codex - sisters of battle (player edition) v0.4

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  • 7/29/2019 Codex - Sisters of Battle (Player Edition) v0.4

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    Codex: Sisters of Battle

    (Player Edition) v0.1

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    Changes v0.2

    Removed Immolator from units with minimum size of 10 (it can only fit 6 models!)

    Immolator regains option for twin Heavy Flamers, and has option for single Flamestorm Cannon (in place of troopcapacity).

    Reduced cost of Rhino, comes with smoke launchers and searchlight.

    Removed ablative armour options.

    Repressor tweaked, no longer Fast but retaining sponson options to fulfil a role as a fast attack mini-landraider style

    vehicle.

    Stormraven replaced with the Supernal Lander, a vehicle of similar size but with more focus on being an assaultlander than a gunship, though a Stormraven should still make an adequate proxy.

    Repair removed from Exorcist due to the use of non-standard engines.

    Cloaks of St. Aspira on all Celestians (except Celestian Angels) are now optional rather than included, also onPaletines and Canonesses.

    Sarissa allow a model with boltgun to assault an enemy they have fired at.

    Palatines and Canonesses have option of boltgun or bolt-pistol as standard equipment, allowing them to replaceonly their close combat weapon while retaining a boltgun. Other options restructured to allow more flexibility.

    Zealots may now purchase up to 20 additional models for a maximum unit size of 30 + priest.

    Slight points bump for Retributors.

    Minor tweaks to Arco-Flagellants, with effects of implant injectors now permanent.

    Blessed ammunition upgrades are now applied only to a specific weapon, unless taken as a general wargearchoice.

    Replaced Vigilants with Missionaries; flak armoured scout infiltrators with Stealth, laspistols and close combatweapons with short-range weapon options. Apostle (veteran squad leader) has the Incite ability, allowing them to tryto force an enemy to redirect its fire at his unit. Unit is relatively cheap but requires a mandate.

    Penitent engine has a consistent 4(5) attacks, but receives +D6 attacks for assaulting, slight price increase.Weaponry is now standard Dreadnaught Close Combat weapons with integrated Flamers, with options to upgradeintegrated Flamers to Meltaguns or Heavy Flamers.

    Changes v0.3

    Immolator loses the Repair rule if fitted with Flamestorm Cannon (should have been in v0.2). Meltabombs no-longer an old-style unit upgrade, now only offered to veteran superiors on appropriate units.

    Acts of Faith do not require test with most being a little less powerful to compensate. Most importantly, individualsquads may now only perform certain Acts of Faith based on their speciality, with only Celestians able to performany act they wish.

    With changes to Acts of Faith, Celestians no longer have Holy Hatred.

    With changes to Acts of Faith (The Passion), Seraphim and Celestians are reduced to basic Initiative 3.

    Power of Prayer act of faith available to all squads, generates D3 faith points for them at the cost of going toground for a turn (unable to perform any acts while they are like this). Intended as a way to gain more faithpoints at the loss of a turn, but may result in only generating 1 new faith point, replacing the one expended, butwhich can only be used by the squad that generated it.

    Cost of Cloaks of St. Aspira increased.

    Corrected Initiative on; Priests, Crusaders and Sisters Repentia Mistresses, as well as multiple Initiative valueerrors in rules sections.

    Removed bracketed stats (theyre a bloody pain to format) in favour of noting included profile elements.

    Crusaders brought in line with Codex: Grey Knights, with mandate required and addition of Holy Rage and Faithful(1) with Acts of Faith options including a unique Rending act of faith. More expensive as a result.

    Arco-Flagellants brought in line with Codex: Grey Knights with mandate required. Ministorum flagellants haveadditional options including additional, one-use combat drugs and the nightmare helm. Effects include:

    Bane gives Furious Charge and Counter Attack, but explodes flagellants heart if used with exoneration.

    Exoneration gives a vicious re-roll to-hit and to-wound, but each 1 on a re-rolled dice kills a flagellant(potentially killing them all given their number of attacks).

    Rout gives flagellants Hit & Run, but cant be used with the other drugs.

    Nightmare helm gives Holy Rage and Fearless, but the Rage does not distinguish friend or foe.

    Adherer and Immolator broken apart as Heavy Support and Fast Attack respectively. Adherer is more lightlyarmoured by can have Heavy Bolter sponsons, Immolator can flame or melta sponsons.

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    Removed the restriction on Confessors, with each one taken increasing the number of Priests allowed in the army,making it possible to field an all-Ecclesiarchy army if you wish. Kyrinov removes the restriction on Priests entirely.

    Priests rejigged slightly to behave as individual characters, purchased in squads of 1-5 but fielded separately asbefore.

    Dominion gain the option to purchase the Scout rule (so they can outflank in their vehicle).

    Added Zealot Cavalry as a specific unit, automatically provides Priest with a mount. 5-10 models, 6+ armour, andScout. Default to two close combat weapons, option for close combat weapon and laspistol, or two laspistols on up

    to half the models. Celestian Retinue removed in favour of St. Celestine taking a normal retinue, with special upgrade option to add

    Wings of Faith.

    Added Ordo-Hereticus Inquisitors, as they are still closely tied.

    Acolyte retinue is now a separate unit with additional options (Death Cult Assassin, Servitor, Troopers). Troopersreplace warrior acolytes in favour of a better range of options for representing various planetary defence, imperialguard, or adeptus arbite forces, including hounds and Cyber-Mastifs. Anti-psyker options omitted in favour of thewitch-hunter and ecclesiarchys more specialist roles compared to those of ordo hereticus with grey knights.

    Troopers (with optional Hounds) are also available as an Elite choice for planetary defence oriented forces.

    Added preliminary rules for a Purifier Spearhead formation intended for flame-tanks.

    Praesidium Protectiva increased to a 3+ Invulnerable Save, but functions the same (only used versus one enemy ata time in close combat). This is to balance against Storm Shields always granting 3+.

    Added Saint Praxedes as an additional Sisters special character; she and any units fighting alongside her areFearless in close combat, she is armed with sceptre of vengeance (counts as Power Fist that strikes in normalInitiative order and forces enemy to re-roll Invulnerable saves).

    Cloaks of St. Aspira now only available to Celestian Retinues.

    Changes v0.3.1

    Missionaries may now take Meltabombs (theyre not the most durable squads after-all, so high cost for high risk isokay!)

    Confessors now 3 Wounds and Leadership 10.

    Corrected cyber-mastif in acolyte force list entry to the correct armour save value of 4+ (theyre fully robotic).

    Reworded Mandated Trooper entry for grenades (All troopers in squad rather than Entire squad).

    Ordo Hereticus gains all options from Grey Knights list, including ability to upgrade to a Psyker. However, instead ofthe psychic abilities in the Grey Knights codex the inquisitor simply choose an Act of Faith to gain as a regularpsychic ability, as Hand of the Emperor is practically Hammerhand, and Psychic Communion is of limitedusefulness in this list anyway.

    Added Inquisitor Karamazov as-is from Grey Knights.

    Added Uriah Jacobus; so hes a little bit dead depending on the timing, hes still available to buy and a funcharacter for Ecclesiarchy forces by allowing more freedom to take Missionaries.

    Added Witch Hunter Tyrus as another Ordo Hereticus character so that Sisters of Battle, Adeptus Ministorum andOrdo Hereticus each have two special characters. He is a potent anti-psyker with hatred of daemons, and theability to force psykers with line of sight to him (friend and foe) to re-roll successful psychic tests. He has artificierarmour (I mean, if he doesnt then who does?!), master crafted bolt-pistol and the power-fist & power knife combowhich grants him the bonuses of a power fist & force weapon without the Initiative penalty. His retinue may begranted Preferred Enemy (Psykers and/or Daemons).

    Removed Repressor side-sponsons (should have been removed when they went to Adherer/Immolator options).

    Arco-Flagellant squads now incorporate Holy Rage at 16 points each, with Nightmare Helms granting Fleet instead.

    Trooper grenade launcher has stun grenades (no damage, but force a Pinning test with penalties for extra modelshit).

    Removed mentions of Perils of the Warp tests, silly habit from mentioning Warhammer Miscasts!

    Flails for Zealots are now free (due to the trade-off of 1 Attack for a Strength and Initiative bonus on charge).

    Laspistols cheaper for both Zealots and Zealot Cavalry.

    Zealot Cavalry reduced to 40 points (8 points each) with a unit size of 5-20 (plus Priest).

    Zealot standard added to Zealot Mobs and Zealot Cavalry; for 10 points it grants the squad the ability to takeMorale Checks on their Priests Leadership as normal, or their own Leadership with re-rolls.

    Exorcist War Organs Dirge of Lament (barrage) now Strength 5 and Ignores Cover, competing with, but onaverage worse than, a Whirlwinds indirect fire.

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    Distinguished Sisters and more elite models as having Chainswords rather than standard close combat weapons.Not that theres a difference but we can always hope one day theyll be better represented!

    Zealot Mobs gain additional equipment options include Lasguns or Stubguns (18 Str 3 AP6 Rapid Fire) as anoption alongside laspistol & close combat weapon, as well as one in every 10 models able to take a Shotgun,Close Combat Weapon with Bolt Pistol or (over-costed) Hand Flamer, or (over-costed) Flamer.

    Changes v0.4

    Ordo Hereticus Inquisitor now correctly priced (25 points). Tweaked Saint Praxedes Sceptre of Vengeance to distinguish it a bit from Tyrus combined Power Fist and Force

    Weapon. Now the sceptre will inflict D3 multiple wounds on enemies that are not immune to Instant Death.

    Adherer is now only available as a Dedicated Transport for Retributors only, and Immolators are only available toDominion squads as they are Heavy Support and Fast Attack respectively. Immolators are also available toCelestians.

    Only Adherer and Exorcist may have Hunter-Killer Missiles, but may have up to two each.

    Repressor moved to Dedicated Transports.

    Missionaries moved to Fast Attack, Apostle now included by default (60 point squad cost), Apostle no longer hasoption for Brazier of Holy Fire (they have enough Flamers already).

    Corrected cost of Power Fist for mandated troopers to 25 points.

    Separated Mandated Troopers into Mandated (Troop) and Veteran (Elite) choices with 10-20 (with veteran) and5-10 sizes respectively. Mandated Troopers may additionally have up to 5 hounds, while veteran troopers may haveup to 5 hounds or cyber-mastifs.

    Added Helena the Virtuous as a special champion for Sisters Repentia, granting them Fleet, as well as re-rolls ofmisses and failed to-wound rolls against models in base contact with Helena herself. Helena has the Rod of Gracewhich nullifies enemy special weapons in combat, and she is also able to perform the Spirit of the Martyr (andPower of Prayer) Acts of Faith making her quite a potent upgrade for a Repentia squad.

    Gave the Adherer its armour 12 front back with appropriate points bump.

    Removed Crusaders upgrade for Imagifer (captain already has Simulacrum Imperialis!)

    Corrected Stubgun profile to be Autogun, with profile for Stubguns correctly as a pistol. Both retain the slightlyrange-reduced but mildly punchy profiles.

    Sarissa now counts as additional close combat weapon.

    Restructured canoness and palatine options slightly; they now come with bolt-pistol and close combat weapon only,but may replace either weapon with those listed, included Boltgun & Sarissa if they wish.

    Celestian Retinue now has same profile as standard Celestians, but are equipped with chainsword with boltgun &sarissa to grant their 2 basic attacks. They also have the Holy Hatred special rule which allows them to expendFaith Points to become Stubborn, and earn squad faith points for winning rounds of close combat, potentiallyallowing them to amass Faith points very quickly and use Acts of Faith nearly continuously as a result.

    Removed most items that were included in profiles (was getting confusing); only St. Praxedes with her cloak of St.Aspira is shown.

    Retributor Fire on the Move for Heavy Bolter tweaked to fire essentially as a Strength 5 AP4 Storm Bolter.

    Removed retinue meltabombs upgrade from Jacobus (Missionaries can take Meltabombs already), instead he cantake Meltabombs for himself only.

    Penitent Engines may upgrade either integrated flamer, this means the cost for upgrading both is slightly increased,with twinned weapons treated as Twin-Linked.

    Sisters Repentia shouldnt have had two attacks (typo or copy/paste mistake most likely), to balance this they nowhave no save so they can retain the horrendous attack power that 2 Attacks each gives them.

    Sisters Repentia have Fearless in combat moved into their Only in Death Does Duty End rule, replacing theirimproved speed with Moves through Cover. In addition, in combat Sisters Repentia inflict one hit on their enemy forevery one suffered from No Retreat!

    Priests updated in line with Ministorum Priests in Codex: Imperial Guard, but have a greater array of options tochoose from and of course provide mandate.

    Witch Hunter Tyrus reduced to 140 points, with basic Strength 4 and Toughness 4, and now has a bionic eye thatcombines the effects of a Targeter and Psyoculum.

    Corrected number of attacks for Crusader Acolytes (was 2, should be 1 each).

    St. Celestines retinue may replace boltguns with Praesidium Protectivas for 10 points per model; results in a verydurable combat retinue but less hitting power as theyll lose an attack from the Sarissas.

    Sister Hospitaller increased to 30 points.

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    Contents.................................................Introduction! 7

    ...............................Protectors of the Faith! 8........................................Special Rules!

    8..................................Adepta Sororitas! 9................................Saint Celestine# 9

    ...............................Saint Praxedes# 10

    .......................Helena the Virtuous# 11

    .............Adepta Soritoras Heroines# 12

    .........................Celestian Retinues# 12

    ...........................Celestian Squads# 13

    .............................Sisters Repentia# 13

    ..................................Battle Sisters# 14

    .......................Suppressor Squads# 14

    ..........................Seraphim Squads# 15

    ..........................Dominion Squads# 15

    ..........................Retributor Squads# 16

    ..........................Adeptus Ministorum! 17........................Redepmtor Kyrinov # 17

    ................................Uriah Jacobus# 18

    .......................................Confessor# 19

    ............................................Priests# 19

    ...................................Zealot Mobs# 20................................Zealot Cavalry# 20

    ...................................Missionaries# 21

    .............................Penitent Engine# 21

    ...................................Ordo Hereticus! 22.....................Inquisitor Karamazov # 22

    ........................Witch Hunter Tyrus# 23

    ...............Ordo Hereticus Inquisitor# 24

    ................................Acolyte Retinues! 25..........................................Adjutant#

    25......................................Crusaders# 25

    .......................Death Cult Assassin# 25

    .........................................Dialogus# 25

    .............................Arco Flagellants# 26

    ...........................................Servitor# 27

    ............................Sister Hospitaller# 27

    ........................Mandated Troopers# 27

    .....................................War Machines! 28

    .............................................Rhino# 28

    .......................................Immolator# 28

    .......................................Repressor# 29

    ..........................................Adherer# 29

    ..........................................Exorcist# 30

    .............................Supernal Lander# 31

    ..............................................Armoury! 32........................................Weapons# 32

    ......................................Equipment# 34

    .......................................Grenades# 36

    ............................................Armour# 37

    ...........................Vehicle Upgrades# 38

    .................Forces of the Divine Emperor! 40........................................................HQ! 41

    ....................................................Elites! 46.................................................Troops! 48

    ........................Dedicated Transports! 50..........................................Fast Attack! 52

    ...................................Heavy Support ! 54......................Spearhead Formations! 56

    ......................................Holy Fortress! 57

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    IntroductionThe following unofficial publication is a player madealternative army list defining rules for using a Sisters ofBattle army in games of Warhammer 40,000. As it is notan official list produced by Games Workshop, the use ofit in games of Warhammer 40,000 should be discussed

    beforehand with other players, as while it is intended tobe a balanced and fun list, it may play very differently toofficial lists.

    Unlike an official publication, this army book will omit alarge amount of background history and otherinformation, both for brevity to focus on the rules, andfor copyright reasons. It will instead include only newbackground information, with several small excerptstaken from Codex: Witch Hunters, currently availablefor download on the Games Workshop website. Blankspace is used to indicate where images, or omittedbackground information would be provided.

    I would like to thank the following members ofWarseer.com, who have provided feedback andsuggestions for the previous lists and ideas upon whichthis one draws a lot of inspiration:

    Ambience 327

    Furyou Miko

    Vet.Sister

    mephy77

    AlexHolker

    MadDoc

    TimmiG

    Electric Comet

    New rules created by, and old rules mercilessly

    tampered with by Haravikk.

    7

    http://haravikk.com/http://haravikk.com/http://warseer.com/http://warseer.com/
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    Protectors of the FaithSpecial Rules

    Special Rules

    Adepta SororitasMy Faith is My Shield

    Psychic powers targeted against any unit orcharacter with the Adepta Sororitas special rule, orincluding them in its area of effect, are nullified andwill not work on a D6 roll of 5+ (roll once for eachpower, even if it affects several units). This mayaffect Force Weapons or similar devices, in whichcase any benefit granted by the psychic test isignored.

    Holy Rage

    Units containing one or more models with Holy Rageare subject to the Rage special rule, and may movean additional D6 in their Movement phase. Thisadditional movement is not affected by Difficultterrain, but may cause Dangerous terrain tests asnormal.

    Faithful (*)

    A model or unit with this rule will contribute a numberof Faith points to the armys pool as indicated by thenumber in brackets.

    Martyrdom

    If a Faithful character is killed, or Faithful unit losesits last model, then the number of Faith pointsoriginally contributed by the model or unit is addedinto the pool of Faith points.

    Requires Mandate

    Each unit with this rule requires a model with theAdeptus Ministorum rule to be present in the army.Each Adeptus Ministorum representative mayprovide a mandate for only a single unit.

    Acts of Faith

    At the start of the game the Sisters of Battle army willhave a pool of Faith points, contributed by units markedwith the Faithful rule.

    Squads or characters that may perform acts of faith willhave them listed in their profile and may additionallyperform the Power of Prayer act. Each act will affect thesquad and any Faithful character that is a part of it, butnon-Faithful characters will gain no benefit from Acts ofFaith.

    A squad may perform only one act of faith per phase,but can perform any number per turn.

    Performing an Act of Faith

    Acts of Faith are performed in the same way aspsychic powers, except that a Faith point must beexpended in order to do-so, and the psychic test isinstead referred to as a Test of Faith. Acts of Faith donot themselves count as psychic powers and Perils ofthe Warp result in a Loss of Faith instead, causing D3Faith points to be lost, taken first from the squad s pool(if any) then from the army.

    Act of Faith

    Hand of the Emperor

    Phase: Beginning of either players Assault phase.

    Effect: Squad fights at Strength 5 and Initiative 1until the end of the phase. Models that already haveStrength 5 or greater (including bonuses fromweapons), are not affected.

    Divine Guidance

    Phase: Beginning of own Shooting phase.

    Effect: Squad may re-roll failed to-Hit rolls whenshooting until the end of the phase.

    The Passion

    Phase: Beginning of either players Assault phase.

    Effect: Squad fights at Initiative 5 until the end of thephase. Models with weapons that modify Initiativeare not affected.

    Light of the Emperor

    Phase: Beginning of own Movement phase.

    Effect: Squad will rally automatically if falling back(even if normally unable to do-so), or if it has gone toground it may choose to return to normal.

    Spirit of the Martyr

    Phase: Beginning of either players Assault phase orbeginning of enemy Shooting phase.

    Effect: Squad gains a 4+ Invulnerable save until theend of the phase.

    Power of Prayer

    Phase: Beginning of own Movement phase.

    Effect: Squad goes to ground and may perform nofurther acts of faith until their next turn. D3 Faith

    points are generated for use by that squad only, itmay be appropriate to mark these with counters.

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    Adepta SororitasSaint Celestine

    Hieromartyr of the Palatine CrusadeOf her life before she was declared a Living Saint, very little isknown of Celestine, other than that she was a Sister Repentiaof the Order of Our Martyred Lady. She was but one warrior

    amongst the beleaguered faithful fighting a protracted waragainst the heretics of the Palatine Schism.

    The war against the schismatics had ground to a stalemateupon the apostate world of Eurytion. Celestine was to befound at the head of the first wave attacking the capitalswalls, her fury a terrible thing to those who witnessed it.Celestine fell that day, along with every other Repentia, butdespite the defeat, it was said that she accounted for overone hundred schismatics during the assault, her Evisceratorcleaving them into ragged chunks as she and her sistersscreamed for absolution. As the army retreated and darknessfell, her ruined body was recovered from the breach andcarried off by a solemn procession of sisters.

    As Celestines body was set down amongst the honoureddead, her sisters saw that life lingered within her yet. Theysaw in her eyes the light of one touched by the divine will ofthe Emperor, and reverently approached, cleansing her bodyof the blood and filth of battle until she stood flawless beforethem.

    The next day, the assault on the city was resumed withCelestine at its head. It fell within scant hours and theremainder of the Palatine Crusade passed in a bloodywhirlwind of vengeance as Celestine was hailed as theCrusades figurehead, the entire sector being scoured of notjust the schismatics but every being the crusaders deemedunworthy of existing upon the worlds of Man.

    Lord Ansgar, the Crusades leader, believed that the crusadewould reach its conclusion at the capital world of the Palatinesector, but Celestine insisted upon first liberating a small,

    backwater world named Sanctus Lys. Unknown to all but her,the world was home to the ancient Shrine of the Fiery Heart,a holy place once visited by Saint Katherine. Amidst itsshattered ruins, Celestine ordered a broken altar movedaside, and the flagstones beneath it taken up. Carrying outher orders, her followers uncovered the entrance to a hiddencrypt. Barring any from following her, she descended dustysteps that none had trodden for millennia.

    Her followers awaited her return, at first with patience but, astime passed, with increasing concern. Yet Celestine had beenfirm in her order that none should follow her into the crypt. Atlength, as the first light of dawn broke above the ruinedshrine, Celestine rose from the tomb, borne aloft on a columnof divine radiance and attended by cherubs and doves. She

    was now clad in a suit of shining golden armour, and wieldeda blade wreathed in sweet-scented petals, its blade so brightnone could bear look upon it. She gazed around, and all whodared meet her eyes were struck down by equal partsheavenly adoration and infernal terror.

    After her apotheosis, Lord Ansgar and a conclave of hisThorian compatriots declared Celestine a Living Saint. Shewas hailed as the Hieromartyr of the Palatine Crusade andfought at the vanguard of numerous Wars of Faith. Herpresence invested the faithful with an unprecedented fervour,and hundreds of thousands of heretics met a fiery end at thehands of her armies. Many were fearful in her presence, forto stand before her was to submit to the judgment of onewhose example could never be emulated. Her influence uponthe Adepta Sororitas, for whom she became the focus of total

    veneration, was miraculous; she was a Living Saint, whomthe Sisters of Battle would follow to the very centre of the Eyeof Terror were she to lead them there.

    Celestine was lost to the Imperium whilst fighting therenegade Warmaster of Forrax. When the lunatic Warmastertriggered the meltdown of the ancient atomic pile at the heart

    of his fortress, an area many miles across was blasted toatoms. Many believe she perished at the moment of hertriumph, yet none survived to give a true account of thebattles conclusion. The mighty Tower of Heroes upon sacredTerra tolled once to proclaim her loss to the faithful, a billionsouls pausing in their toil and looking towards the EmperorsPalace, united in their grief for the fallen heroine. But theSororitas, at prayer within the halls of the Convent Prioriswere gladdened by the mournful peal, for they knew that hadshe fallen, Celestine would even now be sitting at the side ofthe Emperor.

    WS BS S T W I A Ld Sv

    Celestine 6 5 3 3 3 5 3 10 2+/4++

    WargearArmour of St. Katherine, Ardent Blade, Wings of Faith.

    Armour of Saint Katherine

    This most revered of armours confers a 2+ Armoursave or 4+ Invulnerable Save.

    The Ardent Blade

    This blade is a Blessed Weapon that can fire as aFlamer in the Shooting phase. It does not count towardthe armys total of Blessed Weapons.

    Wings of Faith

    Seraphim Jump Pack. In addition, models with Wingsof Faith may always move 6 in the Assault phase,following the rules for jump-pack movement.

    Special Rules

    Miraculous Intervention

    If Celestine loses her last wound, then she must makean immediate, unmodified Leadership test. If the test isfailed then she is removed as a casualty as normal.

    If the test is passed then Celestine will immediatelyrecover with one Wound and be placed in Reserve. Onthe turn she returns she will descend to rejoin herretinue (if she had one), otherwise she will re-enter thebattlefield following the rules for Deep Strike, with anyfailure simply causing her to remain in Reserve.

    St.Celestine is only considered a casualty if she failsher Miraculous Intervention test, or if she is still waitingto re-enter the battle at the end of the game.

    Instead of the normal rules for Martyrdom, the first time

    Celestine is removed from play D6 Faith Points are lostfrom the armys Faith pool. If this reduces the pool tozero Faith points then no more points may begenerated by Martyrdom for the remainder of the game.

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    Saint PraxedesWarrior Martyr of Ophelia VII

    Saint Praxedes was Canoness of the Order of OurMartyred Lady at the start of the Second Tyrannic War.With a force or Bailie Sisters she reinforced theCaladenian Imperial Guard on the Cardinal World of

    Okassis. As the Tyranids assaulted the Cardinal palace,she led her Battle Sisters and a company ofGuardsmen in a gallant counter-attack. Leading fromthe front of the fighting. she bested a Hive Tyrant andbroke the Tyranid attack, buying the thousands ofrefugees fleeing from the conflict the time needed toevacuate the planet.

    Not content with this success, the Canoness presseddeep into the heart of the Tyranid swarms, leading hersmall army in a guerrilla war against the armies of thehive mind. The disruption and havoc she wreakedseriously weakened the Tyranid attack on thespaceport, saving even more lives. As the last of theshuttles soared into orbit and safety, all contact was lostwith her army. She was the first Martyr to the Krakenand her name is revered all across the UltimaSegmentum. Some claim that she lives yet, fighting onagainst the dreaded hordes of the Tyranids from within.

    WS BS S T W I A Ld Sv

    Praxedes 6 5 3 3 3 4 3 10 2+

    WargearPower Armour, Cloak of St. Aspira*, Boltgun withSarissa, Sceptre of Vengeance, Purity Seals, Frag &Krak Grenades.

    *Include in profile.

    Sceptre of Vengeance

    A great mace filled with purifying flames that casts arcsas it is swung through the air to smite the enemies ofthe Emperor.

    The sceptre of Vengeance is treated as a Power Fist

    that strikes at Saint Praxedes basic Initiative. Inaddition, any enemy that is not immune to InstantDeath and suffers an unsaved Wound from thisweapon will have it multiplied into D3 unsaved Woundsas they are engulfed by holy fire.

    Special Rules

    Inspirational Leader

    Saint Praxedes is Fearless in close combat, as are anyfriendly squads involved in the same combat.

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    Helena the VirtuousPrioress of the Convent Sanctorum

    Raised from infancy in an Ophelian Schola Progenium,Helena proved to be remarkably gifted in her earliestchildhood. Exceptionally intelligent, eloquent andincisive, she was destined to become a high authority in

    whatever vocation she chose. After 30 years service inthe Order of the Key, Helena had risen to the position ofCanoness, and was responsible for a great increase inthe power of the Ecclesiarchy.

    Her efforts did not go unnoticed and when the Prioressof the Convent Sanctorum died, Helena's was the firstname on the Ecclesiarch's lips. Although Helena'sduties are mainly of an organisational and spiritualnature, she has always possessed the gift of involvingherself personally at the right moment. As a Prioress,Helena is a member of all the Orders of the AdeptaSororitas, including the Orders Militant. Although shelacks the lifelong training of one of that Order, it hasbeen known for Helena to personally intervene in abattle. With her own strict regime of training andexercise, she keeps her ageing body in the bestcondition possible and she is very skilled in the theoriesof battle.

    Helena's greatest asset is the holiness and serenity sheradiates. Her presence has an underlying strengthwhich reassures others imbues her followers with anundying love and respect. Combined with herencyclopaedic knowledge and shining charisma, these

    qualities make Helena a truly great battlefieldcommander and politician.

    Though on the battlefield she will readily defer to theleaders of the Order Militant, Helena will often findherself drawn to those that need her help the most.Considered scandalous by some, or a humbling marvelby others, she will often join the Sisters Repentia, thoseagonised souls that have lost their way, leading them bythrough kindness and divine example to free them oftheir terrible shame.

    WS BS S T W I A Ld Sv

    Helena 4 4 3 3 2 3 2 9 3+

    WargearPower Armour, Rod of Grace, Purity Seals.

    Rod of Grace

    An ornate symbol of office and a potent example of theEcclesiarchys might, the rod of grace shines withdivine light as it strikes the enemies of the Emperor.

    The Rod of Grace is a power weapon that nullifies theeffects of special weapons used against Helena inclose combat; treat these as standard close combatweapons instead.

    Special Rules

    Revered Leader

    Helena is held in high regard for pushing herself hard inbattle in spite of her modest combat training, and it isbecause of this example that troops that follow her willdo nearly anything to ensure that no harm comes toher.

    Helenas squad may re-roll misses and failed to-woundrolls against enemies in base contact with her.

    In addition, Helena confers her Fleet special rule ontoher entire squad.

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    Adepta Soritoras HeroinesWS BS S T W I A Ld Sv

    Canoness 5 5 3 3 3 4 3 10 3+

    Palatine 4 5 3 3 2 4 2 9 3+

    Wargear

    Power Armour, Purity Seals, Bolt Pistol & Chainsword,Frak & Krak Grenades.

    Celestian RetinuesWS BS S T W I A Ld Sv

    Celestian 4 4 3 3 1 3 1 9 3+

    Veteran Superior 4 4 3 3 1 3 2 9 3+

    Wargear

    Power Armour, Boltgun & Sarissa, Chainsword, FragGrenades.

    Special Rules

    Holy Hatred

    Elite by even Celestian standards, the retinues of theOrder Militant are fuelled by an unwavering faith anddedicated to the destruction of the Emperors enemies.

    If a Celestian Retinue loses a round of close combat,then they may choose to expend a Faith Point in orderto take the Morale Check as if they were Stubborn.

    In addition, they will earn a Faith Point for their squadevery time they win a round of close combat.

    Hospitaller

    A Celestian Hospitaller will grant her squad the Feel NoPain special rule.

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    Celestian SquadsWS BS S T W I A Ld Sv

    Celestian 4 4 3 3 1 3 1 9 3+

    Veteran Superior 4 4 3 3 1 3 2 9 3+

    Wargear

    Power Armour, Boltgun & Sarissa, Frag Grenades.

    Sisters RepentiaWS BS S T W I A Ld Sv

    Sister Repentia 4 4 3 3 1 3 2 6 4+

    Mistress 4 4 3 3 2 3 2 10 3+

    Wargear

    Eviscerators (sisters), pair of neural whips (mistress).

    Special Rules

    Only in Death Does Duty End

    Once in close combat, Sisters Repentia becomeFearless. In addition, Sisters Repentia will inflict oneadditional hit on the enemy for every hit theythemselves suffer from No Retreat!

    Righteous Zeal

    Should the unit ever fail a Morale check thenit willmove 2D6 towards the nearest enemy. If this movebrings the unit into contact with an enemy then it istreated as an assault.

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    Battle SistersWS BS S T W I A Ld Sv

    Battle Sister 3 4 3 3 1 3 1 8 3+

    Veteran Superior 3 4 3 3 1 3 2 9 3+

    Wargear

    Power Armour, Boltgun.

    Suppressor SquadsSuppressor squads are deployed in advance of themain forces, and are specialised in the often brutalclose quarters fighting that can quickly erupt in denselypacked hive cities where heresy frequently threatens totake hold like a plague.

    Through a mixture of divine will, fierce resolve anddeadly tactics, the suppressors will subdue, kill or driveout the heretics from entrenched positions where theymay be easily retrieved by the main forces as theysurround the area.

    WS BS S T W I A Ld Sv

    Suppressor 3 4 3 3 1 3 1 8 3+

    Veteran Superior 3 4 3 3 1 3 2 9 3+

    WargearPower Armour, Chainsword & Bolt Pistol*, FragGrenades.

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    Seraphim SquadsWS BS S T W I A Ld Sv

    Seraphim 4 4 3 3 1 3 1 9 3+

    Veteran Superior 4 4 3 3 1 3 2 9 3+

    Wargear

    Power Armour, Pair of Bolt Pistols, Frag & KrakGrenades, Simulacrum Imperialis (veteran superior).

    Special Rules

    Angelic Visage

    Any model within 6 of one or more models with thisrule will gain a +1 bonus to their Leadership to amaximum of 10.

    Dominion SquadsWS BS S T W I A Ld Sv

    Dominion 3 4 3 3 1 3 1 8 3+

    Veteran Superior 3 4 3 3 1 3 2 9 3+

    Wargear

    Power Armour, Boltgun, Frag & Krak Grenades.

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    Retributor SquadsWS BS S T W I A Ld Sv

    Retributor 3 4 3 3 1 3 1 8 3+

    Veteran Superior 3 4 3 3 1 3 2 9 3+

    Wargear

    Power Armour, Boltgun, Targeter.

    Special Rules

    Fire on the Move

    Unlike heavy support units in other armies, theRetributors often have to deliver their firepower as theyclose with the enemy, rather than securing a positionand remaining there. To this end, they train extensivelyto be able to use their weaponry with reduced firepowerin order to provide covering fire as they move into newpositions.

    Heavy Weapons noted here may fire even if the squadhas moved, but will do so using a different profile fromnormal. If the squad has not moved then the weaponsmay fire as normal.

    Heavy Bolter

    A Retributor armed with a Heavy Bolter in a squad thathas moved may fire with the following profile:

    Range Strength AP Type

    24 5 4 Assault 2

    Multi-melta

    A Retributor armed with a Multi-melta in a squad thathas moved may fire the Multi-melta using only a singlebarrel, in which case it may be fired as if it were aMeltagun instead.

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    Adeptus MinistorumRedepmtor Kyrinov

    Arch Confessor

    Arch-Confessor Kyrinov has been the scourge ofblasphemers and heretics across a hundred worlds. Hepurged the Chaotic legions of the Demagogue Lord ofValaan, accompanied the Valhallan Ice Warriors on theCrusade of Repentance and crushed the Jihad of DukeSelda. Kyrinov is known for unflinching adherence tohis duties and his harsh treatment of those who deviatefrom his strict interpretations of Ecclesiarchal doctrine.Kyrinov often quotes from the scriptures of ConfessorDolan and strongly agrees with the Great Confessor'sbelief that no sacrifice is too great.

    Kyrinov is seen by most as a vocal, tyrannical figure buthis patience and shrewd mind often serve him betterthan any amount of sermonising and lambasting of themasses. It is claimed that Kyrinov would wait until thesun grew cold and the planets stopped spinning if itmeant that an opponent to the Ecclesiarchy would fallfrom grace. Kyrinov's fiery speeches, wild gestures andmelodramatic acts of faith hide a very cold and logicalapproach to his work. A prime schemer and manipulatorof people, Kyrinov is an impossible foe to out-think orplacate.

    Kyrinov is most famous for his handling of the MolovianHeresy. While posing as a staunch supporter of therenegade Governor of Molov, Kyrinov spent three

    years gathering evidence against him and rallyingsupport for his overthrow. With hundreds of secretmeetings with industrial and trade leaders, Kyrinovstirred up a cartel which plotted to topple the greedyGovernor Vlachek from power. Using his followers'power, Kyrinovs real message was able to reachalmost every member of Molovian society. With thesupport of the workers' unions and the traders, Kyrinovwas able to lead a popular revolt and wrest the reins ofpower from Vlachek. Vlachek's cousin was installed inpower in his place and it must be noted that Molov nowhas a startling reputation for efficiency and honestywhen delivering its Ecclesiarchal tithes. All this was

    achieved with no other influence from the Ecclesiarchyor any other lrnperial organisation.

    WS BS S T W I A Ld Sv

    Kyrinov 5 3 3 3 3 3 3 10 4++

    WargearMaster-crafted Bolt Pistol, Mace of Valaan, Icon ofChrios.

    Mace of Valaan

    The Mace of Valaan was presented to Arch-ConfessorKyrinov during his battles against Ihe Demagogue Lordof that world. The massive weapon glows with aShimmering field of force and can smash apart armourand bone with a single blow.

    The Mace of Valaan counts as a Power Fist that alsoignores an enemys Invulnerable Save.

    See the Warhammer 40,000 rulebook for details onusing power fists.

    Icon of Chiros

    Made from the black marble of the pulpit ConfessorDolan first preached from, the Icon of Chiros representsone of the ultimate symbols of the Emperor's power. Allwho see it are filled with a fervent faith and an undyingdevotion to the cause. The sight of the icon is so

    terrifying to the enemies of the Imperium that they fleein terror.

    Kyrinov and his retinue are Fearless, but never sufferfrom the effects of No Retreat!

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    Uriah JacobusProtector of the Faith

    Uriah Jacobus was a Missionary travelling the worldswest of Bakka, in the southern galaxy. By the age of fiftyhe had introduced fifteen new worlds to the ImperialCreed, a remarkable achievement considering the

    scarcity of inhabited planets in the region. He achievedeven greater recognition on the half-frozen world ofSolstice. After spending three years learning about theinhabitants of the world. whose technology and societywas reaching a feudal stage, Jacobus started tointroduce the doctrines of the Ecclesiarchy into thebeliefs of the natives' own rather disorganised religion.

    When meeting the king of one particular realm, Jacobuswas disturbed to see an idol or the kingdom's god - afour-armed god of death. Guessing a Genestealer cultto be involved, Jacobus returned to more friendlykingdoms and persuaded their rulers to ally with eachother to attack the traitor king. As suspected, whenJacobus arrived with a mass of crossbowmen andcavalry at his back, his army was attacked by a hordeof Genestealers. Although many of the horrific creatureswere felled by a storm of quarrels, the Genestealersstarted tearing apart the infantry with ease.

    Jacobus split his knights into two forces. One he left asa reserve while he led the other on a flank march thatstruck at the rear of the Genestealer cull. Smashing hisway through a screen of human Brood Brothers. theknights attacked the heart of the cult. The Patriarch was

    finally slain, though a mound of bodies lay heapedaround its corpse, and the Magus was spitted on alance. The cult was momentarily confused by the lossof its leaders. Seeing the inaction of their foes, the restof the knights attacked, sweeping away thedisorientated aliens in one glorious charge.

    After the Battle of Solstice, Jacobus became alegendary figure, able to cali on the Emperor's aid tothwart whatever odds opposed him. He convertedanother six worlds to the Emperor's worship before hefinally died of a lung-destroying virus on the deathworld of Gorang.

    WS BS S T W I A Ld Sv

    Jacobus 4 4 3 4 2 4 3 9 4+

    WargearCarapace Armour, Master-Crafted Shotgun,Chainsword, Frag & Krak Grenades

    Banner of Sanctity

    The Banner of Sanctity was woven by the daughters ofKing Ellesan of Solstice from the finest threads. Foeswho see the banner are filled with awe and dread,Friendly troops following the banner will fight theirutmost for the honour of the Emperor.

    Jacobus and his unit will gain the Preferred Enemy rulefor all enemies they face.

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    ConfessorWS BS S T W I A Ld Sv

    Confessor 4 3 3 3 2 3 3 9 4++

    WargearRosarius, Brazier of Holy Fire, Laspistol.

    Special Rules

    Fanatical

    Such is their devotion and inspiring presence that theconfessor and his squad may re-roll all failed to-hit rollsin close combat.

    PriestsWS BS S T W I A Ld Sv

    Priest 3 3 3 3 1 3 2 7 5+

    WargearFlak Armour, Laspistol & Chainsword, Frag Grenades,

    Rosarius.

    Special Rules

    Righteous Fury

    On the turn that they charge the priest and his squadmay re-roll all failed to-hit rolls.

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    Zealot MobsFrateris are the male servants of the Ecclesiarchy, andwhile the Adeptus Ministorum may not employ men atarms, certain zealots may take up arms of their ownaccord, often accompanying a priest into battle asFrateris Militia.

    Though the fighting potential of a zealot mob is oftendebated, frequently posing as much a danger to itselfas to the enemy, a well-led band can achieve greatfeats of valour nonetheless.

    WS BS S T W I A Ld Sv

    Zealot 2 2 3 3 1 3 1 6 -

    WargearTwo Close Combat Weapons.

    Zealot Standard

    Though their combination of religious fervour andfrothing lunacy may propel them into battle, with the aidof a orator, the Frateris Militia are not well known forbattle-hardened resolve. For this reason they will oftencarry aloft crudely made but nonetheless inspirationalbanners to rally around.

    A single model may carry a standard of the FraterisMilitia. However, this model will always be the last to bekilled in the squad, as any time the banner bearer isslain another will take it up in their place. If the bannerbearer is to be removed, simply remove another model(players choice) instead.

    Zealot mobs with standards may choose whether tomake Morale checks on their Priests Leadership, ortheir own. When testing on their own they may re-rollfailed Morale checks.

    Zealot CavalryThe members of the Frateris Militia are recruited widelyacross many worlds with varying levels of technologicalprogression. On many such worlds modern vehicles areuncommon, and crude carts drawn by horses or otherbeasts are used.

    Though it is not their responsibility, still more of theFrateris Militia function as a form of yeomanry, mountedon such beasts and performing patrols in areas whereno organised Imperial police force is available, or darego.

    WS BS S T W I A Ld Sv

    Zealot Cavalry 2 2 3 3 1 3 1 6 6+

    WargearTwo close combat weapons.

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    MissionariesThe advance forces of the Ecclesiarchy are themissionaries; individuals whose job it is to assess aworlds potential for reintegration with the teachings ofthe Adeptus Ministorum and to begin convertingcommunities to the faith, or to root out heresy whereverthey may find it.

    Unsurprisingly this role is often dangerous, and as aresult the missionaries are grizzled and battle scarredfrom many worlds that initially resisted the purifyinglight of the Emperor.

    WS BS S T W I A Ld Sv

    Missionary 3 3 3 3 1 3 1 7 5+

    Apostle 3 3 3 3 1 3 2 8 5+

    WargearFlak Armour, Laspistol & Close Combat Weapon, FragGrenades.

    Special Rules

    Incite

    An experienced Apostle is a master orator, able to turna crowd to contented worship or incite them into areligious fervour.

    If an enemy unit is within 12 of the missionaries, or istargeting a unit within 12 of them, then the Apostlemay attempt to draw attention to his squad instead.The enemy unit must make a leadership test, and if

    failed their shooting will be resolved against themissionaries rather than the original target.

    Each Apostle may only incite a single enemy squad perturn or vehicle per turn.

    Penitent EngineArmour

    WS BS Front Side Rear I A

    PenitentEngine

    4 2 11 11 10 3 5

    WargearTwo Dreadnaught Close Combat Weapons withintegrated Flamers.

    Special Rules

    Rampage

    Penitent Engines ignore any Crew Shaken and CrewStunned results on the vehicle damage table.

    If a penitent engine is immobilised then in each of itssubsequent Movement phases roll a D6, on a roll of a5+ the mysterious mechanisms shudder back into lifeand the Penitent Engine may move normally again.

    Battle Frenzy

    A Penitent Engine must always fire its weapons if ableto do so, and will fire both at the nearest enemy, placingany template to cover as many models as possible.

    In the turn it Assaults, a Penitent Engine will make +D6extra Attacks instead of the usual +1.

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    Ordo HereticusInquisitor Karamazov

    The Pyrophant Judge of Salem Proctor

    WS BS S T W I A Ld Sv

    Karamazov 4 4 5 5 4 4 3 10 2+Wargear

    Master-crafted multi-melta, master-crafted powersword, frag, krak and inferno grenades, orbital strikerelay.

    Throne of Judgement

    The Throne of Judgement bestows severalcharacteristic boosts on Karamazov (included in hisprofile above) as well as a 2+ armour save.Furthermore, due to the thrones massive size,

    Karamazov cannot embark transport vehicles.

    Special Rules

    By Any Means Necessary

    For Karamazov, individual allies are expendable. WhenKaramazovs orbital strike relay is fired, you canchoose to place the template so its centre is over afriendly model, rather than an enemy - even if thatfriendly model is in combat. If you do so, the shot doesnot scatter. All models under the template are hit asnormal.

    Dread Reputation

    Karamazov knows little fear, and his followers dreadhis wrath more than any enemy. Karamazov canalways choose to pass or fail Morale and Pinning testsas he wishes. Friendly units within 12 of Karamazovre-roll failed Morale and Pinning tests.

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    Witch Hunter TyrusInquisitor of the Monodominant

    The renowned Witch Hunter Tyrus is believed to havebeen tortured and maimed by the daemon Kholoth,and later saved the Inquisitor Covonis to become hisapprentice. When Covonis was later killed by the very

    same daemon on Epsilon Regalis, it was Tyrus whotook up his masters ornate artificier armour andeventually banished Kholoth back into the Warp.

    Tyrus is a blatant follower of the Monodominantphilosophy, a bombastic man whose bloody purgeshave left thousands of heretics dead in his wake.Suspicious of all psykers, even those supposedlycleared by the Inquisition, it is Tyrus creed to huntdown and exterminate every witch, mutant and warlockin the galaxy (including alien psykers). If, along theway, this means eradicating those who would seek toprotect such abhorrent creatures, then so be it. Tyrus isperhaps one of the most active Inquisitors with regardsto internal policing, ferociously hunting down thosewhom he deems heretics within the ranks of his ownorganisation.

    He is a great believer in many of the more arcane andreligious trials and ordeals employed to judge the guiltor innocence of those he investigates. One of the morepopular of these is the Trial by Balance, in which adroplet of the accused persons blood is placed on aset of finely- tuned scales opposite the same amount ofwater blessed by a member of the Ecclesiarchy. If the

    blood proves to be heavier, it is believed that this isbecause it is weighed down by the guilt of the donorscrimes and they are condemned.

    The Ordeal of the Blade is another, which Tyrus mostfamously employed on the Sarcaphon of Gladrinus VI.A heavy, razor- sharp sword is gripped in the fists of thepotential heretic, which they must hold above their headwhile the Inquisitor lists the accusations levelled againstthem in order of severity. If they can complete this featwithout dropping the blade or its keen edge drawingblood, they have proved their innocence of the charges.If blood is spilt or the sword slips, the last spoken

    accusation and those remaining to be levelled are true.Miraculously, Sarcaphon Hydrupasta successfullyendured the Ordeal for three and a half hours whileTyrus listed nearly 1,000 charges against him.

    There are many other types of trial and ordeal. In Trialby Holy Seal, the accused has a wax tablet placedupon their outstretched palm and a hot seal is appliedto it. If the skin beneath the wax is burnt this is an

    indication of guilt. If it is unharmed this is an indicationof the Emperors blessing. Other times, Tyrus hasordered those he is investigating to drink a jug ofblessed water. If the accused cannot do so withoutchoking or gagging, they are presumed guilty, havingbeen unable to imbibe the holiness of the Emperor.Tyrus has also been known to use the Imperial Tarot, adivination process believed to be guided by theEmperor himself, to determine innocence or guiltliterally on the turn of a card. Many are comforted byTyrus use of such traditional methods and his staunchbelief that it is the Emperor who makes these

    judgements, not himself.

    WS BS S T W I A Ld Sv

    Tyrus 6 6 3 3 3 4 3 10 2+

    WargearArtificier Armour, Master-crafted Bolt Pistol, Power Fist& Force Knife, Frag, Frak & Inferno Grenades, BionicEye (Targeter & Psyoculum).

    Power Fist & Power Knife

    The ornate artificier armour worn by Tyrus, previously

    worn by his mentor the Inquisitor Covonis, incorporatesa vicious Power Fist with wicked talons, and anintegrated Power Knife, allowing him to strike withdexterity of unstoppable strength.

    These provide the bonuses of a combined Power Fistand Force Weapon (as presented in the Warhammer40,000 rulebook) but striking at Tyrus basic Initiative.

    Special Rules

    Trials and Ordeals

    Tyrus

    reputation for the zealous application oftraditional methods for determining the guilt of witchesis well known throughout the Imperium, and it is saidthat his feats are even known to those alien psykersthat consider themselves beyond a witch huntersreach

    All psykers (friend or foe) with line of sight to Tyrus mustre-roll successful psychic tests unless a Perils of theWarp result was rolled.

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    Ordo Hereticus InquisitorThough they are not inherently tied to the affairs of theAdeptus Ministorum or the Adepta Sororitas, the WitchHunters of the Ordo Hereticus often find that their huntsfor heretics will require them to requisition the aid ofEcclesiarchy forces. It is also not uncommon for largeroperations of the Ministorum to draw the attention of the

    Ordo Hereticus, prompting them to send an Inquisitor tofollow their progress or lead as required.

    WS BS S T W I A Ld Sv

    Inquisitor 4 4 3 3 3 4 4 10 4+

    WargearCarapace Armour, Bolt Pistol & Close CombatWeapon*, Frag, Krak & Psyk-Out Grenades.

    Special Rules

    PsykerAn Ordo Hereticus Inquisitor upgraded to a psyker maychoose a single Act of Faith (except Power of Prayer) togain as a psychic power. This ability will follow thenormal rules for psychic powers instead of those forActs of Faith used by other units, meaning they mayignore the Faithful state of a squad, cause Perils of theWarp, do not expend Faith points, and are affected byanti-psyker equipment etc.

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    Acolyte Retinues

    AdjutantInquisitors and clergymen alike accumulate followingsof acolytes, sycophants or record-keepers. These willdedicate their time to performing numerous menial

    tasks for their masters, documenting events inmeticulous detail and contacting various Imperialagencies to ensure operations go smoothly.

    In the heat of battle however any adjutant of note willdistinguish themselves with unexpected acts of bravery,giving their lives to ensure the great works of theImperium continue.

    WS BS S T W I A Ld Sv

    Adjutant 2 2 3 3 1 3 1 6 6+

    WargearClose Combat Weapon

    Special Rules

    Unlikely Heroism

    If an Independent Character in the squad suffers awound (before saves), then it may instead be allocatedupon a single Adjutant, killing them instantly.

    CrusadersDedicated individuals of the Cardinals Crimson, trainedin the Schola Progenium and selected for their devotionto the Emperor. Their gruelling training in their martialarts, and unswerving loyalty is second only to thesisters themselves, and their skills in combat are oftencalled upon by the Adeptus Ministorum in times ofneed.

    WS BS S T W I A Ld Sv

    Crusader 4 3 3 3 1 3 1 8 5+

    Veteran Captain 4 3 3 3 1 3 2 9 5+

    WargearFlak Armour, Storm Shield, Power Weapon.

    Special Rules (Squad)Faithful (1), Holy Rage, Requires Mandate.

    Acts of Faith (Squad)

    Sword of Judgement

    Phase: Beginning of either players Assault Phase.

    Effects: The squads weapons gain the Rending ruleuntil the end of the phase.

    Death Cult AssassinWS BS S T W I A Ld Sv

    Death Cult

    Assassin

    5 3 4 3 1 6 2 8 5+

    WargearFlak Armour, Pair of Power Swords.

    Special RulesInvulnerable Save (5+).

    DialogusA Dialogus was once an ordinary acolyte, but through aprocess of bio-mechanical enhancement is nothingshort of a walking machine spirit, able to process andstore vast amounts of information at incredible speed.On the battlefield the ability to recall and pronounce anyof the thousands of recorded speeches from masterorators, or passages from holy texts, can boost moraleand inspire courage. Any wise leader knows that thebenefits of such inspiration can turn the tide of a war.

    WS BS S T W I A Ld SvDialogus 2 2 3 3 1 3 1 6 6+

    WargearClose Combat Weapon

    Special RulesIf a pinned or falling back unit is within 6 of a Dialogusat the start of its turn, or passes within 6 of one whilemoving, then it may test to regroup, even if normallyunable to do-so or has already done so this turn.

    A pinned unit that passes its test will no longer bepinned, but may choose to Go to Ground again if itwishes to.

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    Arco FlagellantsHeretics considered irredeemable may be subjected toarco-flagellation as a last effort to repent. Themonstrous husks that result from this process areshepherded into battle and directed at the enemy,where they will fight in a frenzy to seek any smallredemption that they might find.

    WS BS S T W I A Ld Sv

    Arco Flagellant 5 1 5 3 1 3 4 8 -

    WargearArco-flails (close combat weapon).

    Arco-Disruptors

    Arco-Disruptors count as a Power Weapon.

    Implant Injectors

    Any squad with implant injectors may activate one ormore drugs at the start of any Assault phase, howevereach type may only be used once per battle, and willwear off at the end of the phase.

    Bane

    A doubled dose of the combat drugs normallyadministered intravenously into a flagellants system.

    The acro-flagellants gain the Furious Charge andCounter-Attack special rules. If activated at the sametime as Exoneration the flagellant will be slainautomatically after it makes its attacks.

    ExonerationThe cruelly named and highly unstable drug cocktailreferred to simply as exoneration will push aflagellants already over worked metabolism pastbreaking point, resulting in a burst of terrible rage thatis deadly for both the flagellant and its enemies.

    The arco-flagellants may re-roll all failed rolls to-hit andto-wound, however, any re-rolled dice that results in a 1will result in the death of a flagellant once the attackshave been resolved.

    Rout

    A neutralising agent that can temporarily rid the arco-flagellant of its self destructive bloodlust, allowing for anormal terror response.

    The arco-flagellants gain the Hit & Run special rule.May not be activated with Bane or Exoneration.

    Nightmare Helm

    A modification of the standard control helm thatordinarily soothes the flagellant until combat is joined,the nightmare helm delivers vivid and horrifying imagesof damnation combined with a mixture of drugs toinduce a more intense psychotic state than normal.

    At any time in the game the Sisters of Battle player

    may choose to trigger an acro-flagellent squadsnightmare helms. For the remainder of the battle theflagellants will gain the Fleet, Moves Through Cover,and Fearless special rules, however their Rage will beso severe that they will assault and attack any nearbyunit, friend or foe.

    Special RulesFeel no Pain, Requires Mandate (Mob).

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    ServitorWS BS S T W I A Ld Sv

    Servitor 3 3 3 3 1 3 1 8 4+

    WargearCarapace Armour, Servo-Arm.

    Special Rules

    Mindlock

    If a unit with Servitors no longer has a character leadingit then it must test for mindlock at the start of eachfriendly turn. Roll a D6, on a 4+ the servitors functionnormally, otherwise they become mindlocked and maynot move, shoot or assault that turn (though they willfight normally in close combat).

    Sister HospitallerSisters of the Orders Hospitaller train extensively inknowledge of medicine and healing, but can be found ina variety of roles. Many dedicate themselves to hostels

    and shelters for the needy, while others accompany thearmies of the Imperial Guard to provide surgeons andnursing staff.

    The most sought after Sisters Hospitaller however arethose who have trained to go to battle as field medics.Capable fighters in their own right after being partiallytrained by the Orders Militant, these sisters enter battlein their distinctive, hermetically sealed CarapaceArmour, well able to save the lives of their charges anddefend them from harm with equal vigour.

    WS BS S T W I A Ld Sv

    Sister Hospitaller 3 4 3 3 1 3 1 8 4+

    WargearCarapace Armour, Bolt Pistol & Chainsword,Narthecium.

    Mandated TroopersIt is rare that the Adepta Sororitas, the Inquistion or theEcclesiarchy ever mobilise alone, far more commonlythey fight alongside the Imperial Guard, either callingupon crack units specialised in a particular style ofwarfare, or issuing a mandate granting forces in thearea to act on behalf of the Imperium in eradicating a

    threat. In dire circumstances, or during wars of faith orcrusades, the Orders Militant will deploy in force to aidother Imperial forces in major operations, serving tobolster the faith of the troops through shining exampleand by providing much need relief through supplies,medical aid, or martial might.

    On Imperial worlds it is also just as common that theforces working alongside will be local police forces, orthe patrol teams and enforcers of the elite AdeptusArbites. In such cases these forces are frequentlyemployed as escorts for their advanced knowledge ofthe area, or provided the authority to close down entire

    city sectors in the pursuit of heretic forces.

    In support of any good police and patrol force are snifferhounds, or the more advanced cyber-mastifs, providingkeen senses for hunting down threats, and just as keenjaws to those that dare resist.

    WS BS S T W I A Ld Sv

    Mandated Trooper 3 3 3 3 1 3 1 8 5+

    Veteran Trooper 3 4 3 3 1 3 1 8 5+

    Hound 2 0 4 3 1 3 1 5 -

    Cyber-Mastif 3 0 4 3 1 4 1 5 4+

    Wargear (Trooper)Flak Armour, Laspistol & Chainsword.

    Special Rules (Hound/Mastif)Furious Charge, Counter-Attack.

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    War MachinesRhino

    rmou

    Type BS Front Side Rear

    Rhino Tank 4 11 11 10

    WargearPintle-mounted Storm Bolter, Smoke Launchers,Searchlight.

    Transport

    A Rhino can carry up to 10 models.

    Fire Points: Two models can fire from the Rhinos tophatch.

    Access Points: One at the rear of the vehicle, and one

    on each side.

    Special Rules

    Repair

    Though the Adepta Sororitas Mechanicus adepts arestill taught by the Adeptus Mechanicus of Mars, theirorder as a whole shuns involvement with the techpriests. For this reason, their vehicles are intentionallydesigned to require as little deviation from the standardRhino chassis, allowing for easy repair of Rhinos andthe Adherer/Immolator variants.

    Rhinos are exceptionally resilient vehicles and canoften be repaired by their crew in the heat of battle. If aRhino-based vehicle is immobilised for any reason,then in subsequent turns the driver may attempt toeffect a temporary repair instead of shooting. Roll a D6in the Shooting phase, and on a 6 the vehicle is free tomove from its next turn.

    ImmolatorThe most common Rhino variant employed by theAdepta Sororitas provides the chassis for the Immolatorpattern tanks, feared and praised throughout theImperium for the purging fire it brings upon the heretics

    it is deployed against.

    rmou

    Type BS Front Side Rear

    Immolator Tank 4 12 11 10

    WargearSmoke Launchers, Searchlight.

    Transport

    An Immolator without Flamestorm Cannon or side-

    sponsons can carry up to 6 models.

    Fire Points: One model can fire from the Immolatorstop hatch.

    Access Points: One at the rear of the vehicle, and oneon each side.

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    RepressorA vehicle specialised in urban warfare, the Repressor iscapable of performing crowd-control work, but is alsowell armoured enough to handle a mixture of battlefieldroles, excelling at delivering troops as quickly aspossible to where they are needed.

    rmou

    Type BS Front Side Rear

    Repressor Tank, Fast 4 12 12 10

    WargearStorm Bolter (Turreted), Flamer (Pintle mounted), ExtraArmour, Smoke Launchers, Searchlight, Dozer Blade,Assault Ram.

    Transport

    A Repressor may transport up to 12 models.

    Fire Points: Up to six models may fire from the firingslits on the troop section.

    Access Points: One at the rear of the vehicle and twoaccess points to either side unless equipped with sidesponsons.

    AdhererAs a modification of the Immolator variant, the Adhererforgoes flaming weapons for an unending hail offirepower, allowing it to support squads from afar.

    rmou

    Type BS Front Side RearImmolator Tank 4 12 11 10

    WargearTurreted Twin-Linked Heavy Bolters, SmokeLaunchers, Searchlight.

    Transport

    An Adherer without side sponsons can carry up to 6models.

    Fire Points: One model can fire from the Immolators

    top hatch.Access Points: One at the rear of the vehicle, and oneon each side.

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    Exorcist

    rmou

    Type BS Front Side Rear

    Exorcist Tank 4 13 11 10

    Wargear

    Exorcist War Organ, Smoke Launchers, Searchlight,Holy Icon.

    Special Rules

    Exorcist War Organ

    This arcane mechanism is barely understood, and eachis a technological marvel of unparalleled beauty anddestructive power.

    In each turn, the Exorcist may choose one of thefollowing modes of fire:

    Repentant RequiemThe Exorcist missiles are directed to a specific target,allowing them to deliver their full payload onto a singleconcentrated point.

    Range Strength AP Type

    48 8 1 Heavy D6

    Dirge of Lament

    The Exorcist missiles are launched into the air, allowingtheir warhead to break apart into submunitions beforethey reach the targeted location.

    Range Strength AP Type

    48 5 6 Heavy D3, Blast,Barrage, IgnoresCover

    Procession of Glory

    Instead of firing missiles, the organ strikes up a rousingcrescendo that drowns out all else upon the battlefield,lifting the hearts of all those whose faith might otherwisewaver.

    Roll a D6, if the result exceeds the current number ofFaith points in the armys pool, then a single Faith pointis added to the pool. A roll of a 1 always fails.

    No more than one Faith point may be generated in thisway each turn, however multiple Exorcists may makethe attempt until a point is generated.

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    Supernal LanderFew vehicles evoke the same sense of awe in Imperialforces, or dread in their enemies, than a SupernalLander. These heavily armed aircraft are a largervariant of the common Aquila lander, built around astrong reinforced spine this unusual craft has large,angelic wings that cast a terrifying silhouette upon the

    battlefield as it descends, blazing through theatmosphere like a fiery vision of impending doom.

    Unlike other landing craft the Supernal Landers lack aninternal troop compartment, instead the strong, narrowhull behind the ablative prow has outward facingharnesses, with enclosing side armour sections that arehurled open when the occupants are ready todisembark, combining elements of an assault craft withthe rapid deployment of a drop-pod.

    rmou

    Type BS Front Side Rear

    SupernalLander

    Skimmer,Fast

    4 12 12 10

    WargearHurricane Bolters mounted on each wing (treat as hullmounted), Laud Hailer, Holy Icon, Searchlight.

    Ceramite Plating

    The front armour of the Supernal Lander is designed toresist the extreme heat of atmospheric entry. Any hitsagainst the front armour of the vehicle may not benefit

    from the Melta special rule.

    Transport

    The Supernal Lander can carry any squad of up to 12models, including Jump Infantry.

    Fire Points: none.

    Access Points: A Supernal Landers access points runalong the full length of its main-hulls sides.

    Special Rules

    Deep Strike

    The Supernal Lander and its occupants may enter thebattlefield following the normal rules for Deep Strike.

    Angelic Judgment

    During its Movement phase the Supernal Lander maychoose to fire the bolts on its troop compartments,exposing them to the outside world. Doing this causesthe vehicle to become Open Topped, allowing all of itspassengers to fire, and allowing them to disembarkfreely so long as the lander did not move Flat Out, butalso leaving the lander more vulnerable to enemyshooting.

    The compartments may be closed during any of thelanders subsequent Movement phases, causing it tocease being Open Topped, though troops may notdisembark in the same turn.

    A Supernal Lander may have its passengers disembarknormally, without blowing the bolts early, in which caseall normal rules are followed, but it is important toannounce which method is being used!

    Righteous Charge

    Embarked Jump Infantry may disembark even after theSupernal Lander moved Flat Out. To do this, pick anypoint along the landers flight-path, and attempt to

    place the unit following the rules for Deep Strike. If anymodels cannot be deployed then the entire unit isdestroyed as per a result of 1-2 on the Deep StrikeMishap table.

    Performing this action wil l cause the troopcompartments to be automatically opened as above.

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    ArmouryWeapons

    Blessed Weapon

    Including such renowned weapons as the Blade ofAdmonition, the Axe of Retribution and the Flail ofChastisement, blessed weapon is a category that

    includes the most revered artefacts carried to war bythe Orders Militant.

    A blessed weapon is a Master Crafted Power Weaponthat adds 2 to the bearers Strength. Blessed Weaponsare so rare that only a single weapon may be taken perarmy.

    Bolt-weapo

    Valued throughoexplosive high-idevastating effect

    s

    t thepact

    .

    Impshe

    riumls a

    , bolt-weapons firet the enemy with

    Weapon Range Str AP TypeBolt Pistol 12 4 5 Pistol*

    Boltgun 24 4 5 Rapid Fire

    Storm Bolter 24 4 5 Assault 2

    Heavy Bolter 36 5 4 Heavy 3

    Hurricane Bolters 24 4 5 Rapid Fire 3, Twin-Linked*

    *A pair of bolt pist

    **Hurricane Boltethree sets of twin-

    ls may

    s are alinked b

    fire

    inglltgu

    wo s

    e wens.

    ots.

    apon comprised of

    Brazier of Holy FireThis holy artefact is said to light the faces of the faithfuland leave the impure shrouded in darkness. In battle,the brazier can be wielded like a weapon in closecombat and contains enough fuel to spray a jet offlames at the enemy.

    The Brazier of Holy Fire counts as a close combatweapon. In addition, it may be used once per battle likea flamer. All of the normal rules for a flamer apply.

    Chainsword

    A chainsword is a close combat weapon.

    Combi-Weapons

    Combi-weapons are weapons that have been speciallymodified by skilled artisans. Each has been expertlyconverted to house another weapon.

    A model armed with a combi-weapon may choose tofire either the primary weapon or the secondaryweapon in each of their Shooting phases. Bothweapons are fired as normal for weapons of their type,however the secondary weapon may only be fired onceper battle.

    A combi-weapon may, for example, be presented asBoltgun/Flamer, in which case the Boltgun is theprimary weapon and the Flamer the seconday weapon.

    Condemnor

    A highly specialised weapon resembling an ancientcrossbow, the Condemnor is nonetheless designed toinflict cruel punishment upon any psyker struck by its

    deadly silver stakes.

    Range Strength AP Type

    24 5 - Assault 1, Psi-shock*

    Any psyker haddition to oth

    it suffers fromer effects.

    Perils of the Warp in

    Eviscerator

    This is a grotesquely large two-handed chainsword. Itmust be wielded in both hands and so cannot be usedin combination with another close combat weapon. It istreated in all other respects as a power fist that rolls2D6 for Armour Penetration. See the Warhammer40,000 rulebook for details on using power fists.

    Flail

    A flail is a two-handed close combat weapon that grantsthe Furious Charge special rule.

    Flame-we

    Deadly flame-of enemy infa

    cover the ene

    pons

    ased wetry as pu

    ies of th

    ponsifying

    Imp

    arefire i

    rium

    sed to purge areasunimpeded by any

    may cower behind.Weapon Range Str AP Type

    Hand Flamer Template 3 6 Pistol*

    Flamer Template 4 5 Assault 1

    Heavy Flamer Template 5 4 Assault 1**

    FlamestormCannon

    Template 6 3 Heavy 1

    *A pair of hanof a Flamer.

    **As accurateeffectiveness,

    at Cruising Sp

    flamers

    aiming istwin-linke

    ed.

    re a

    notd he

    ingle

    ssenvy fl

    shot with the profile

    tial to the weaponsmers may be fired

    Grenade Launcher

    Grenade Launchers are versatile, man-portableweapons capable of firing a range of deadly grenaderounds. Each time the grenade launcher fires, thecontrolling player decides which round is being used.

    Grenade Range Strength AP Type

    Frag 24 3 6 Assault 1, Blast

    Krak 24 6 4 Assault 1

    Stun* 24 - - Assault 1, Blast*Squads hiPinning tesmodel hit a

    t by stun grt, with a -1fter the first

    enades muLeadership(per squa

    st takpen).

    e an immediatelty for each

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    Las-weapons

    Using concentratethe Imperium requto fire at higher imweaponry is relativ

    laserres largact, me

    ely weak

    nergamning.

    , theuntsthat

    las weaponry ofof power in orderost portable las-

    Weapon Range Str AP Type

    Laspistol 12 3 - Pistol*

    Lasgun 24 3 - Rapid FireHot-shot Lasgun 24 3 3 Rapid Fire

    *A pair of laspistols may fire two hots..

    Master Crafted Weapons

    Master-craft weapons are each the product of years ofcareful labour by the most accomplished artisans in theImperium. A weapon that has been manufactured withsuch dedication will be noticeably superior to any otherweapon of its type.

    A master-crafted weapon allows the bearer to re-roll

    one failed roll To Hit per player turn when using theweapon.

    Melta-weapo

    Melta weapons arundertaking assaulines and bastions.melta weapons aand living material

    ns

    lethal alts agaiMost e

    e capato molte

    ti-arst hfectile ofslag

    ouravilye atredor a

    guns, used whenfortified defence

    very short range,cing rock, metalh.

    Weapon Range Str AP Type

    Inferno Pistol 6 8 1 Pistol*, Melta

    Meltagun 12 8 1 Assault 1, Melta

    Multi-melta 24 8 1 Heavy 1, Melta

    *A pair of inferno pistols fire as if twin-linked.

    Neural whip

    The flailing, psycho-conductive neural whips carried bythe Mistresses of Sister Repentia squads are as muchsymbols of rank as they are vicious weapons that lashout at the enemies of the Emperor before they are ableto strike back.

    A neural whip is a Power Weapon, and adds 1 to thebearers Initiative.

    Null Rod

    A null rod is a power weapon. Any unsaved woundscaused by a null rod inflict Instant Death on psykers.Furthermore the bearer (and their squad) cannot beaffected by psychic powers (friendly or enemy).

    Stubbers

    Simple but semi-rcheap and easy to

    eliable pmanufac

    rojectture.

    ile weapons that are

    Weapon Range Str AP Type

    Stubgun 8 3 6 PistolAutogun 18 3 6 Rapid Fire

    Heavy Stubber 36 4 6 Heavy 3

    Orbital Strike Relay

    The orbital strike relay is treated as a ranged weaponthat can be used provided that the bearer did not movein the preceding Movement phase (though he can laterAssault if the player wishes). Each time the orbitalstrike is used, you must choose which kind of strikeyou wish to call down. Note that orbital strikes willalways scatter the full 2D6 in the direction shown (if aHit is rolled, then scatter in the direction of the smallarrow on the hit symbol).

    Strike Range Strength AP Type

    Barrage Unlimited 6 4 Ordnance D3,Large Blast

    Lance Unlimited 10 1 Heavy 1, Blast*,Lance

    Psyk-out Unlimited 6 4 Ordnance 1,Large Blast, Psi-shock**

    *Vehiclesthe templat

    **Any psykaddition to

    re hit at fulle strikes th

    er hit sufferother effect

    effect regaem.

    s from Perils.

    rdles

    s of t

    s of how much of

    he Warp in

    Plasma-we

    Firing compactthese weaponpunching throug

    pons

    ackets, thouenem

    of sugharm

    erhnpr

    our.

    ated plasma energydictable, excel at

    Weapon Range Str AP Type

    Plasma Pistol 12 7 2 Pistol, Gets Hot!

    Plasma Gun 24 7 2 Assault 1, Gets Hot!Plasma Cannon 36 7 2 Heavy 1, Gets Hot!

    Psyocculum

    The bearer of a psyocculum (and their unit) count asbeing Ballistic Skill 10 if shooting at a psyker, or a unitcontaining a psyker.

    Sarissa

    These vicious, spiked combat attachments are used bythe Adepta Sororitas to add lethal close combat utility to

    their standard issue boltgun, allowing them to fight atfull effect after firing their weapons.

    Models with a Boltgun & Sarissa may assault anyenemy that they fire at as if they had fired an Assaultweapon. A Sarissa is also treated as an additional closecombat weapon.

    Shotguns

    Trusted weapons texpansive history

    hat havef the Im

    chaneriu

    ed.

    ery little over the

    Weapon Range Str AP Type

    Shotgun 12 3 - Assault 2Combat Shotgun 12 4 - Assault 2

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    EquipmentAuspex

    A hand-held scanner capable of detecting enemies.Before the game starts, an model(s) equipped with anauspex may scan the area, detecting any enemyinfiltrators within 4D6. The model, and any unit thatthey are with, may shoot at the detected enemy before

    the game begins, resolving shots as normal.

    Book of Saint Lucius

    This great tome contains the many inspirationalwritings and sermons of St. Lucius of Agatha. Anyfriendly unit with a model within 6" may use thebearers unmodified Leadership value for any Moralechecks or Pinning tests it is required to take.

    Imagifer

    An Imagifer is simply a carried icon bearing a

    Simulacrum Imperialis. It is assumed that a model withan Imagifer is able to fight as normal due to additionaltraining, or by planting it in the ground as required.

    Litanies of Faith

    The Litanies of Faith contain the entire teachings of theEcclesiarchy, and their hymnals and chants fill theEmperors servants with burning zeal.

    Once per game, the character may use an Act of Faithwithout the need for a Test of Faith, and withoutexpending a Faith Point.

    Mantle of OpheliaThe Mantle of Ophelia is a badge of office for high-ranking members of the Adepta Sororitas and isbelieved to have sacred powers of protection.

    The first time the wearer takes a wound that wouldcause an instant death effect, only one wound isactually taken. The mantle may only be used once perbattle. One per army.

    Narthecium

    So long as the bearer lives, they and their squad will

    benefit from the Feel no Pain special rule.

    Praesidium Protectiva

    Believed to contain shards of armour worn by theEmperor Himself, this shield can be used to defendagainst enemies assaulting the bearer.

    A Praesidium Protectiva follows the rules for a RiotShield, except its Invulnerable Save is 3+.

    Purity Seals

    A squad containing one or more models with purity

    seals may roll an extra D6 when falling back, anddiscard the highest dice rolled.

    Riot Shield

    A model equipped with a riot shield may take a 5+Invulnerable save against a single opponent, chosen bythe defender in each Assault phase.

    If a model with riot shield is within unit coherency

    adjacent to another model with riot shield, then it mayapply this save against all enemy attacks, includingShooting.

    Rosarius

    A Rosarius is a badge of faith which incorporates apowerful conversion field that protects its wearer fromharm. A model with a Rosarius gets a 4+ Invulnerablesave that may be taken instead of the models normalArmour save.

    Sacred Standard

    Any unit with the Adepta Sororitas rule with a modelwithin 6" of the standard adds +1 to its combatresolution score in an assault, i.e, it counts as havinginflicted one more casualty than it actually did. Theeffect of multiple Sacred Standards is cumulative.

    Sacred Banner of the Order Militant

    All Adepta Sororitas squads within 12 are Fearless.

    Seraphim Jump Pack

    The wearer of a Seraphim Jump Pack becomes Jump

    Infantry, and gains the Angelic Visage and Hit & Runspecial rules.

    Servo-Arm

    A Servo Arm grants an extra attack in close combat, atStrength 8, Initiative 1 and ignoring armour saves.

    Servo-Skulls

    Servo-skulls are counters that may be placed anywhereon the battlefield outside the enemy deployment zone,before any forces are deployed, and may not moveduring the game.

    Enemy Infiltrators cannot set-up within 12 of a servo-skull, nor can enemy Scouts use their pre-game moveto approach to within 12 of one. A friendly unit arrivingwith Deep Strike may roll one less D6 whendetermining scatter if it aims to arrive within 12 of aservo-skull, likewise blast template roll one less D6 forscatter if aimed within the 12 area.

    Servo-skulls may not be attacked, but areautomatically destroyed if an enemy moves within 6 ofthem.

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    Simulacrum Imperialis

    These holy symbols of the Ecclesiarchy were oncecarried by one of the Imperiums many saints, or mayeven be wrought from their bones.

    When a squad with a Simulacrum Imperialis takes atest of faith it may roll an extra D6, and discard thehighest dice rolled.

    Storm Shield

    A storm shield is a solid shield that has an energy fieldgenerator built into it. The energy field can deflectalmost any attack, even shots from might lascannonsand close combat strikes from power weapons.

    A model equipped with a storm shield has a 3+Invulnerable Save, but can never claim the +1 Attack

    bonus for being armed with two close combat weaponsin an assault.

    Targeter

    A model with a targeter may choose to use it instead offiring a weapon, allowing a single model in the samesquad to fire with Ballistic Skill 5. Any number of modelsin a squad may use their targeters.

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    GrenadesFrag Grenade

    Frag Grenades are assault grenades as described inthe Warhammer 40,000 rulebook.

    Inferno Grenade

    Inferno grenades are bulky, chemical grenades thatburst apart to scatter flaming liquid onto an entrenchedenemy.

    Inferno grenades may be thrown instead of Fraggrenades when assaulting an enemy. If the squadsuccessfully charges, then for each model armed withinferno grenades roll a D6. On a 5+ they have scored ahit, resolved against the target as per shooting with thefollowing profile:

    Range Strength AP Type

    Assault 3 6 Ignores Cover

    Any woundsin the ensuinshould be recaused in the

    cored from tg close comoved as per tassault phase

    ese gat, a

    he nor.

    renades are countedd wounded models

    mal rules for wounds

    Krak Grenade

    See the Warhammer 40,000 rulebook for details ofusing krak grenades.

    Meltabombs

    See the Warhammer 40,000 rulebook for details ofusing meltabomb.

    Psyk-out Grenade

    Psyk-out grenades are produced using an extremelyrare substance thought to be a by-product of theesoteric processes that sustain the Astronomican. Upondetonation each grenade scatters a dense cloud of psi-refractive particles across the target area. Psykers andWarp entities caught in the blast zone are momentarilystunned, leaving them helpless before the Inqusition.

    When a unit equipped with psyk-out grenades launches

    an assault, any Daemons or psykers in the assaultedunit(s) are reduced to Initiative 1 for the remainder ofthe phase.

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    ArmourArtificier Armour

    Artificier armour is sometimes described as the finestphysical protection available to the warriors of theImperium. Less bulky and ponderous than Terminatorarmour, but offering more protection than the powerarmour commonly employed by the Sisters of Battle,

    the artificier armours super-dense constructionmaterials and damage control devices enable thewearer to shrug off strikes from anti-tank rockets andeven direct hits from battle cannon shells.

    A model that wears Artificier armour has a 2+ save.

    Carapace Armour

    Carapace armour is made up of large rigid plates ofarmaplas or ceramite, moulded to fit the wearer. It is thefavoured form of protection for forces for whom mobilityis a key consideration, as it provides good protection

    with minimum encumbrance.A model that wears Carapace armour has a 4+ save.

    Cloak of Saint Aspira

    A magnificent cloak of velvet and fur, blessed in theEcclesiarchal Palace of Terra to ward away the blowsof the Emperors enemies.

    A Cloak of St. Aspira improves a models armour save

    by 1, e.g - causing Power Armour to become a 2+ save.

    Flak Armour

    The standard-issue armour in the Imperium, flak armouris primarily designed