melta Cannon:72" S:10 AP:1 Ordnance 1, Apocalyptic Blast, Melta

Special Rules: Shield of Faith

Options:
May take a hunter-killer missile: 10 pts
May take a storm bolter: 5 pts
May add up to two pairs of side sponsons, each with one twin-linked flamestorm cannon and one twin-inked heavy bolter: 50 pts/pair
May take an additional twin-linked heavy bolter or heavy flamer: 10 points
A Fire Sword may take items from the Adepta Sororitas Vehicle Equipment List.


This modified Shadowsword replaces the giant laser of the Volcano Cannon with a massive Melta Cannon, trading range and penetration versus other superheavies for a huge blast effect that melts through fortress walls and whole formations of lesser vehicles. What was once a sniper-like Titan killer becomes a brutal assault gun.



*

KNIGHT ANGELUS
A winged Knight Titan that strikes from the heavens
WS:4 BS:4 S:10 Armour:13/12/12 I:4 A:3 HP:6
Spoiler:

Unit Type: vehicle (super-heavy walker)
Unit Composition: 1 Knight Angelus

Wargear: Heavy Bolter; Reaper Chainsword*; Ion Shield*
* see Codex:Imperial Knights for these rules.

Pillar of Fire
Range:0" S:7 AP:3 Ordnance 1, Jump Jet Exhaust
Jump Jet Exhaust: The Pillar of Fire is simply the fiery exhaust of the Angelus's jump jets, directed as a weapon. The Pillar of Fire uses the Massive Blast marker instead of a flamer or hellstorm template but otherwise follows all the rules for Template weapons.
In addition, when the Knight Angelus successfully charges an enemy unit or Deep Strikes within 1" of an enemy unit (see Hammer of Heaven, below), it immediately makes a Pillar of Fire attack against that unit. This attack is resolved before the Initiative 10 step of any combat that ensues.

Wings of Light:
The Knight Angelus may use its Wings of Light once per turn to do one and only one of the following:
- to enter play by Deep Strike (once per game, obviously!) (see Hammer of Heaven, below); or
- during the Movement Phase, to move up to 18";
- during the Assault Phase, to reroll its charge distance.
While using the Wings of Light, the Knight Angelus can move over all other models and all terrain freely. However, it cannot end its move on top of other models and can only end its move on top of impassable terrain if it is actually possible to place the model on top of it.
However, whenever the Knight Angelus uses its Wings of Light, it may not use its Ion Shield until its after its next Movement Phase.

Special Rules: Deep Strike, Shield of Faith

Hammer of Heaven:
The Knight Angelus descends like a hammer from heaven, scouring the infidels with jet exhaust before smashing them under its adamantium heels.
When the Knight Angelus enters play by Deep Strike, it suffers a mishap as normal if it if it lands on top of impassible terrain, partially or wholly of the board, or on top of or within 1" of a Gargantuan Creature, Super-Heavy Vehicle, or Super-Heavy Walker.
However, if the Knight lands on top of or within 1" of any other unit, the Knight does not mishap. Instead, it immediately makes, first, a Pillar of Fire attack, and, second, a single Stomp attack on each such unit within 1". Once both attacks are resolved, the Knight is then immediately moved the minimum distance so as to be no longer within 1" of any surviving model. Note the Knight must make these attacks even if the units landed on are friendly.

Limited Power:
The arcane force field projectors that generate the Knight Angelus' Wings of Light are the same that generate its Ion Shield, and they lack the power to sustain both at once.
Whenever the Knight Angelus uses its Wings of Light, it may not use its Ion Shield until its after its next Movement Phase.

A Tale of Two Armies:
Knights-Angelus go to war alongside other Knights as well as the Adepta Sororitas.
A Knight Angelus is a Lord of War for a Codex:Adepta Sororitas army.
Alternatively, Knights Angelus may be chosen as part of a Codex: Imperial Knights army as you would other type of Knight. However, owing to their rarity in the 41st Millennium, you may not have more Knights Angelus in your army than you have Knights of other kinds.


Some Knight Houses swear fealty directly to the Imperium, others to the Adeptus Mechanicus, but a few devote themselves to the Ecclesiarchy. For their piety and fealty, these holy warriors -- a disproportionate number of them female -- are rewarded with a unique pattern of Knight: the Angelus.
At rest, the Knight Angelus merely seems more streamlined and elegant than conventional Knights, as well as more lightly armed. Only the telltale exhaust tubes of jump jets betray its unique nature. When the Knight Angelus activates for battle, however, out from its back unfold enormous shimmering fields of energy. These Wings of Light allow the Knight Angelus to fly for brief periods or even to leap from a low-orbiting spacecraft onto the very head of the infidel, using its jet exhaust to burn and its sheer mass to smash.
The Angelus' unique technology has a weakness, however: The arcane generators that project the Wings of Light are the same apparatus that produces the Knight's Ion Shield -- but they cannot generate both at once. Thus at any given moment, the pilot must choose between mobility and defense.




*

PENITENT TITAN: 775 points (Lord of War)
A failing Warhound manned by the condemned
WS:4 BS:2 S:10 Armour:14/13/12 I:2 A:2 HP:9
Spoiler:

Unit Type: Super-heavy Walker
Unit Composition: 1 Penitent Titan

Wargear:
Titanic Eviscerator: Range 0" Sestroyer AP:1 Melee
Must choose one of the following arm weapons, at no additional points cost:
- Inferno Gun
- Vulcan Mega-Bolter
- a second Titanic Eviscerator

Special Rules: Agile, Fleet, Rage, Shield of Faith, Void Shields (1)

That Which Kills Us Makes Us Stronger
The Penitent Titan replaces machine spirits with the hardwired brains of heretics, cross-connected so the death agonies of one torment all the others into greater battle-madness.
Every time the Penitent Titan loses a Hull Point, the controlling player may choose one of the following bonuses, but you may not choose the same bonus twice in a row:
- The Titan moves an additional 2" whenever it Runs during the Shooting phase, to a maximum of 12".
- The Titan gains +1 Attack, to a maximum of 10.
- The Titan gains +1 Initiative, to a maximum of 10.
If the Titan loses multiple Hull Points at once, it gains one bonus for each HP.
The Penitent Titan can never regain lost HP from Repair rolls or for any other reason.

Options:
The Penitent Titan may take either of the following leg upgrades, but not both:

Chainscythe Anklets: 60 Points
Giant chainblades jury-rigged to the Titan's mechanical ankles whir to bloody life as it crushes the heretic underfoot.
A Penitent Titan with chainscythe anklets uses the Large Blast template for Stomp attacks.

Repentia Racks: 30 points
Handrails and footholds crudely welded onto the Titan's leg armor let it carry fanatically fearless passengers into battle.
The Titan counts as an open-topped transport for 12 infantry models. However, each model must have the Fearless special rule or the And They Shall Know No Fear special rule. (Models that do not have the rule themselves but which gain it from an independent character joining their unit may not ride).
In addition, every time an enemy shooting or melee attack hits the Titan with a to-hit roll of 6, one of the units riding the Titan (chosen randomly) takes a hit with same Strength, AP, and special rules.


In some corners of the Imperium even darker than the rest, worship takes on gruesome forms. There are worlds where the devout build mighty effigies of the God-Emperor and fill them with heretics -- or with the innocent -- before setting the whole thing on fire.
The Penitent Titan is the same cruel concept made into a war machine: A converted Warhound Scout Titan with condemned sinners not only wired immovably in every crew station but bound screaming to the outside of the armour. Cables crudely plugged into the skulls of the condemned ensure they experience not only their own torment but one another's, and each time one dies it sends the survivors into new ecstasies of self-annihilation. At the helm, where a Princeps of the Legio Titanicus would normally stand, there is always a disgraced Imperial servant of high degree, some cardinal, field marshal, or august noble whose rank demands greater torments than those inflicted by a plebian Penitent Engine, and into this damned commander's brain pour all the agonies of his captive crew.
The Adeptus Mechanicus is deeply divided about the Penitent Titan. Most Forgeworlds disdain it as a prime example of Ecclesiarchical excess and barbarism. Some consider it an outright abomination against the Machine God (wars have been fought over such things). A few Forge Worlds, however, see Penitence as a fitting end for Titans whose core systems are damaged or decaying beyond all repair. It is this part of the Mechanicum that sends teams of Tech-Priests to oversee the restoration of crippled Warhounds recovered from old battlefields or ancient ruins, though most of the crude repairs and modifications are performed by Ministorum artisans with more fervor than skill. The resulting jury-rigged monstrosity rattles with mechanical failures and human pain, its reactor soon to give out -- but no matter: Its masters need neither machine nor crew to long survive.





***


*APOCALYPSE ONLY*

ECCLESIARCHY BATTLE CHAPEL: 3,000 points (Apocalypse Only)
A tracked temple of destruction

BS:4 Armour 14/14/13 HP:27 Save:6++
Spoiler:

Unit Type: Super-Heavy Vehicle (tank, transport)
Unit Composition: 1 Battle Chapel

Wargear:
Melta Cannon (front right tower) (72" S:10 AP:1 Ordnance 1, Apocalyptic Blast, Melta)
Inferno Gun (front left tower) (Hellstorm S:7 AP:3 Primary Weapon 1)
Vulcan Mega-Bolter (main tower) (60" S:6 AP:3 Heavy 15)
Vortex Missile Battery (Range:Infinite S: D AP:1 Ordnance 1, Large Blast, Vortex)
7 Void Shields

Auspex Maximus
The Battle Chapel's highest tower bristles with arcane sacramental sensors that can detect enemies. Thus guided and installed on an elaborate swiveling mount, the Adventus's Vulcan Mega-Bolter can engage enemy fliers and ground troops alike.
At the start of each Shooting Phase, the owning player may give the Battle Chapel's Vulcan Mega-Bolter the Skyfire special rule for that phase.

Holy Light
As the massive war machine crashes into the enemy lines, its gilded armour gleaming and its sacramental spotlights blazing, the eyes of the evildoers are dazzled by a pure white light and their ears fill with celestial music. Then the faithful charge out of the vehicle and rip them apart.
When a unit charges out of a transport with Holy Light, it counts as having assault grenades and inflicts a Blind attack on all enemies it is charging, resolved at Initiative 10.

Rites of Repair
The Battle Chapel requires extensive onboard workshops to keep itself functioning. During battle, these specialists may attempt to repair an embarked vehicle or even the Battle Chapel itself, though the latter is a much more daunting challenge.
Once per turn, during the Shooting Phase, you may attempt to repair one vehicle embarked on the Battle Chapel. On a roll of 2+, restore one Hull Point, one weapon lost to a Weapon Destroyed result, or undo an Immobilized result. The repaired vehicle may not disembark until the next turn.
Alternatively, you may instead attempt to repair the Battle Chapel itself. On a roll of 5+, restore one Hull Point.

Siege Towers
The Battle Chapel's forward towers providing not only firing platforms but boarding ramps to attack the upper levels of fortifications.
Infantry models transported by the Battle Chapel may disembark directly onto any level of a ruin or building within 6" of the Chapel's front, including battlements.

Samsonic Ram:
The Battle Chapel's front steps form massively reinforced ram designed to shatter the base of a fortification's wall with a blast of sonic vibration.
Any building or immobile structure that is rammed by the Battle Chapel and takes a penetrating hit loses 1D3 Hull Points instead of one.
Further, when ramming a building or immobile structure, the Battle Chapel gains the Wrecker special rule:
Wrecker: Weapons and attacks with this special rule may reroll failed Armour Penetration rolls against fortifications and immobile structures (such as bunkers and barricades), and add +1 to any result rolled on the Building Damage chart. If this attack damages a bulkhead or wall section of terrain and destroys it, remove that section of terrain from play if possible.

Vortex Missile Battery:
The Battle Chapel may fire a maximum of seven vortex missiles over the course of the battle. No more than one missile may be fired per Shooting phase.
When the Battle Chapel suffers Catastrophic Damage, roll one dice for each remaining vortex missile. On a roll of 1-2, the missile explodes. Place the vortex blast marker on the center of Battle Chapel, and then scatter it 2D6".


Special Rules:
Assault Vehicle

Awe-Inspiring:
Songs of praise and pealing bells ring out from the Battle Chapel, clearly audible over the roar of battle, while its icons loom sternly over the fray.
All friendly units within 12" of the Battle Chapel re-roll failed Morale, Fear, Pinning tests, and Act of Faith tests. They also gain the War Hymns special rule, but they may only use the "The Emperor Protects" and "Righteousness of the Emperor" hymns.

Ponderous Beyond Belief:
More a mobile building than a vehicle, the Battle Chapel has tremendous trouble maneuvering -- but then it rarely has to.
During its Movement phase, the Battle Chapel may either move 6" directly forward or pivot up to 45 degrees, but not both. The Chapel may never move in the Shooting phase.

Reactor Meltdown
If the Battle Chapel suffers a Titanic Explosion! result on the Catastrophic Damage table, its plasma reactor goes nuclear! All hits from this Titanic Explosion! are resolved as being from a Destroyer weapon.

Transport
Transport capacity: The Battle Chapel may carry models on two levels, which are treated separately:
The Galleries may carry 50 infantry models and provide 50 fire points: 15 on each side, 10 front, and 10 rear.
The Nave may carry 100 models, including Bulky, Very Bulky, and Extremely Bulky models. In addition, it may carry smaller vehicles, including other super-heavy vehicles, which take up 10 models' worth of room per Hull Point. Vehicles that are transports may carry models inside without taking up additional room in the Battle Chapel.
Fire Points: 15 on each side, 10 front, and 10 rear.
Access points: One at the front and one on each side.

Options:
May add up to three secondary gun mounts (one per tower), each armed with one of the following:
- Exorcist Missile Launcher: 65 points
- Flamestorm Cannon and twin-linked heavy bolter: 50 points
- Magna-Melta (Range 18" S:8 AP:1 Heavy 1, Large Blast (5"), Melta): 70 points
- Avenger Bolt Cannon (Range 36" S:6 AP:3 Heavy 7): 50 points


A black steel cathedral on massive treads, the Battle Chapel uplifts the spirits of the faithful and crushes the bodies of the unclean. From each of its three towers fires a Titan-sized exemplar of the Adepta Sororitas' "holy trinity": a Melta Cannon and an Inferno Gun in the two front towers, a Vulcan-Mega Bolter equipped to sweep the sky of enemy aircraft in the lofty central tower. The Seven Seals -- sanctified Vortex Missiles -- wait within its buttresses to be unleashed upon the enemy, whilst the Seven Veils -- a series of void shields -- protect the entire structure.
50 Battle Sisters can fire out from Chapel's galleries, while its capacious nave can hold 100 more Sisters or even Baneblade-class tanks, ready to roar out when the sacramental assault ramp drops down between the two forward towers. Choirs of Progena sing sweet hymns of hatred that, vastly magnified, emanate from the Battle Chapel in all directions, while a vast cloud of black exhaust pours constantly from the massive engines in the back. Providing crew, escort vehicles, and forward scouts for such a juggernaut is typically the responsibility of an entire Minor Order Militant of the Adepta Sororitas.
Operationally, a Battle Chapel is usually the mobile headquarters of an entire Ecclesiarchy force, providing spiritual and logistical sustenance. When a particular target, such as a fortress, is so daunting and so important that the Battle Chapel must be committed to combat, the Chapel first launches a long-range bombardment with its vortex missiles. Once the warp vortices have cleared, the Chapel crawls closer to use its more precise tower-mounted Titan weapons on strongpoints that survived. Only then do the massive gates crash open and Ecclesiarchal shock troops charge out to secure what remains of the objective.




***


DESIGN NOTES

Spoiler:

WARGEAR
Blessed armor: Marine artificer armour but (a) less widely available and (b) half a psyker mastery level, in effect (see "Purity Seals" below). 20 pts + (30)/2 = 35.

Praesidium Protectiva:
The old favorite, back with an extra twist that it's a psychic defense. Basically a Storm Shield that also gives you extra Adamantium Will. 20+10.

Purity Seals:
Turning a vanilla Inquisitor into a Mastery Level 1 psyker costs 30 points, which gives you one Warp Die for offensive in your own psychic phase and one Warp Die for defense in the enemy's psychic phase. This wargear just gives you the equivalent of one Warp Die for defense only, so I figure its half as valuable.

Sororitas Bike:
Why these SRs? I wanted Biker Sisters to be distinctive, sleeker and more elegant -- but less sturdy -- than their male counterparts. But on reflection giving them all Skilled Rider seemed overkill and trespassing on Dark Angels and White Scars territory: Why should all Sisters bikers be that good, even with a more agile bike?
Costing: Upgrading a Marine leader to ride a bike costs 20 points.
Then the Sororitas Bike gets, essentially, limited versions of
- Scout -- which normally conveys from one model to an entire unit;
- Hit & Run -- ditto;
- and of Skilled Rider -- which is both a +1 to Jink and difficult terrain bonuses.
So, for independent characters, who lose the ability to convey Hit & Run and Scout to a unit they join, all three SRs are at half the normal value (10 pts, per Ovion): that's 3*(10/2) = 15 points.
For squads, downgrading Skilled Rider to just auto-passing Dangerous Terrain tests reduces that SR's cost to five points -- but the value of H&R and Scout are unchanged, 10 points each: that's 5+2*10 = 25 pts.
A Storm Bolter has identical performance to a boltgun with Relentless. So the difference is losing twin-linked, which I guesstimated at -5. (Ovion's guidelines for TL pricing are tricky).
Net:
IC: 20 points for Bike + 15 points for adding SRs - 5 points for losing TL = 30 points.

War Hymnal:
The intent here is to reflect the fluff - which explicitly says Canonesses lead their Sisters into battle singing war hymns -- and to reduce the army's dependence on Priests.
Why 20 points? Yes, I know, the Priest only costs 25 points and gets both Hymns of War and a rosarius, but that seems undercosted. Besides, the Canoness and Palatine are significantly more survivable, with 2-3 Wounds and better stats all round, so they're more likely to live long enough to use the Hymns multiple times, and they have better Leadership, so their Hymns are more likely to work.

The Book of Acts:
The intent here is to recapture the flexibility of the old list of Acts, where any Sisters unit had multiple options for its AOF, without getting rid of the great flavor that unit-unique Acts add to the army. In short, the best of both worlds.
Costing is rough, but I figured getting to pick one of four Acts instead of being stuck with one is at least as useful as a Simulacrum Imperialis granting you an extra Act and probably more so.
Divine Wind is the same as Eldar Battle Focus.
Prophetic Warning is similar to the psychic power Foreboding.
Whole Armour of Faith is the Codex:Witch Hunters version of Spirit of the Martyr.
The Quick and the Dead is similar to the C:WH version of the Passion.


*

ORDER RELICS:
Dominica's Grail of Ages:
+1 Strength (better than Furious Charge because it's always on) for the Canoness and four other units: 5 * 10 = 50. Also acts as, in effect, a Laud Hailer: +10.

Lucia's Skull of Vandire:
The biggest complaint about Repentia in the current codex is that their permanent 5+ FNP has turned into a one-time 3+ FNP; this relic fixes that and makes the Canoness and the squad she joins, whatever its type, as Fearless as Repentia.
Costing: Fearless and FNP for the Canoness: 10+10. FNP(5+) for her squad and for a maximum of three Repentia squads in a normal CAD: 4x10 = 40. Total: 60.

Shroud of Silvana:
This gives Seraphim back something of the old Angelic Visage rule (though that boosted morale for everyone around Seraphim, not the Seraphim themselves). Fluff says the Argent Shroud is famous for Seraphim and Celestians, but I don't want to give any Order a bonus to two troop types, and, as the uber-Sisters, Celestians seemed the best fit for the uber-Order, Dominica's own Ebon Chalice.
Costing: Blind in melee: 15 points? Reroll Ld tests within 12": basically a Blessed Standard, 15 points. +1 to Leadership of 3 Seraphim Squads in a normal CAD: 3x10 = 30. Total: 60 points.

Katharine's Broken Halo:
I love this bit of backstory I made up for Katharine.... She's such a raging bitch, and all of us deserve her wrath. The fluff for her Order speaks of their determination but, unlike any of the other Big Six, doesn't suggest a buff for any particular unit type - so Furyou Miko suggested the rank-and-file Battle Sisters.
Costing: Power axe: 15 points. Hatred for Canoness, her squad, and (on average) 4 BSS: 6x10 = 60 points.

Mina's Burning Brand:
Mina's character and her Order's connection to Dominions are established in fluff. I wanted something that make the Canoness and Dominions even faster to plunge into combat than regular Dominions, so Scout for her and Eldar Battle Focus seemed a good model. A super melta that can burn the user to death also seemed appropriate for her brooding hatred.
Costing: Meltagun: 10 points. Ignores Cover & Gets Hot cancel out: 0 points. What's effectively Eldar Battle Focus for her, her squad, and three Dominion squads in a normal CAD: 5x10 = 50 points. Total: 60.

Arabella's Light Undying:
Twin-Linked pricing is all over the place, generally 5-10 points or +50% of the weapons' base cost according to Ovion. Let's call it 10 points for the Canoness's single weapon; then the Canoness's squad and the three Retributor squads in a typical CAD get a limited form on multiple weapons, so let's say those four units get it for 10 points apiece as well: 40 points.
Night Vision on the Canoness and four squads: 5x5 = 25, but again it's in limited circumstances, so discount it down to 20 points.


***

HQs

*

MINERVA
Canoness: 65

Wargear (non-unique)
Rosarius: 15
Melta Bombs: 5
Blessed Armour: 35
Book of Acts: 15
Subtotal: 70

Unique Relics:
Firelock: meltagun (10), change from Assault to Pistol, effectively adding +1 Attack (10): 20
Frostbite: power sword (15), AP:2 (+10)25
Subtotal: 45

Stats & SRs:
Scout: 10
Acute Senses10
Custom AOF: Scout & Acute Senses to any unit (unusually good), may only use during deployment (unusually restrictive): 0
Subtotal: 20

TOTAL: 200

*
JEHANNE
Canoness: 65

Wargear (non-unique)
Melta Bombs: 5
Praesidium Protectiva*: 25
War Hymnal*: 20
Subtotal: 50

Stats & SRs:
Change Stubborn to Fearless:0
Zealot: 15
Subtotal: 15[

Sceptre of Vengeance:
Start w/ Power Maul: 15
Add Smash: +15
add Monster Hunter: +10
subtotal: 40

*


CANONESS
In general, these new options restore the classic Jump Pack Canoness, add an artificer-armour-plus option, and generally try to make her the go-to HQ rather than a poor substitute for Celestine or Jacobus.

Records of Service:
The "Records of Service" let you customize your Canoness to reflect her prior service -- and in most cases to buff her squad as well as herself. I prefer this own "build your own special character" approach to pregenerated SCs. Most of the special rules being added are straight of Ovion's cookbook.


*

PALATINE
A Palatine starts from the Canoness statline and builds down from there:
-1 Wound: -10 pts
-1 Attack: -10 pts
No Stubborn: -10 pts
No Martyrdom: was she ever going to be your Warlord, really? 0 pts
Change AOF from Hatred to Stubborn: +/-0
SUBTOTAL: -30 pts
65 - 30 = 35

Note Chirurgeon's Tools cost twice as much on this Independent Character as on a 1-Wound Hospitaller; I think that's fair, given that you're giving an IC and ANY squad she joins FNP.


*

CHORISTER
The Chorister uses the Celestian statline. So compared to the Priest, the Chorister gets +1 WS (10 pts), +1 BS (10 pts), and, most crucially, +2 Ld (10 pts), which means her War Hymns are much more likely to work. That's worth 30 points.
She also has Power Armour for a 3+ save, which is 1 better than the Priest's 4++ (his flak armour is really irrelevant). That's +5 points more.
On the other hand, she doesn't have a Rosarius, just Power Armour and Shield of Faith, so her invulnerable save is 1 worse. Adding a Rosarius to PA & SoF costs a Canoness 15 points, so -15.
So the Chorister nets out at +20 points more than the Priest, i.e. 45 points: Still affordable for key units, but not an obvious and easy choice to spam.
In this revision, I also decided to make her available as an HQ choice, since that simplifies the rules a little bit, she's a colorful option for an HQ in a small force, and (unlike the priest) she's not crazily inexpensive, especially now I've upped her cost by five points from my original version.

*

Repentia CHAMPION
Based on Canoness (65 points)

-1 Ballistic Skill: -10
-1 Initiative: -10
-1 Leadership: -5
3+ armor save becomes no save at all (per PM with Ovion): -20
No krak grenades or bolt pistol: -3 points, going by Codex:Astra Militarum
No frag grenades: -1 point?
Outcast rule plus no access to Ranged Weapons, Melee Weapons, or Relics: -1 point?
No Martyrdom: -5 points?
Total reductions: -55

Replace Stubborn with Fearless: +/-0 points

Fleet: +10 points
Rage: +10 points
Shred: +10 points
Permanent FNP (4+) on a T:3 model (per Ovion): +20 points
Eviscerator: +30
Total additions: +80

Net total: 65 points base -55 pts + 80 pts = 90 points

*

COMMAND SQUAD
Sister Signaler: Basically makes one Celestian into an Officer of the Fleet, with a slight discount to the IG price because you're not adding a new body to the command squad. I really, really like the idea of Sisters with Reserve Roll manipulation -- it emphasizes that they're strategic, not just fanatic.

Stigmata Furia: Standard Ovion costing for adding an SR to a squad. It struck me as strange that Celestians forgot how to do Furious Charge when they got promoted to the Command Squad.


*

CONFESSOR & MISSIONARY
Both these characters are based on the Ministorum priest. The Confessor's stats are lower than in the White Dwarf codex because I don't want a generic HQ to outshine Uriah Jacobus and I don't want a non-Sister to outshine the Canoness as a combatant (which I suspect is why the codex writers toned down Jacobus). The Missionary simply exists to provide a second-tier HQ for smaller games or to back up your primary HQ character.

Compared to the Priest, the Confessor has +1 WS (+10), +1 BS (+10), +2 W (+20), +1A, (+10) +2 Ld (+10), each a 10-point improvement per Ovion: +60 points
Total: 85 points

The Missionary has +1 WS (+10), +1 BS (+10), +1W (+10), +1A (+10), and +1 Ld (+5): +45 points
Total: 70 points

Note I'm giving them Martyrdom for free. Also, I originally upped their cost for being higher-Leadership, more-survivable platforms for War Hymns -- but that made the generic Confessor's cost equal to Uriah Jacobus, who has crazy more wargear and special rules, so I dropped that.

Originally the "Litanies of War" were "Litanies of Command" for the Canoness, but I decided their "cleric buffs the party" quality fit the Confessor better and gave him something special.
They are very roughly costed on (1) Ovion's rule of thumb that adding one special rule to one unit is worth 10 points (except for Fear @ 5 pts, and immunity from Fear without fearless I figures should be the same) and (2) the assumption that you'll probably be able to get 3-4 units within 6" of the Confessor, but (3) each hymn only works once and has a small chance of not working at all, so they deserve a slight discount.


****


TROOPS

*

NOVICES
Start with a basic Battle Sister @ 12 ppm.

-1 BS: -10 points
-1 Ld: -5 pts
Replace Power Armour with Carapace: -5 pts (per a PM from Ovion)
Total subtractions: -20 points

Crisis of Faith: 0 points
A tricky one to cost. Assuming no Independent Character has joined the unit, it's a Ld 7 test, so about a 50-50 chance to succeed or fail. On a succeed, it effectively adds two special rules, Fearless & Hatred (+20 points), and on a failure, it takes away two SRs (-20).

Little Sisters: +15 pts
This is effectively giving the unit a Blessed Standard, only the whole unit generates the effect instead of a single model (hence my reducing range from 12" to 6"), and each Novice extends the range.

NET: -5 points

Divide by 3 for high-quality troops, which these still are relative to Guardsmen: -1.7 pts, round up to -2 pts. Then take away -2 more because they don't have Bolt Pistols.

12 - 4 = 8 points.

But the Mistress is a standard Battle Sister (12 pts) with the Veteran Superior upgrade (10 points), so it's a squad with nine 8-pt models (=72 pts) and one 22-pointer: 94 points, round up to 95 for sanity's sake.


*

FRATERIS MILITIA
All based off Chaos Cultists (4 ppm)

Rabble:
-1 WS: -10
-1 BS: -10
-1 Ld: -5
+ Rage: +10
Net: -15

By Ovion's rules of thumb, since the costs above are for independent characters modes, you need to divide them for other models: x/10 for Grot-style crap (which these are), x/5 for most infantry, x/3 for elites. So
-15 per 10 models = -1.5 pt per model = -1 point (rounded down) = 3 points
3 ppm puts them on a level with the current cost of IG Conscripts, who are better armed and armored but have worse Leadership and no Rage.

Veterans:
-1 Ld: -5
+ Rage: +10
Net: +5
+5 per 5 models = +1 pts per model = 5 points

+10 points is usual for a +1A +1 Ld Sergeant = 15 points

Champion:
-1 Ld: -5
+1 Attack: +10 points
+ Rage: +10
Eviscerator: +30 points
Net: +45
+45 points per 5 models = +9 points = 13 points

Their options are costed as normal except that weapons afflicted by Improvised Weapons -- i.e. Gets Hot! -- get a 20% discount: Yes, they only turn on their user one shot out of 6, i.e. 17% of the time, but you're probably going to fire it more than once.
The Exterminator is basically a version of Hammer of Wrath (+10), only you don't have to be in base to base contact (+5) and you get it both when charging and when charged (x2), but you only get it once and it Gets Hot (x0.5). So figure 15 pts, divided by 5 for normal infantry (since Frateris with Exterminators aren't Grot-level threats anymore): 3 points.


*

***

DEDICATED TRANSPORTS

*

CHARIOT OF FIRE
Based on the Blood Throne of Khorne (which costs +75 pts as a dedicated transport for a Herald)

Add:
+1 BS = +10
TL heavy flamer: +15
Replace Totem with Armoured Pulpit: +0 (since both boost the range of another effect)
Subtotal: +25

Subtract:
Replace Daemon of Khorne (Furious Charge, Hatred:Slaanesh) with Furious Charge only: -5 points
Remove Deep Strike: -10
Remove Gorefeast: -10
Subtotal: -25

Net: 0!


*

FRATERIS TECHNICAL

Based on an Ork Trukk (30 points)
+1 BS: +10
Remove Ramshackle special rule: -10
Replace Big Shoota with Heavy Stubber: +/-0
Net: +/-0


*

***

*



REPENTIA VETERAN
Based on regular Repentia (14 points)

Add:
+1 Wound: +10
Shred: +10
Permanent FNP (5+) on a T:3 model (per Ovion): +10 points
Subtotal: 30, divide by 3 for elite infantry (per Ovion) = +10 pts

Standard upgrade to "sergeant"-style character (+1 A, +1 Ld): +10
Extra Act of Faith -- effectively a simulacrum: +10

Her AOF basically gives the Repentia an extra round of Spirit of the Martyr that they can use to live long enough to get into Assault.


Total: 14 base + 30 = 44, round up to 45

Replacing Mistress of Penitents: 16 pts
Repentia squad is 85 points for 4 Repentia and 1 Mistress. Repentia cost 14, so 85 -4(14) = 29 points must be the cost of the mistress.

*

PRINCIPALITIES

Start with Seraphim @ 15 ppm

Add Furious Charge: 10 points
Upgrade to Celestian statline w/ +1 A (+10) and +1 Ld (+5): 15 pts
Add Storm shield: 10 ppm for Elites per C:SM
Add power weapon: 15 ppm for SCS per C:AS
Total additions: +50 pts

Convert Angelic Visage (reroll failed 6++ on any turn) to Blaze of Glory (reroll failed 3++, but only once per game, only after Deep Strike, and only vs. shooting): a wash?

Remove both bolt pistols, leaving no ranged firepower: -5 ppm

Net: +45 points
Per Ovion, divide by 3 for elite troops (and yes, you can discount the wargear costs too, otherwise you can't explain Crusaders, Death Cult Assassins, or Repentia having 15-pt power weapons when they're only 14-15 pts per model).
45/3 = 15 points

15+15 = 30.

*

VIGILS
Vigils start with the Dominion baseline at 13 points per model.

Using Ovion's cookbook:
+1 Ld: +5 points
Night Vision (easier to make it a unit SR rather than define new wargear): 5 pts
Stealth (ditto): 10 pts
Upgrade Scout to Infiltrate: 5 pts
Infallible Aim (Twin Linked - yay! - but effectively Heavy - boo!): 10 pts
Subtotal: +35 points
Divide by 3 for high-quality troops: +11.67 points, round up to 12

13 + 12 = 25 ppm, still plenty high for a T:3 W:1 model. But they have an unusually nasty Act of Faith.

Why no Sniper? Because Sniper as an SR on a unit that can take meltaguns got screwy. Ok, in the end I just went for Sniper instead of precision shots.

There's been a lot of good discussion about giving the Sisters some kind of Sniper bolter, but I'm not quite ready to implement that yet...


*


PENITENT ABHUMANS
Compared to IG Ogryn: WS-1 S-1 T-1 W-1 Ld-1 Sv:-1
-1 to 4 stats @ -10 = -40
-1 to Ld = -5
-1 to Save = -5
Stats subtotal = -50

Add Rage & Furious Charge: +20 pts
Replace Ripper gun with +2 Str unwieldly close combat weapon: a wash?

NET: -30 points

Divide by three for elite infantry: -30/3 = -10

40 ppm for Ogyrn - 10 = 30 points.

Then the variant breeds of Abhuman all buy up stats that are worth +10 per +1 and/or gain a +10 point special rule.
Note that even Penitent Ogryn don't have the WS:4 of Imperial Guard Ogryn: These are civilian monsters, not trained soldiers.

*

***

FAST ATTACK

*

THRONES
Start with Dominions, who have Scout already -- plus 4 special weapons per squad & Fast Attack status, which Thrones also have -- for 13 ppm.

Change unit type to Bike: +20 points
Hit & Run: 10 pts
Auto-pass dangerous terrain tests (basically, the lesser half of Skilled Rider): 5 pts
Replace relentless boltgun w/ storm bolter (both fire two 24" S4 AP5 shots): 0 points
Subtract Twin-Linked: -5 points
Subtotal: +30 points
Divide by 3 for high-quality troops = 10 points

13+10 = 23.

That's still 2 points more than Marine Bikers who have +1 to S, T, & WS, as well as twin-linked weapons, but not so many special rules.

*

LUCIFER SCOUT TANK

I originally called this thing the "Oriflamme," but apparently no one appreciates my medieval French heraldry references, grumble grumble.

Start with an AM/IG Hellhound: 125 points.
Add +1 BS (which doesn't matter with a template weapon, but there are other weapons & options): +10 points
Add Shield of Faith: +10
Add Scout, which on this thing is vicious and should cost extra: +15
Add Smoke Launchers & Searchlight: +5
-1 side armour: -10
-1 front armor: -10
Net: +20

Total: 125 + 20 = 145 points.

*

SORORITAS VALKYRIE:
Start with Imperial Guard Astra Militarum Valkyrie

+1 BS: +10 points
Shield of Faith on a flier, which can't easily get cover saves: +15 points
Replace Multi-laser with heavy bolter or multi-melta: 0
Replace Hellstrike missiles (10 points each) with Exorcist missiles (15 pts each): +10

125 +35 = 160

Note the Sororitas Valkyrie doesn't get the option for multiple rocket pods -- that much Blast is out of character for the Sisters.

*

VICTORIA:
Start with Imperial Guard Astra Militarum Vendetta

+1 BS on something with this much firepower: +15 points
Shield of Faith on a flier, which can't easily get cover saves: +15 pts
Subtotal: +30 points

Replace 3 TL lascannon (3x30 points) with 3 TL multi-meltas (3x15 points): -45 points
but the speed of a flier cancels out one of the major problems with multi-meltas, namely getting into range: +30 points
Subtotal: -15 points

170+ 30 -15 = 185

Note the Sororitas version of the Vendetta doesn't get the option for Hellfury missiles -- that much Blast is, again, out of character for the Sisters.

*

DOMINICA PATTERN DROP POD
A standard Marine drop pod with BS:2 because the Ecclesiarchy don't trust no fancy machine spirits, they got a heretic's skull wired into the drop pod to do that aimin' stuff. Weapons pricing is standard (replacing a 5-pt Storm Bolter w/ a 10-pt Heavy Flamer). The "Flower of Flame" special rule makes up for the weird positioning of a normal Drop Pod's weapon. No discount for BS:2 because the main weapon doesn't care about rolling to hit. If you really want a Storm Bolter or a Multi-Melta, then you don't get a discount because feth you, that's why.
No locator beacons because (a) Sisters aren't as specialized in precision drop as the Marines are -- they shouldn't get all the drop goodness of the Astartes -- and (b) I didn't want to add a yet another new wargear item.


*

FRATERIS BIKERS
Based on Chaos Cultists (4 ppm):
-1 Ld: -5 pts
Cavalry: +15 points (per Ovion)
+2 SRs (Rage, Hit & Run): +20 pts
30 pts divided by 5 for non-elite troops = +6 points = 10 points

Sidecar Bikes:
Note that Sidecar Bike does not get +1 Wound and +1 Attack: Yes, there are two Frateris -- one driving and one in the sidebar -- but any hit (or improvised weapon backfire) that kills one is going to wreck the whole bike, which is way more fragile than a Space Marine Bike, and the guy in the sidecar is too restricted in his movements to fight effectively in melee.

*


***


HEAVY SUPPORT

*

PENITENT ENGINE
This is the simplest fix that came out of the "fixing Penitent Engines" thread. It's costed straight out of Ovion's cookbook. Yes, and its name is a bad and chemically inaccurate pun (it should be NOS)

*

SORORITAS PREDATOR
Start with the stock Predator Infernus at 90 points. Add Shield of Faith for 10 points (yes, it's 5 on the Rhino, but the Predator's a more important asset), and you get an even 100.

*

VINDICTA
Start with a Marine Vindicator: 125 points.
Add Shield of Faith for 10 points (yes, it's 5 on the Rhino, but the Vindicta is almost as big a fire magnet as the Vindicator).
Replace the Demolisher Cannon with an Avenger Bolt Cannon -- this is the hard part, but at a guess, replacing 24" S:10 AP:2 Ordnance 1, Large Blast with 36" S:6 AP:3 Heavy 7 is a modest downgrade, since 7 shots will probably catch fewer models than a large blast, strength is way lower, AP is worse, but range is 50% longer: -20 points
Net: 125 + 10 - 20 = 115.

*

ARTILLERY:
I worked out the Exorcist version first, actually, and then backed down from there to the Avenger:
Ovion estimated once that a naked Exorcist Missile Launcher cost 65 points. Add 12 for each crewwoman & round up by 1, you get 90. That doesn't account for the T:7 W:2 that all artillery get, but considering that an Exorcist vehicle that can, y'know, move around costs 125 points, paying 35 points (28%) less for a static version with no AV and one less Hull Point/Wounds seems pretty fair. By way of comparison, an Eldar D-Cannon (with two Guardian crew) costs 60 points for a single, more powerful shot at half the range.
Compared to the Exorcist, the Avenger loses 12" of range (-10 points?), 2 Strength (-20?), and 2 AP (-20?), but gains 3.5 shots (+35?).
35 - 50 = -15, so a naked Avenger Bolt Cannon is 15 points cheaper than a naked Exorcist Missile Launcher. Taking Ovion's figure for the EML, that's 65 - 15 = 50.
Add two Retributors for crew: +24
24+50 = 74, rounding up to 75 points for sanity.


*

VIRAGO:
Start with Imperial Guard Astra Militarum Vendetta
+1 BS on something with this much firepower: +15 points
Shield of Faith on a flier, which can't easily get cover saves: +15 pts
Add Heavy Bolter: +10 points
Replace 3 TL lascannon (3x30 points) with Exorcist Missile Launcher (65 points per Ovion): -25 points
Remove passenger capacity (6 models): -12 points, round down to -10
170 + 40 - 35 = 175

*

SORORITAS AVENGER:
+1 BS on something with this insane amount of firepower: +20
Shield of Faith on a flier, which can't easily get cover saves: +15 points
+1 left armour, +1 right armour: +20 points
Replace two lascannon (-40 points) with four Exorcist Missiles @15 points each (+60): +20
Total additions: +75 pts
Delete defensive heavy stubber: zero points, c'mon, nobody uses that
150 +75 = 225

*

DELIVERER
A poor man's Land Raider Redeemer (and open-topped), for which I'm now basically taking Ovion's costing:
LR Redeemer: 240
-4AV: -40
Replace TL Assault Cannon with TL Multimelta -20
-Frag Launchers -10
-POTMS -30
+Shield of Faith +10
Replace Assault Vehicle with Open-Topped: +/-0?
Total: 150

*

HUSSITE
Based on an Ork Battlewagon (110 points).
+1 BS = 10 points
Shift 1 AV from front to rear: 0
Net: +10 points = 120 points
Weapon options are discounted by one point (in addition to any Improvised Weapons discount) because they remove space for two passengers.

*

STORM QUEEN
I'm going to adopt Ovion's math almost entirely: "Stormlord +50, 530pts. By my math, an Exorcist Launcher is 65pts. As far as I can gather, Transport Capacity is about 2pts per model.
So the twin launcher should be a 90pt upgrade. And I'd say +50 for the Minaret would be fine." [I then added +10 because I took away the possibility of shooting off the Minaret]

*

FLAMEBLADE
Adopting Ovion's costing -- +50 points for Sororitas Superheavy -- and bringing the Inferno Gun into line with 6th edition: "Assuming the Baneblade Cannon is equivalent to a 'Light Titan Weapon' (as per Warhounds / Reavers, as opposed to 'Heavy Titan Weapons' found on Warlords and Emperors), so a straight swap would be fine....Magna Melta for Demolisher is fine."

*

FIRE SWORD
Again, I'm following Ovion's costing and bringing the Titan weapons in line with 6th edition:
"As per Titans, Titan Weapons seems to be costed equivalently across. Probably shouldn't be, but they are. Melta Cannons are just Melta now....
Shadowsword = 455
+1BS, SoF +50"

*

KNIGHT ANGELUS
I'm using Ovion's costing rules, but since his are calibrated for normal vehicles, not Super Heavies, I'm multiplying all the costs by three.
So, starting with a Knight Paladin:

REPLACE
2 Heavy Stubbers w/ 1 heavy bolter: +/-0
Rapid-Fire Battle Cannon (72" S:8 AP:3 Ordnance 2, Large Blast) with
Pillar of Fire: 0" S:7 AP:3 Ordnance 1, Massive Blast, Barrage, Ignores Cover, Wall Of Death, No Escape, Jump Jet Exhaust) -- you lose 72" of range (!) and 1 shot (unless you're jumping from within range of one enemy unit to within range of another) but gain the 3 special rules normally associated with Template weapons, plus a large blast radius: let's call it a wash, though I could argue it's a much less versatile weapon.

ADD
1) Wings of Light & Deep Strike:
- basically a Jump Unit, albeit without Hammer of Wrath (15 pts normally, x3 for Superheavy): +45
- wait, vehicles can't normally be Jump Units! (10 pts x3): +30
2) Hammer of Heaven:
- Partially immune to Deep Strike mishaps (10 pts x3): +30
- Holy feth, can ATTACK on a Deep Strike? (10 pts x3): +30
3) Shield of Faith, which gives you a 6++ whenever you can't use the Ion Shield's 4++ instead, as well as Adamantium Will in case some one decides to try a psychic power on a super-heavy for some reason (10 pts x3): +30

SUBTRACT:
Limited Power: a major restriction on its Ion Shield: -20
Net: +145 points

145 + 375 = 520, round up to a tidy 525

*

CHURCHTANK
I'm relying mainly on Ovion's costing method but scaling everything up, typically x9, for one of the heaviest of super-heavy vehicles.

Start with Reaver Titan (1,450 points)
Armed w/ Melta Cannon, Inferno Gun, Vulcan Mega-Bolter (not a legit load out since it's one arm weapon and two carapace instead of the other way around, but since none of these is a D weapon it's not abusive)

Downgrade Super-Heavy Walker (100 pts per Ovion) to Super-Heavy Vehicle (60 pts): -40
Ponderous Beyond Belief: -90
TOTAL SUBTRACTIONS: -130

Add Shield of Faith, which is 5 pts on a Rhino or Immolator a fraction of the size: +90
Assault Vehicle, 10 points on a normal vehicle: +90
100 passengers @ 2 pts each (per PM w/ Ovion): +200
50 fire points @ 1 pt each (a guess): +50
VMB gets essentially Tau Velocity Tracker (+20 for all weapons on a single normal vehicle): +40
Awe-Inspiring = Laud Hailer @ 10 points, plus Icons of Courage @ 20 points, plus Kriegsminaret @ 90 points (more than on the Storm Queen because it doesn't take away passenger capacity), +10 because you can't shoot it off like the Kriegsminaret = +130 points
Holy Light = 25 points
1st round ADDITIONS: +625

Adding MORE stuff:
3 extra Void Shields (based on cost of an upgraded Void Shield Generator building): 100 points
Vortex Missile Battery and 9 HP (based on cost & structures compromising Aquila Vortex Missile Strongpoint) : 535 pts
Discard Mighty Bulwark & AV 15 from Vortex Missile strongpoint, as the price of making it mobile: 0?
Repair other vehicles (based on cost of 5 servo-arm servitors): 50 pts
Repair itself (basically Titan-scale It Will Not Die, so 9x10): 90 pts
50 more passengers @ 2 pts each: 100 pts
Siege Tower special rule (at a guess): 50 pts
Samsonic Ram (at a guess): 100 pts
2nd round ADDITIONS: 1,025 pts

1,450 -130 + 625 + 1,025 = 2,970 points. Round up to 3,000 because who are we kidding?

*

EDITS: made a small fix to the Canoness Vigilant, whose SRs matched the old version of Vigils, not the current one; fixed typo in melta cannon range; removed "Interceptor" from "Falling Angel" missiles; added Dominica Pattern Drop Pod & made it a DT option for the SCS and Celestians; rewrote Exterminators from 1-shot hand flamers to a version of "Hammer of Wrath" & let every Frateris take one; clarified how AOF work with Sororitas Artillery; clarified Order Relics may be taken with other Relics; added War Hymnal & Chirugeon's Tools as an option for Palatines; gave Penitent Brutes the Rampage SR instead of +1T; added Sister Signaler for Reserve Roll manipulation; made Holy NOx turn Penitent Engines into a FA choice; added Dominica Pattern Drop Pod; added option for Celestians to take a CCW; reduced cost of Missionary & Confessor because you were paying Uriah Jacobus prices for much fewer special rules; added SCs; added Purity Seals & Books of Acts as an option for everybody; reduced Purity Seals to 10 pts; gave Vigils AOF Sniper instead of Precision Shots; gave tanks the option to squadron as in the new SM codex (though no special powers for a full 3-tank squadron).

This message was edited 28 times. Last update was at 2015/07/27 02:36:53


BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Mighty Vampire Count






UK

Hey great to see this all together -

Loads of really great stuff here

Quick Thoughts

Purity Seals - Are the seals hanging from the Repentia their confesions or Purity Seals?
Still not keen on bikes for Soroirtas for some reason
Love the Fire Gargoyles
Now we have an canon / offical name for the Superheavy shouldn;t we call it a Convent-Fortress?


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Preacher of the Emperor






Do we have any pics of the Convent-Fortresses from Shield of Baaaaaal? It's quite possible that they're BIGGER than the Battle Chapel,which "only" carries 150 Sisters. Certainly the giant cathedral in the original artwork I was inspired by is way more than a 3,000-point vehicle -- it'd be hard to fit in an Epic game! The Battle Chapel, by comparison, is a relatively modest structure/vehicle, hence the name.

I'd say the things hanging from the Repentia are their confessions -- seals certifying to their spiritual purity would seem out of character.

If you don't like Bikes -- don't use 'em! And I'm glad you enjoyed the Fire Gargoyles; that's the kind of little touch that's fun to add.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Mighty Vampire Count






UK

 SisterSydney wrote:
Do we have any pics of the Convent-Fortresses from Shield of Baaaaaal? It's quite possible that they're BIGGER than the Battle Chapel,which "only" carries 150 Sisters. Certainly the giant cathedral in the original artwork I was inspired by is way more than a 3,000-point vehicle -- it'd be hard to fit in an Epic game! The Battle Chapel, by comparison, is a relatively modest structure/vehicle, hence the name.

I'd say the things hanging from the Repentia are their confessions -- seals certifying to their spiritual purity would seem out of character.

If you don't like Bikes -- don't use 'em! And I'm glad you enjoyed the Fire Gargoyles; that's the kind of little touch that's fun to add.


Sadly, there are no pics - just the one line that also mentioned "Grand Transports".

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in de
Implacable Skitarii




Somewhere...

Great now I don't have to moving through threads to threads whenever I want to check on something Good job !

About the units, the thing that buggs me the most is the Exorcist Missile Launcher for Avenger Strike Fighter:

- Why Falling Angel Missiles have Skyfire ? IIRC all Flyers can choose to use the Skyfire rule in their turn if they want.

- Infinite Mercy and Falling Angel are pretty lackluster. Why anyone use this instead of Fiery Hammer ? All Flyers can move pretty far in their turn, so 12" or even 24" difference in range is almost moot. I suggest upgrading them to be justify using.

Another thing is the Repentia Champion. I think it is pretty strange for a (basically) fallen sister to take command of a SoB force. I suggest not allowing her to be your Warlord at all or be taken as a Compulsory HQ choice, and if she is taken, then one squad of Repentia can be taken as Troops. What do you think ?

Also, I like the customizable Canoness. Exalt !

   
Made in us
Preacher of the Emperor






Thanks. I'm glad to have everything in one place myself!

Exorcist missile alternative ammo is the same across both ground- and air-launched versions, so yes, the Skyfire version is arguably redundant for aircraft (unless you're really craving more range, which fliers generally don't worry about, as you say). Infinite Mercy is a nice option for keeping your Exos at the back of a big board, or for static artillery Exorcists that can't move into range; again, for an aircraft, it's probably not so useful. I think Flaming Halo's Ignore Cover blasts are pretty good though if you face horde armies.

Repentia Champion as commander I've gone back and forth on, but I finally decided it should be possible under special circumstances, if you want to come up with an army that represents a last, desperate stand by a Ministorum force that's lost all its regular leaders.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Hallowed Canoness





Between

Skyfire on a flier weapon means it can't be used against ground targets.

The Retributor Crew for the artillery should probably have Acts of Faith, even if they don't have a specific one (I can see why you would hesitate to give them Divine Retribution!) - as it is, they can't benefit from any IC acts either.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Been Around the Block




Great work, I can tell you put a lot of work into this. I like a lot of what you've presented, especially the new exorcist ammo. As an Imperial Guard player, I can't help but feel that some of my specialness has been stolen, what with the Frateris stuff and the Flyers, but the Sisters needed some TLC. I Also like Vigils for some reason.

I do envy, paralytically, the ability to strap Multiple Rocket Launch systems onto my Stormlord, turning it into a true multipurpose platform OF PURE DEATH, (Particularly with some Engineseer Support embarked, 4 HP per turn regained), and Valkyries, though the Aerospace Engineer in me winces at the though of the later (But come to think of it, a forward-facing missile array would be cool, and probably dooable if you... never mind.)

   
Made in us
Preacher of the Emperor






Thanks, folks. To Heir's point, I definitely stole more from the Imperial Guard than from the Space Marines -- and there are people who think I'm doing things exactly backward, but I like the aesthetic of the Guard equipment more than the Astartes "bricks with tracks/wings," I prefer the Guard's "real world military" inspiration to the Astartes "superhero commandos" theme, and in-universe I think it would be easier for the Ecclesiarchy to get modified Guard and Navy equipment, which is mass-produced on a staggering scale, than to obtain Astartes-exclusive designs like the Stormraven.

But I think the Sisters and Guard still remain very different, which I wanted them to. In terms of infantry, Sisters are as elite as non-Astartes get, Frateris are as crappy as non-Gretchin get, and there's very little in the middle where Guard infantry & veterans are; IG have the fully range from Conscripts to Stormtroopers/Tempestus. In terms of equipment, Sisters still have a pretty narrow set of options -- the Holy Trinity of flamer, melta, bolta, ahem, bolter, plus the now-jack-of-all-trades Exorcist -- while the IG have the full military toolkit, notably including indirect-fire weapons from mortars to Basilisks. (I think of a Barrage version of the Exorcist but decided against it). And though both have War Hymns, IG still live and die by Orders, Sisters by Faith. Sisters are a more elite army, but even with these 30 units, they're still more specialized and arguably a little brittle: T3 W1 bodies, and not that many of them.

One thing my expanded Sisters lack, also, is Tech-Priests or Tech-Marine equivalents. Some people have written up Tech-Sisters, but I decided the Ministorum-Mechanicum relationship was strained enough that, whatever tech support the Sisters have to have to keep stuff running, they keep the Cogheads carefully isolated doing depot-level maintenance and don't let them mingle with regular troops, especially not on the battlefield. The only vehicle with access to self-repair is the Battle Chapel, because I presume that's big enough to be a depot-level maintenance center.

Furyou's point about Skyfire on a flier is interesting -- but wouldn't it allow snapshots against ground targets? And your point about the artillery crew is well-taken; I notice that the Techmarine manning the Thunderfire Cannon has Chapter Tactics, which is the Astartes' rough equivalent of AOF, and the Eldar manning their artillery get Ancient Doom, Battle Focus, and Fleet, most of which they can't even use. So artillery Retributors should at least not impede AOF by an independent character who joins them.

Also, Heir, if you're an aerospace engineer, it's amazing you can play 6th and 7th edition 40K without breaking out in hives. "This brick-shaped object can reach orbit! Because something something STC handwavium!"

This message was edited 1 time. Last update was at 2014/12/16 04:18:18


BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Hallowed Canoness





Between

Yeah, it will allow for snap-shots against ground targets, but really? Snap-shooting a one-use-only weapon? Are you @%$^Y kidding me?!



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Preacher of the Emperor






Well, if you loaded up on Skyfire weapons and the enemy brought no fliers or skimmers....

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Been Around the Block




SisterSidney makes a good point; you want to have some ability to engage a ground target if there is litterally no other option, but failing that, I don't think there is any reason you'd want to do this.

As for Aerospace Engineering and 40k, (a I'm only a student and (b Ve learn to separate work and play. *Shudders*

My personal theory about how these flyers work is that they all project a weak energy field ahead of them, in a cone or other nice aerodynamic shape, and let that contact the atmosphere, instead of the flying potato that is the main body of the aircraft. That makes it make slightly more sense.

Also, after staring contemplatively at my flock of Valkyries, I have trouble seeing how a side-mounted weapon world work on the model. I mean, wouldn't you hit the wing? I'm working on a 'Vanguard' aerial missile platform for the Guard, which fires forward, made possible actually having techpriests to re-build the chassis around the missle launcher.
   
Made in us
Preacher of the Emperor






Holy feth, what if Imperial aircraft all use an energy field around the hull to supercavitate? That would be AWESOME.

I fear you're right about the downward-dipping wing on the Valkyrie. I could justify the Virago as having a different wing design allowing it to fire sideways, but really it's easier both in real life for conversions and in fluff to rearrange the Exorcist missile tubes to fire forwards alongside the hull.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Been Around the Block




Holy Feth, That's AMAZING! Suddenly everything makes sense.

To extend this theory, the energy field used to allow the vehicle to Supercavitate functions as a Lifting Body, so it generated the lift rather than the stubby and questionably designed wings. This then connects to the poorly designed wings, which actually serve to extend the lifting body supercavitation buble rather than actually generate lift on their own.

For those of you who don't know, cavitation is the formation of short-lived bubbles of steam behind a body moving in water, or low-pressure zones behind a body moving in air. Supercavitation is the formation of long-lived or at least stable, low-pressure zones behind a moving body. Because the Supercavitating body is in con tat with fewer molecules of atmosphere/water, the friction it experiences is reduced, allowing for vastly higher speeds, like two to three hundred knots underwater.

Its pretty Fething cool.
   
Made in gb
Hallowed Canoness





Between

Ooh, like squid use?

That kind of makes sense... as for the Virago, I just assumed the Exorcist launcher was tipped downwards so it fired under the wing. ^^;



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





Newton Aycliffe

 Furyou Miko wrote:
That kind of makes sense... as for the Virago, I just assumed the Exorcist launcher was tipped downwards so it fired under the wing. ^^;


That makes it sound less like a launcher, more like Drop-Tubes. Fffwwweeeeeeeeeeee......

DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. 
   
Made in us
Preacher of the Emperor






Yeah, the more I look at the Valkyrie, the less I think a downward-angled side-firing weapon would work. So I'll have to make the Virago a little less AC-130-like.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in gb
Confessor Of Sins





Newton Aycliffe

 SisterSydney wrote:
Yeah, the more I look at the Valkyrie, the less I think a downward-angled side-firing weapon would work. So I'll have to make the Virago a little less AC-130-like.


It would be a nice Sisters - Marauder Bomber conversion though.


Automatically Appended Next Post:


Either at the front, like above, or you'd have to mod the wings up higher a bit, there's some space below, but not much.

This message was edited 1 time. Last update was at 2014/12/18 12:22:29


DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage.
Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. 
   
Made in us
Preacher of the Emperor






Darn it, now you're making me want to buy my own copy of Aeronautica. Stop it!

More seriously , though, I think this expanded Sisters army list has plenty of airborne firepower without adding a Marauder variant. Viragos for 48" anti-tank (or 36" anti-GEQ with the fuel air explosive warheads), Avengers for 36" anti-MEQ, Vendetta for 12" multi-melta goodness flying IN YOUR FACE at 500 miles an hour because that's how Sororitas pilots roll, bitches, don't brag to me 'bout no lascannon Vendetta.

Then on the ground, you have again the Exorcist with alternative ammo for long-ranged attacks on various target types, the Victoria tank's Avenged Bolt Cannon for 36" MEQ-murder, and the Predator Infernus for short-range firestorm cannon and or magna-melta IN YOUR FACE.

Then Vigils give you a way to infiltrate four meltaguns/flamers per squad into the enemy half of the board, a static anvil to complement the mobile hammer of scouting/outflanking Dominions, Throne bikers, and Lucifer Scout Tanks. (Thrones are basically Dominions on bikes with Hit & Run, Vigils are basically Infiltrating Dominions with a fethload of special rules, and Lucifers are basically scouting Hellhounds/Devil Dogs with 11/11/10 armour).

Plus you've got superheavy Lords of War both shooty (Baneblade variants) and choppy (Knight Angelus, Penitent Titan). You've got actual assault vehicles for your Repentia, you've got Frateris for instant tarpit, just add Priest. And there's a whole bunch of army-buffing options: Novice squads, upgraded Canonesses, Confessors.

I'm honestly pretty happy with the breadth of options here. Do folks see any holes? Do folks see any places there SHOULD be holes to preserve the character of the Sisters as a mid-range shooty army?

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

I Don't like including Bikes. They occupy the same Niche that Seraphim have.

Space Marines have 2 types of Fast Attack squads, Assault Marines and Bikes. Bikes are tough highly mobile weapons platforms that don't get bogged down in Combat. Assault Marines are melee units that exist only to get into combat, They can optionally take Jump Packs to help them get into Combat faster.

Sisters of Battle have Seraphim which are tough highly mobile close range weapon platforms that don't get bogged down in combat.

Unless you want to change Bikes to be Melee units (The Celestians Niche) They don't fit in. The Sisters of Battle also have Dominions so they're not lacking in ways of getting firepower to the front lines.

This message was edited 1 time. Last update was at 2014/12/20 06:52:48


   
Made in de
Implacable Skitarii




Somewhere...

 SisterSydney wrote:
Darn it, now you're making me want to buy my own copy of Aeronautica. Stop it!

Then on the ground, you have again the Exorcist with alternative ammo for long-ranged attacks on various target types, the Victoria tank's Avenged Bolt Cannon for 36" MEQ-murder, and the Predator Infernus for short-range firestorm cannon and or magna-melta IN YOUR FACE.

Plus you've got superheavy Lords of War both shooty (Baneblade variants) and choppy (Knight Angelus, Penitent Titan). You've got actual assault vehicles for your Repentia, you've got Frateris for instant tarpit, just add Priest. And there's a whole bunch of army-buffing options: Novice squads, upgraded Canonesses, Confessors.
?


You don't want to buy Aeronautica. Seriously. There are so many loopholes and mistakes in it that it is not even worth the time spend to even consider buying. But yeah, Avenger Fighter is cool.
And about Skyfire on Exorcist missiles for Sister Flyers, in Aeronautice there is a special rule called "Anti-Air", that is, weapons with this rule cannot shoot at ground targets, not even Snap Shoot.

Should the Frateris Militia be allowed to take Flak Armour ? And the Exterminator should be S4 AP5, since the IG can grab a better flamer for just 2 pts more IIRC. Better S, AP,can fire for the entire game and don't have Gets Hot.

Why the Melta Cannon on Lucifer tank has the range of 42" ? Is it a typo ? If not, the Lucifer should cost more to use.

Is there any way to make the Penitent Brute and Ironhide not just cheaper and worse version of Ogryn ? I think there should be some special features to make them stand out from Ogryn other than point cost. For example, Ironhide has a 4+ armour save, while Brute gets Rampage. And I think it will be fun to allow the Abhumans to have an option to take a shield (made from concrete) that provide an Invulnerable save (6+ maybe ?) or combat drug system (additional attacks or FnP ?) with some penalties to it ?

This message was edited 2 times. Last update was at 2014/12/20 16:56:23


   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

 xalvissx wrote:
 SisterSydney wrote:
Darn it, now you're making me want to buy my own copy of Aeronautica. Stop it!

Then on the ground, you have again the Exorcist with alternative ammo for long-ranged attacks on various target types, the Victoria tank's Avenged Bolt Cannon for 36" MEQ-murder, and the Predator Infernus for short-range firestorm cannon and or magna-melta IN YOUR FACE.

Plus you've got superheavy Lords of War both shooty (Baneblade variants) and choppy (Knight Angelus, Penitent Titan). You've got actual assault vehicles for your Repentia, you've got Frateris for instant tarpit, just add Priest. And there's a whole bunch of army-buffing options: Novice squads, upgraded Canonesses, Confessors.
?


You don't want to buy Aeronautica. Seriously. There are so many loopholes and mistakes in it that it is not even worth the time spend to even consider buying. But yeah, Avenger Fighter is cool.
And about Skyfire on Exorcist missiles for Sister Flyers, in Aeronautice there is a special rule called "Anti-Air", that is, weapons with this rule cannot shoot at ground targets, not even Snap Shoot.

Should the Frateris Militia be allowed to take Flak Armour ? And the Exterminator should be S4 AP5, since the IG can grab a better flamer for just 2 pts more IIRC. Better S, AP,can fire for the entire game and don't have Gets Hot.

Why the Melta Cannon on Lucifer tank has the range of 42" ? Is it a typo ? If not, the Lucifer should cost more to use.

Is there any way to make the Penitent Brute and Ironhide not just cheaper and worse version of Ogryn ? I think there should be some special features to make them stand out from Ogryn other than point cost. For example, Ironhide has a 4+ armour save, while Brute gets Rampage. And I think it will be fun to allow the Abhumans to have an option to take a shield (made from concrete) that provide an Invulnerable save (6+ maybe ?) or combat drug system (additional attacks or FnP ?) with some penalties to it ?

I'm the one that came up with the rules for Exterminators actually. In my Codex: Sisters of Battle Zealots(Frateris Militia) are an HQ Command Squad, each member of the squad (up to 30) can take an Exterminator and it doesn't have the Gets Hot special rule. It's meant to be a cheaper Hand Flamer.

Flamers and Hand Flamers both cost 5 points, you have to take access into consideration when pointing out weapons. Imperial Guard have limited access to Flamers, they often have to pay a squad tax to get a special weapons squad to take Flamers in a Platoon. Veterans can only take up to 3 Flamers.

Sidney added Gets Hot and 1 per 5, but her Frateris Militia are also Troops which I very much disagree with.

   
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Which makes no sense, by the way, since an Exterminator has always traditionally been an attachment to turn any weapon into a combi-flamer...



"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. 
   
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Preacher of the Emperor






Furyou, do you mean it doesn't make sense that I restricted Exterminators to 1 Frateris nutjob in 5? I agree that in the original "Chapter Approved" Zealots, everybody could get one -- in fact you had to give everyone an Exterminator if you wanted to take them at all -- but those were much less powerful than a flamer, basically a one-shot S:4 AP:5 with weirdly variable to-hit rolls. Now maybe statting them up as one-shot hand-flamers isn't the way to go -- I'm definitely willing to consider alternatives that might make them less powerful so more guys can take them (and blow themselves up). Maybe keep S:3 AP:6 but just make it one extra shot on the first round of close combat, rather than a template?

Others' suggestions:

xalvissx wrote:Should the Frateris Militia be allowed to take Flak Armour ? And the Exterminator should be S4 AP5, since the IG can grab a better flamer for just 2 pts more IIRC. Better S, AP,can fire for the entire game and don't have Gets Hot....


J3f wrote:In my Codex: Sisters of Battle Zealots(Frateris Militia) are an HQ Command Squad, each member of the squad (up to 30) can take an Exterminator and it doesn't have the Gets Hot special rule. It's meant to be a cheaper Hand Flamer....Sidney added Gets Hot and 1 per 5, but her Frateris Militia are also Troops which I very much disagree with.


I made Exterminators S:3 AP:6 because, like J3f, I'm treating them as cheaper Hand Flamers, only I think it's hilarious for them to explode. Unlike J3f, I think a squad that can lay down 30 hand flamer templates, even once per game, is probably over the top, even for an HQ slot. 1 per 5 in a squad of 30 still means 6 templates! Which may be too much still, so as I said above, I'm willing to change their rules.

My vision of Frateris is rather different from J3f's: mine aren't an elite, they're human Skaven, expendable rabble who make their impact by sheer numbers. (Hence my not wanting to give them proper Flak Armour). This strikes me as pretty faithful to the fluff. The original Zealots from Chapter Approved were Troops, after all, albeit they didn't count towards your two mandatory Troops choices. I wanted it to be possible to make an all-Frateris army if desired, so you can actually fill every FOC slot with something that's not Sisters.


xalvissx wrote:Is there any way to make the Penitent Brute and Ironhide not just cheaper and worse version of Ogryn ? I think there should be some special features to make them stand out from Ogryn other than point cost. For example, Ironhide has a 4+ armour save, while Brute gets Rampage. And I think it will be fun to allow the Abhumans to have an option to take a shield (made from concrete) that provide an Invulnerable save (6+ maybe ?) or combat drug system (additional attacks or FnP ?) with some penalties to it ?


Some very neat ideas here. I like 'em and will ponder. What do other folks think?


J3f wrote:I Don't like including Bikes. They occupy the same Niche that Seraphim have. Space Marines have 2 types of Fast Attack squads, Assault Marines and Bikes. Bikes are tough highly mobile weapons platforms that don't get bogged down in Combat. Assault Marines are melee units that exist only to get into combat, They can optionally take Jump Packs to help them get into Combat faster. Sisters of Battle have Seraphim which are tough highly mobile close range weapon platforms that don't get bogged down in combat. Unless you want to change Bikes to be Melee units (The Celestians Niche) They don't fit in. The Sisters of Battle also have Dominions so they're not lacking in ways of getting firepower to the front lines.


I see your point -- and you're not the only one who doesn't like Sororitas Bikes -- but I'm not yet convinced. Yes, Dominions, Seraphim, and Thrones (bikers) are all shooty Fast Attack with some means to get in the enemy's face ASAP (either Scout/Outflank or Deep Strike), but they all do it differently:
- Dominions jump out of a transport, melta or flamer target to death from close range, pray they don't die. AOF: Ignore Cover.
- Seraphim jump around on jets, melta or flamer target to death from extremely close range, pray they don't die, use hit & run to get out of melee if they live long enough. AOF: Shred.
- Thrones zoom around on bikes, melta or flamer target to death from close range, use T4 from bikes to avoid dying and/or hit & run. AOF: Drive-by (shoot & then turbo-boost).
Note that Thrones are by far the hardest to kill, as they should be for 23 freakin' points per model.
Is this too many different shooty short-range Fast Attack units? Maaaaybe, but I think this is something the Sisters should do well because it fits the character of the army. Armies tend to have lots of subtle (or not so subtle) variations on their strong suit, e.g. the 20 different types of Leman Russ or all the short-ranged Nidzilla monstrous creatures.


[quote=xalvissx[Why the Melta Cannon on Lucifer tank has the range of 42" ? Is it a typo ?[/url]
Whoops! Yes, typo, it should be 24" -- fixed now. Thank you.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
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Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

30 Zealots all armed with Exterminators cost 210 points and a 65 point Confessor Tax.

They have no access to Dedicated Transports, nor can they infiltrate, deepstrike, or scout. They don't have fleet either. They also only have T-shirt saves(6+).

If your opponent let's you march up 30 Zealots within Template Range then they've really screwed up.

Not to mention the difficulty of arranging a unit of 30 models to maximize Flamer hits against an ideal target.

It's not cost effective against most units either and will fold in combat against MEQ.

Really all they can do is serve as a Distraction Carnifex most of the time.

Wait so with their Act of Faith they're almost Eldar Jet Bikes? They might be too mobile of a unit for the Sisters of Battle.

This message was edited 1 time. Last update was at 2014/12/21 06:47:42


   
Made in us
Preacher of the Emperor






Ok, so your Zealots definitely don't sound game-breaking. Still, 30 fething flamer templates? I think we both need to figure out a better way to represent the Exterminator.

And yes, the Thrones can get really bloody fast, and they can do it twice per game assuming they've got a Simulacrum and don't flub an AOF test.


Automatically Appended Next Post:
Again, for 23 ppm, Sororitas bikers had better be good.

This message was edited 1 time. Last update was at 2014/12/21 20:52:12


BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Gimlet-Eyed Inquisitorial Acolyte




Calixis Sector

It's a horde unit, it's not meant to be elegant.

If I were to use Zealots and load them up with Exterminators, I wouldn't use them all at once, I'd save them for when the unit gets charged.

It's more effective to take 20ish Zealots and Load them up in Rhino Advancer and Flame some soft targets or a Monstrous Creature. It would still cost as much as a Land Raider though.

   
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Badass "Sister Sin"






Camas, WA

Just go back to wall of death only when charged or hammer of wrath if charging.

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Calm Celestian




Florida, USA

SisterSydney,

Under the entry for Palatine you have frag grenades misspelled as "drag grenades". Unless these are the Misters of Battle...

Edit: Fixed now!

This message was edited 1 time. Last update was at 2014/12/22 00:29:33


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Preacher of the Emperor






 pretre wrote:
Just go back to wall of death only when charged or hammer of wrath if charging.


Those are both interesting options. You say "go back" -- was there a version of Frateris/Zealots that worked that way? If so, I don't know about them and would love to learn.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
 
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