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Codex: Order of the Faithful Blade


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Codex: Order of the Faithful Blade.

Primary Convent: Segmentum Obscurus:Scarus Sector:Subsector Angelus:Tirnog system: Tirnog II

 

Colors: Green armor w/ silver trim, blue robes. Image Link

Background:

Since its founding in 374 M39 by Cannoness Fionella Aruda, the Order of the Faithful Blade has provided the Imperium with dedicated and tireless service. The history of the Order, while not particularly long by the standards of the Imperium, is nonetheless reasonably distinguished; the Order has gained a creditable number of battlefield victories in its time. The Order of the Faithful Blade, like many military forces in the Segmentum Obscurus, primarily concerns itself with the threat of Chaos.

 

For much of its early history, the Order of the Faithful Blade had nothing which set it apart from any one of the many other Ordos Minoris among the Sisters of Battle. This remained the case until shortly before the outbreak of the Gothic War, when Cannoness Andraste Dano began a radical reorganization of the Order following what she claimed was a vision from Saint Alicia herself. The Order's new, radical reorganization drew the ire of many more traditional-minded forces within the Adepta Sororitas, but since the Order of the Faithful Blade was not tied to any of the other major ordos, there was relatively little that could be done to halt their usage of unorthodox tactics.

 

Perhaps the most notable area in which the the Order of the Faithful Blade traditional Adepta Sororitas equipment and organization is the prevalence of shields within the equipment and iconography of the Order. The Order of the Faithful Blade also places a much greater than usual emphasis on melee combat, to the point of creating a dedicated cavalry arm. The Order is also noteworthy for its slightly less intense application of the Imperial Creed; while the average Sister of the Order is still a warrior of overpowering faith, this faith is tempered by a pragmatic streak, and the Order generally frowns upon undisciplined fanatical groupings like the Sisters Repentia. Faith remains the most potent weapon in a battlesister's arsenal, but faith without discipline causes more problems than it solves.

 

The Order of the Faithful Blade has gradually shifted away from the Adepta Sororitas's traditional political ties. While they are still a part of the Adepta Sororitas, the Ecclesiarchy and Ordo Hereticus tend to be wary of the Order due to their non-traditional organization, and it is extremely rare for either to call upon the Order's services. Ties between the Order of the Faithful Blade and and the Ecclesiarchy are particularly strained due to the Order's ongoing campaign to have Cannoness Andraste recognized as an Imperial Saint, something the Ecclesiarchy has to date refused to even consider due to her non-traditional battlefield dogma. The Order of the Faithful Blade also has a tense relationship with the highly conservative Order of Our Martyred Lady, which sees refusal to follow the traditional combat dogma of the Orders Militant as an insult to those who created it. The less arch-conservative Orders Militant still regard the Order of the Faithful Blade as a bit too nonconformist for proper Sisters of Battle, but still loyal servants of the Emperor in their own way. The non-militant Orders, by contrast, do not involve themselves in the debate over battlefield doctrine, and merely treat the Order of the Faithful Blade as if it were any other part of the Adepta Sororitas.

 

While the Order of the Faithful Blade remains in disfavor with the traditional supporters of the Adepta Sororitas, the Order's service record against the forces of Chaos drew the interest of a cabal of Ordo Malleus Inquisitors who had little objection to the Order's methods so long as they were effective. The Ordo Hereticus and Ecclesiarchy were glad to see the troublesome and iconoclastic order taken off their hands, and have yet to object to the fact that the Order of the Faithful Blade has been essentially co-opted by the Ordo Malleus.

 

The Order's distance from the Ecclesiarchy and its ties to the Ordo Malleus have also had a number of effects upon its military practice and organization. Despite formally still being part of the same overall organization, Ecclesiarchal forces will not take the battlefield with Sisters of the Order unless circumstances leave them with no other option. The Order has also replaced some of its traditional wargear with weaponry developed by the Ordo Malleus, such as Psycannons, Incinerators, and Purifiers, and the Cannoness herself wields one of the rare Daemonhammers, a weapon capable of striking fear into the harts of the strongest fiends in the service of the Ruinous Powers. A lack of reliable recruits from the Ecclesiarchal Schola Progenia has also forced the Order to adopt the practice of accepting promising local girls directly into the Order itself, overseeing their eduction and training.

 

The current head of the Order of the Faithful Blade, Cannoness Siobahn Malkaris, has continued to maintain the Order's unique traditions, and continues to build the Order's ties to the Ordo Malleus. The Order has a number of recent victories to its credit; it played a key role in the suppression of Waaagh! Gitcruncha, and recently executed a daring raid on a Dark Eldar raiding camp, rescuing a number of high-value Imperial hostages. The Order has a particular antipathy towards the Word Bearers Chaos Space Marine Legion, which dates back to the death of Canoness Andraste in battle against the fallen Astartes.

 

The Order's current Inquisitorial contact is Inquisitrix Riannon Kolbe of the Ordo Malleus. In addition to the Order's Inquisitorial ties, the Order has a record of fighting alongside the Space Marines of the Black Templar and Exorcist Chapters, as well as a pair of engagements alongside small forces of mythical Grey Knights. The Order also enjoys a working relationship with the local representatives of the Adeptus Arbites.

Army Special Rules

Adepta Sororitas: Force Weapons have no effect upon units with this rule, and simply count as normal power weapons. In addition, the unit receives a 5+ save to resist the effects of any psychic power.

 

Faithful: A squad with the Faithful rule has the capacity to use Acts of Faith when enabled by another special rule such as Inspirational or Lead From the Front.

 

Supremely Faithful: In addition to the benefits of the Faithful rule, any squad with with the Supremely Faithful rule may activate one Act of Faith per turn.

 

Acts of Faith:

All Acts of Faith are activated during the player's movement phase and last until the start of the unit's next movement phase. In order to use an act of Faith, the unit must first perform a successful leadership test.

  • Hand of the Emperor: The Unit increases its strength by 2 points.
  • The Passion: The unit's initiative is increased by two points.
  • Light of the Emperor: The unit becomes Fearless, and automatically rallies if it was currently falling back, regardless of any restrictions that would normally prevent it from rallying.
  • Spirit of the Martyr: The squad gains a 4+ Invulnerable Save. If the squad already has an invulnerable save, then its existing invulnerable save is improved by 1.
  • Divine Guidance: The Squad's attacks gain the Rending USR.
  • Holy Radiance: The Sisters of Battle glow with the holy light of the God-Emperor, temporarily blinding their foes as they are forced to avert their eyes. Any successful rolls to hit against the unit must be re-rolled.
  • Blessed Celerity: The unit gains the Fleet USR, and may roll three dice and pick the highest to determine how far it moves when running.
  • No Rest For the Faithful: This Act of Faith may only be used to effect a Palatine, Canoness, or Independent Character with the Adepta Sororitas Special Rule that has been removed from play in the previous turn; any unit may use this Act of Faith provided that it is normally capable of using Acts. After successfully activating this act of Faith, state which Palatine, Canoness, or Character this ability is effecting, and then roll a d6 and consult the chart below:
    1-3: No effect
    4: The model returns to play with a single wound
    5: The model returns to play with a two wounds
    6+: The model returns to play with at her full starting wounds
    Multiple uses of this ability in a single may either be applied to multiple characters, or used to provide a +1 bonus to the result of a single model's roll for each addition use of this power.

 

Special Ammunition: A model firing a Bolt Pistol, Boltgun, Stalker-Pattern Boltgun, Storm Bolter, or Heavy Bolter may select one of the following ammunition types immediately before it rolls to-hit, granting it to their fired weapon for that Shooting Phase (all models in the same unit must choose the same ammunition type):

  • Blessed: Wounds from this weapon ignore Cover Saves.
  • Inferno: This weapon may re-roll failed to-wound rolls.
  • Shock: A non-vehicle unit which was successfully hit by this weapon will be I1 for the following Assault Phase.
  • Tempest: An Armour Penetration roll of 6 made by this weapon inflicts a Glancing Hit, regardless of the target unit's armor.
  • Venenum Gel: This weapon gains the Poisoned (2+) Special Rule. This option must be unlocked by a Venenum Temple Assassin.

 

Stalker-Pattern Bolter: This variant of the standard boltgun comes with a long-range sight and reinforced stock, enabling it to be fired accurately at long range. However, these changes make it extremely difficult to fire the weapon on the move. Unlike the version used by the Emperor's Astartes, the stalker-pattern bolter uses standard bolt ammunition. The stalker-pattern bolter has the following profile:

Range: 36' Strength 4 AP 5 Heavy 2

 

Suppression Shield: A heavy shield most commonly used by the Adeptus Arbites, the Order has acquired a supply of these shields through their Inquisitorial contacts, as well as their generally positive relationship with the local arbites. The suppression shield combines a protective field with an electro-shock generator that allows it provide both defense and attack to its wielder. A suppression shield counts as a close combat weapon, and grants the model wielding it a 4+ invulnerable save.

 

Profane Wargear: Several units within this codex gain the right to purchase profane wargear if the appropriate conditions are met.

 

Lesser Daemonblade: A Daemonblade containing the essence of a relatively weak daemon, this is still a potent weapon, but not nearly as devastating as a weapon containing a more power prisoner. At the start of the game roll a single a pair of dice to determine what effect the blade has (roll once for all models in a single unit); if a double is rolled, the player takes the number rolled, and chooses the second ability. The Divine Guidance and Hand of the Emperor faith abilities have no effect on close combat attacks made by models wielding Lesser Daemonblades:

1: Unholy Flame: +2 Strength

2: Fell Speed: +2 Attacks

3: Warp-touched Venom: The sword has the poisoned (3+) rule

4: Heart Seeker: May re-roll all to-hit rolls

5: Sharp As Sin: May re-roll all to-wound rolls

6: Warpblade: (The Lesser Daemonblade counts-as a power weapon)

 

Note: For standard Daemonblades, use the wargear entry in Codex:Grey Knights. In addition to the stated rules, the Divine Guidance and Hand of the Emperor faith abilities have no effect on close combat attacks made by models using a Daemonblades.

 

Hellrifle: See Codex:Grey Knights. In addition, any model using a hellrifle gains no benefit from using the Divine Guidance Act of Faith when shooting.

 

Sacreligious Shield: Grants a 3+ Invulnerable save. Any model equipped with a Sacreligious Shield gains no benefit from the Spirit of the Martyr Act of Faith.

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HQs

 

Canoness
Canoness 5 5 3 3 3 4 3 10 3+/4+

Canoness {HQ}.......... 80 points
  • Infantry

  • 1 Canoness

  • Power armour
  • Bolt Pistol
  • Close Combat Weapon
  • Rosarius
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Inspiring
  • Independent Character

May take a transport:
  • Rhino
  • Immolator
  • Command Immolator
  • Repressor

 

Options:

  • The Canoness may replace her Bolt Pistol and/or Close Combat Weapon with:
    • A Bolter: free
    • A Storm Bolter for 5 points
    • A Power Weapon, Combi-Weapon, Hand Flamer, or Burning Brazier: 10 points
    • A Plasma Pistol, Inferno Pistol, or Eviscerator: 15 points
    • A Blessed Weapon: 20 points

    [*]She may purchase one of the following:

    [*]A Jump Pack: 20 points

    [*]A Cyber-Pegasus: 25 points

    • A Canoness on a Cyber-Pegasus may take a Holy Lance: 20 points

    [*]A Grox Mount: 40 points

    [*]She may also purchase:

    • Melta Bombs for 5 points
    • Blessed Armor: 10 points
    • Special Ammunition: 10 points
    • A Cloak of St. Aspira: 15 points
    • Mantle of Ophelia: 20 points
    • Litanies of Faith: 25 points

 

Inspiring: For every turn that she is alive, the Canoness allows two Faithful units to perform a single Act of Faith.

 

Litanies of Faith: Allows an additional unit to perform an Act of Faith.

 

Blessed Weapon: A one-handed master-crafted power weapon that grants +1 Strength

 

Blessed Armor:: Improve the anti-psychic save granted by the Adepta Sororitas Rule to 2+

 

Mantle of Ophelia: Makes the model immune to Instant Death.

 

Palatine
Palatine 5 5 3 3 3 4 3 10 3+/4+

 

Palatine {HQ}.......... 60 points
  • Infantry

  • 1 Palatine

  • Power armour
  • Close Combat Weapon
  • Suppression Shield
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Lead from the Front
  • Independent Character

May take a transport:
  • Rhino
  • Immolator
  • Command Immolator
  • Repressor

 

Options:

  • The Palatine may replace her Bolt Pistol and/or Close Combat Weapon with:
    • A Bolter: free
    • A Storm Bolter for 5 points
    • A Power Weapon, Combi-Weapon, Hand Flamer, or Burning Brazier: 10 points
    • A Plasma Pistol, Inferno Pistol, or Eviscerator: 15 points
    • A Blessed Weapon: 20 points

    [*]She may purchase one of the following:

    [*]A Jump Pack: 20 points

    [*]A Cyber-Pegasus: 25 points

    • A Palatine on a Cyber-Pegasus may take a Holy Lance: 20 points

    [*]A Grox Mount: 40 points

    [*]She may also purchase:

    • Melta Bombs for 5 points
    • Special Ammunition: 10 points
    • A Cloak of St. Aspira: 15 points
    • Litanies of Faith: 25 points

 

Lead from the Front: The Palatine allows any Faithful unit she is attached to to make two perform two Acts of Faith in any turn.

 

Celestian Retinue

 

One Celestian Retinue may be taken as a retinue for every Palatine or Canoness in the army, including special characters who use the Adepta Sororitas rule and occupy an HQ slot. A Celestian Retinue takes no space on the Force Organisation Chart.

 

Celestian Bodyguard
Celestian Bodyguard 4 4 3 3 1 4 2 9 3+

 

Celestian Retinue {HQ}.......... 125 points
  • Infantry

  • 5 Celestian Bodyguards

  • Power armour
  • Power Sword
  • Bolt Pistol or Bolter
  • Suppression Shield
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Stubborn
  • Supremely Faithful
  • Holy Hatred

May take a transport:
  • Rhino
  • Immolator
  • Command Immolator
  • Repressor

 

Options:

  • Any Celestian Bodyguard may replace her power weapon with:
    • A Flaming Blade: free
    • An Eviscerator: 5 points
    • A Blessed Weapon: 10 points

    [*]Any Celestian Bodyguard may replace her bolter with:

    • An Incinerator: 15 points
    • A Psycannon: 20 points
    • A Purifier: 20 points

    [*]Any Celestian may take Melta Bombs: 5 points

    [*]The entire squad may be equipped with jump packs: 50 points

    [*]One Celestian may be equipped with a Medi-pack and given special supplemental training by the Sisters Hospitaller for 30 points

    [*]One Celestian may be upgraded to carry an Imagifer for 25 points

    [*]If the Profane Wargear option has been unlocked, the unit may:

    • Replace their power weapon with Lesser Daemonblade: 5 points per model (If multiple models take Lesser Daemonblades, roll once for the entire unit when determining which traits the blades have)
    • Replace their Suppression Shield with a Sacreligious Shield: 5 points per model
    • Replace their bolters with Hellrifles: 15 points per model

 

Imagifer: Allows any Adepta Sororitas unit with a model within 12" to re-roll failed morale and pinning tests. In addition, all models in the same unit as an Imagifer gain +1 attack while the model with the Imagifer is alive, and the unit counts as having inflicted one additional wound in close combat.

 

Purifier: A masterfully designed multi-melta equipped with a suspensor and sanctified by priests of the God-Emperor. While most Purifiers are in the possession of the Ordo Malleus, a small number of them were gifted to the Order of the Faithful Blade centuries ago, along with a number of Psycannons and Incinerators, when Canoness Andraste created the bond between the Ordo Malleus and the Order. The remaining Purifiers, blessed by Andraste herself, are not only potent weapons of war, but among the most venerated relics of the Order, and only the most veteran sisters can have the honor of bearing one in battle.

 

The Purifier has two firing modes:

 

Range 24" Strength 9 AP 1 Melta Heavy 1 (Re-roll successful Invulnerable Saves)

or

Range 12" Strength 9 AP 1 Melta Assault 1 (Re-roll successful Invulnerable Saves)

 

Inquisitor {HQ}.......... 40 Points
Inquisitor Lord 5 5 3 3 3 4 3 10 4+

 

Details
  • Infantry

  • 1 Inquisitor

  • Rosarius
  • Frag Grenades
  • Krak Grenades
  • Close Combat Weapon
  • Bolt Pistol
  • Carapace Armor

  • Stubborn
  • Ally of the Order

 

Ally of the Order:If attached to a squad with the Faithful or Supremely Faithful rule, the Inquisitor will benefit from any acts of faith they manifest.

 

Inquisitor Options:

  • The Inquisitor may exchange their Bolt Pistol and/or Close Combat Weapon for:
    • A Boltgun: free
    • A Storm Bolter: 5 points
    • A Power Weapon, Combi-Weapon, Plasma Pistol: 10 points
    • A Storm Shield, Needle Pistol, Hellrifle, Daemonblade, or Nemesis Daemon Hammer: 15 points
    • An Incinerator: 20 points
    • A Psycannon: 30 points

    [*]The Inquisitor Lord may have:

    • Melta Bombs: 5 points
    • Power Armor: 10 points
    • Digital Weapons: 10 points
    • Rad Grenaes, Psychotroke Grenades: 15 points
    • An Orbital Strike Relay: 40 points

    [*]The Inquisitor may exchange their Bolt Pistol, Close Combat Weapon, Carapace Armor, Frag Grenades, and Krak Grenads for Terminator Armor, a Storm Bolter, and Power Weapon: 30 points

    • May Exchange the Power Weapon for:
      • A Nemesis Daemon Hammer or Daemonblade: 5 points

      [*]May Exchange the Storm Bolter for:

      • A Combi-Weapon or Incinerator: 5 points
      • A Storm Shield or Hellrifle: 10 points
      • A Psycannon: 25 points

    [*]The Inquisitor may upgrade to a psyker with two powers chosen from the Psychic Power list, and exchange their close combat weapon for a Force Weapon: 30 points

    • The Inquisitor may replace their Force Weapon with a Daemon Blade or Nemesis Daemon Hammer: free
    • The Inquisitor may take a Psychic Hood: 10 points

    [*]The Inquisitor may make any of their weapons master-crafted: 5 points

Retinues work as per Codex: Grey Knights, with the following modifications:

 

Remove:

  • Banisher
  • Mystic
  • Dedicated Transport Options

Add:

  • The Retinue may be equipped the following:
    • Combat Drugs: 30 Points
    • Augmentic Enhancements: 40 points

    [*]The Retinue may add the following:

    • Sister Famulous: 30 points per model
    • Sister Hospitaler: 30 points per model
    • Sister Dialogus: 30 points per model

    [*]All Warrior Acolytes in the retinue may upgrade to veterans with Ballistic Skill 4: 2 points per model

    [*]The Retinue may take the following Dedicated Transports:

    • Sisters of Battle Rhino
    • Immolator
    • Command Immolator
    • Repressor
    • Inquisitor Chimera
    • Land Raider (all variants)

Sister Famulous: This Inquisitor works closely with a Sister of the Orders Famulous, and is possibly from a family with long-established ties to the Adepta Sororitas. The Inquisitor and his retinue gain the Supremely Faithful rule.

 

Sister Dialogus: Sisters Dialogi specialize in collecting knowledge of all sorts, including forbidden lore about both the enemies of the Imperium and the Imperium itself, and putting all of this knowledge at the disposal of their Inquisitor. A Sister Dialogi allows her unit to re-roll any ranged attack which misses.

 

Sister Hospitaler: See the entry for Sister Hospitaler

 

New Wargear:

 

Augmentic Enhancements: It is not unknown for Radical Inquisitors to attempt to enhance the combat capability of both themselves and those in their employ by a variety of means. This enhancement can take a number of forms, from replacing weak flesh with hardened mechanical components to various dark sorceries and alchemies, or all manner of restricted xenotech.

All models in the unit gain +1 S and +1 T. This upgrade does benefit the Inquisitor who allows the purchase of this, but does not effect any other Independent Character attached to the unit. However, this upgrade has no effect on any unique special characters attached to the Squad.

 

Combat Drugs: At the start of the game, roll a d6 and apply the appropriate result to the entire unit and any attached characters (including special characters) for the rest of the game

1) Gain the Fleet USR; in addtion, when making a Run move roll two dice and pick the highest result.

2) +1 Weapon Skill

3) +1 Strength

4) Re-roll failed to-wound rolls in close combat

5) +1 Attack

6) Gain the Furious Charge USR.

Elites

 

Celestian Blades
Celestian Superior 4 4 3 3 1 4 2 9 3+
Celestian 4 4 3 3 1 4 1 9 3+

Celestian Blades{Elite}..........110 points
  • Unit Type

  • 1 Celestian Superior
  • 4 Celestians

  • Power Weapon
  • Suppression Shield
  • Power Armor
  • Frag Grenades

  • Adepta Sororitas
  • Holy Hatred
  • Supremely Faithful

  • Rhino
  • Repressor
  • Immolator

 

  • May Add up to five Celestian Blades: 20 points per model
  • Two Celestian Blades may replace their power weapons with:
    • An Eviscerator: 5 points

    [*]The Celestian Superior may replace her power weapon with:

    • A Combi-weapon or Brazier of Holy Fire: free
    • A Plasma Pistol, A Neural Whip, a Power Stake, or an Eviscerator: 5 points

    [*]The Celestian Superior may take Melta Bombs: 5 points

    [*]If the squad is allowed to take Profane Wargear, any model may replace their Suppression Shield with a Sacreligious Shield: 5 points per model

 

Holy Hatred: The Unit has the the Preferred Enemy (All) USR

 

Celestian Gunners
Celestian Superior 4 4 3 3 1 4 2 9 3+
Celestian 4 4 3 3 1 4 1 9 3+

Celestian Gunners {Elite}..........110 points
  • Unit Type

  • 1 Celestian Superior
  • 4 Celestians

  • Storm Bolter
  • Close Combat Weapon
  • Power Armor
  • Combat Shield
  • Frag Grenades
  • Krak Grenades

  • Adepta Sororitas
  • Special Ammunition
  • Supremely Faithful
  • Expert Marksmanship

  • Rhino
  • Repressor
  • Immolator

 

  • May Add up to five Celestian Gunners: 20 points per model
  • The Celestian Superior may replace her Storm Bolter and/or Close Combat Weapon with:
    • A Combi-weapon or Brazier of Holy Fire: 10 points
    • A Plasma Pistol, A Pair of Neural Whips, or an Eviscerator: 15 points

    [*]The Celestian Superior may take Melta Bombs: 5 points

    [*]Any Celestian Gunner may replace her Storm Bolter with a Stalker-Pattern Bolter: free

    [*]Two Celestian Gunners may replace their storm bolters with:

    • A flamer: free points
    • A Meltagun, Heavy Bolter, Multi-melta, or Heavy Flamer: 5 points
    • An Incinerator or Plasma Gun: 10 points
    • A Psycannon: 15 points
    • A Purifier: 15 points

    [*]If the squad is allowed to take Profane Wargear, any model may replace their Storm Bolter with a Hellrifle: 10 points per model

 

Expert Marksmanship: All ranged attacks from Celestian Gunners have the Pinning trait.

 

Celestian Martyrs
Celestia Martyr 5 3 3 3 1 4 2 9 3+

Celestian Martyrs{Elite}..........100 points
  • Unit Type

  • 1 Celestian Superior
  • 4 Celestians

  • Flaming Blades
  • Power Armor
  • Frag Grenades

  • Adepta Sororitas
  • Feel No Pain
  • Furious Charge
  • Fearless

  • Rhino
  • Repressor
  • Immolator

  • May Add up to five Celestian Martyrs: 20 points per model
  • Any Celestian Martyr may replace her flaming blades with an Eviscerator: 5 points
  • If the squad is allowed to take Profane Wargear, any model may replace their Flaming Blade with a Lesser Daemonblade: free (If multiple models take Lesser Daemonblades, roll once for the entire unit when determining which traits the blades have)

Flaming Blade: As the name implies, a flaming blade is, simply put, a sword that is on fire. The flaming blade is a two-handed power weapon that may re-roll any failed roll to wound

 

Fluff: In contrast with the more defensive-minded Celestian Blades, the Martyrs are the Order's elite corps of shock troops. Wielding massive two-handed blades and eschewing the traditional shields of the order, the martyrs sacrifice defensive capabilities in order to maximize their offensive potential. While the martyrs routinely take higher casualties than any other unit, they also inflict equally heavy casualties upon the opposition, and often play a key role in breaking enemy morale and shattering hardened defensive positions. Most sisters deployed in Martyr squads accept that they are far more likely to die than their counterparts, and actually wear this as a point of pride; the martyrs accept the likelihood of their own death in order to preserve the lives of their fellow sisters. Unsurprisingly given their expected lifespan, the Martyrs are also among the most devout members of the Order of the Faithful Blade.

 

Fallon..........120 Points
Fallon 6 4 5 4 3 5 3 10 3+/5+

Fallon {Elites}
  • Infantry

  • 1 Fallon

  • Power armour
  • Bolt Pistol
  • Chainsword
  • Frag and Krak Grenades

  • Fearless
  • Death Would be Merciful
  • Forever Alone
  • Unnaturally Gifted
  • Holy Hatred
  • Aerial Insertion

 

Options:

  • The Fallon may replace her Bolt Pistol and/or Close Combat Weapon with:
    • A Storm Bolter for 5 points
    • A Hand Flamer: 10 points
    • A Plasma Pistol or Inferno Pistol: 15 points
    • A Power Weapon, Burning Blade, or Daemonblade: 20 points
    • An Eviscerator: 30 points

    [*]The Fallon may take up to two of the following traits:

    • Ghost in the Wind: 20 points
    • Terrifying Presence: 20 points
    • Berserker: 25 points
    • Unnatural Aura: 25 points
    • Regeneration: 30 points
    • Unnatural Resilience: 30 points
    • Warp-Hardened: 30 points
    • Nightblink: 30 points

    [*]She may also purchase:

    • Melta Bombs: 5 points

 

Fluff:

Battle against the forces of Chaos carries risks far beyond those of simple death on the battlefield, especially for groups like the Order of the Faithful Blade that find themselves constantly engaged against the Ruinous Powers. While it is all but unheard of for any Sister of Battle to go willingly into the service of Chaos, the risk of unwilling corruption is a very real threat. While contamination through warp shock or exposure to the blasphemous and profane has little effect on warriors who are truly devoted to the service of the God-Emperor, there are times when even the faithful cannot repulse Daemonic Possession. While most loyal servants of the Emperor either die along with their Daemonic controller or achieve salvation through the rites of exorcism and go on to lead relatively normal lives (aside from the inevitable trauma of the event itself), in a few cases where the possession was particularly severe the Inquisition observed that even after a successful exorcism the exorcised retained unusual abilities. Opinion within the Inquisition is sharply divided over whether those few who gain unusual abilities in the aftermath of possession and exorcism are valuable tools in the Emperor's service or ticking time bombs who will inevitably succumb to Daemonic control once more.

 

The Ordo Malleus sponsors of the Order of the Faithful Blade lean towards the former opinion. Since the Order of the Faithful Blade devotes a large proportion of of it's overall strength to it's sponsors, many of the Order's sisters are frontlines in the battle against the Daemonic, and naturally suffer a significant number of possessions. Some within the the Order of the Faithful Blade have noted that warriors seconded to their Ordo Malleus sponsors have an unusually high tendency to manifest such abilities in the aftermath of Daemonic possession and exorcism. The exact reasons behind this anomaly are currently unknown; some have posited that it is an effect of their devotion to the God-Emperor, while others have suggested far more ominous explanations. Persistent rumors that some forces aligned with the Ordo Malleus undergo deliberate daemonic possession and exorcism in order to gain knowledge and power against the daemonic have only enhanced suspicions that some of the Fallon are deliberately manufactured, rather than simply being the unfortunate victims of Daemonic attacks.

 

These individuals are collectively known as the Fallon in reference to the first known occurrence (Sister Shea Fallon, Order of the Faithful Blade, M41.921; see files on the Rudius Incident for further details). While the Fallon are indisputably deadly in battle, and have an impressive ability to survive wounds that would fell any ordinary human, the ominous origins of their abilities ensure that their fellow sisters view them with, at best, wary distrust. Outside of the Order itself, the only individuals aware of the details of the Fallon's existence are the Order's Inquisitorial sponsors, and any whom they have chosen to inform. Curiously, while it usually rare for them to work alongside non-Order or Inquisitorial personnel, Fallon have been deployed alongside the Adeptus Astartes of the Exorcists chapter on several occasions. The Fallon's experiences leave them cold and unfeeling, inevitably divorced from both the world around them and the rest of their fellow sisters of battle; most lead short, violent lives ending in a glorious death surrounded by slain enemies of the Emperor.

 

Death Would be Merciful:

Fallon may contest objectives, but may never occupy them, even if the normal scenario special rules would permit them to do so. In addition, in any mission that uses Kill Points the Fallon does not concede a Kill Point if it is killed, but instead surrenders a Kill Point if it is still alive at the end of the battle; the general consensus within the Order is that killing a Fallon in battle is doing her a favor.

 

Forever Alone:

Each Fallon is a one-model unit, that may never join or be joined by any other models, and may never benefit from any Acts of Faith.

 

Unnaturally Gifted:

Fallon have the Eternal Warrior, Feel No Pain, and Furious Charge USRs. The Fallon also has a 5+ Invulnerable save, and may charge up to 12" during the assault phase.

 

Aerial Insertion:

Because of their disturbing nature, it is extremely rare for a Fallon to go into battle on the frontlines alongside her fellow sisters. The traditional method for deploying a Fallon to the battlefiled is to drop her via grav chute directly into the heart of the enemy camp, allowing the Fallon to immediately inflict maximum damage upon the enemy. Fallon may always enter the battlefield via deep strike. In addition, while the Fallon may not shoot or run after entering play via deep strike, she may assault any unit within her normal assault range.

 

Traits

  • Ghost in the Wind: The model gains the Stealth and Infiltrate USRs.
  • Terrifying Presence: Something about this Fallon is deeply unsettling, and those who encounter her quickly seek to remove themselves elsewhere. For purposes of combat resolution, the Fallon counts as having inflicted two wounds for every unsaved wound she causes. Further, any beast or cavalry unit (whether friendly or hostile) must pass a leadership test to move within 6" of the Fallon, as the animals balk at the unnatural aura the woman generates.
  • Unnatural Resilience: The Fallon increases her toughness to 5 and gains an additional wound.
  • Berserker: Increases her number of base attacks by 1. In addition, when charging the Fallon gains d3 attacks, instead of the usual 1.
  • Unnatural Aura: The Fallon's Invulnerable save improves to 3+
  • Regeneration: At the start of every player turn, roll 1d6 for every wound the model has suffered; for every roll of 5+, the model regains one lost wound.
  • Warp-Hardened: The experience of possession and exorcism can often leave those who survive it highly resistant to the touch of the Warp: the character gains a 2+ save to nullify any psychic power directed at them, (in addition to any other save the character would normally be entitle to) and treats force weapons as ordinary power weapons. In addition, any psychic power that enhances an opposing model's close combat abilities has no effect on this Fallon.
  • Nightblink: Any unit wishing to shoot at the Fallon must use the Night Fighting rules as described in the Warhammer 40,000 rulebook. (If Night Fighting rules are already in play, then the Fallon may only be targeted if she's within half the normal range of the unit's vision). At the beginning of the owning player's movement phase in which the Fallon is locked in close combat, she may elect to deepstrike to any point on the board not within line of sight of an enemy unit (this only effects the spot targeted for deepstrike - there is no negative effect if the Fallon scatters to a point within line of sight of an enemy unit). The Fallon may assault after deepstriking using this rule.

 

Callidus, Culexus, Eversor, and Vindicare Assassins: See Codex: Grey Knights

 

Venenum Temple Assassin {Elite} .......... (140 points)
  • Infantry (Unique)

  • 1 Venenum Assassin

  • Frag Grenades
  • Bact-gun
  • Pair of Toxin Cordes
  • Synskin

  • Move Through Cover
  • Fearless
  • Fleet
  • Lightning Reflexes
  • Move Through Cover
  • Poison Mastery
  • Baneful Surprise
  • Venenum Gel

 

Bact-Gun: The weapon of choice for the Venenum temple, the bact-gun is a versatile weapon designed to allow its user several different ways of delivering a lethal brew of potent acids and toxins to the enemies of the Emperor. The bact-gun can be loaded with any liquid substance, and most Venenum assassins will customize their poisons before every deployment to ensure maximum effectiveness against their target. The bact-gun has two firing modes:

Gel Rounds:

Range: 24" Strength 1 AP 3 Rapid Fire (Poisoned 2+)

Mist:

Range: Template Strength 1 AP 3 Assault 1 (Poisoned 2+)

 

Toxin Cordes: The preferred close combat weapon of the Venenum temple, toxin cordes is a relatively simple stiletto like weapons that, while very capable of piercing armor, arenot designed to inflict grievous wounds upon their targets. Of course, inflicting bodily harm would be entirely unnecessary, as the fast-acting poisons contained within the blades can easily disable or kill with but the tiniest of scratches. Toxin Cordes are close combat weapons that have the Poisoned (2+) and Rending rules.

 

Poison Mastery: Few things are more futile than attempting to poison a master poisoner. Assassins of the Venenum temple go to considerable effort to build up an immunity to every poison the Imperium has ever encountered, and assassins of the Venenum Temple also carry a wide variety of antidotes on their persons at all times. Weapons with the Poisoned rule do not gain the benefits of that rule when rolling to wound against a Venenum temple assassin, and instead roll to wound with only their base strength. Any poisoned weapon that lacks a listed strength value is Strength 1 for the purposes of wounding a Venenum Temple assassin.

 

Baneful Surprise While the Venenum Assassins are highly capable combatants, the nature of their weapon of choice is such that they can easily strike down their targets through trickery from a safe distance. Any opponent facing an assassin of the Venenum temple may suddenly find their forces dropping dead to the ground simply from touching a seemingly harmless object, drinking a glass of water, or simply breathing the air in the wrong place. At the start of the game, after terrain is placed, declare that your Venenum Assassin has placed a Baneful Surprise, and secretly write down one piece of area terrain that has been booby-trapped. This trap automatically triggers the first time an enemy unit moves into or through the booby-trapped terrain. When triggered, the trap inflicts 2d6 hits on the unfortunate unit after it has completed it's movement. These hits have the following profile:

Strength: 1 AP - Poisoned 2+, No Cover Saves. The Baneful Surprise has no effect on vehicles.

 

Venenum Gel: The Venenum Assassin allows any units with Special Ammunition rule to use Venenum Gel rounds

 

Vanus Temple Contact ..........140 Points
Vanus Temple Contact 3 4 3 3 2 3 2 10 4+

Vanus Temple Contact {Elite}
  • Infantry (Unique)

  • 1 Vanus Temple Contact

  • Carapace Armor
  • Hellgun
  • Frag and Krak Grenades

  • Reactive Deployment
  • Comm Disruption
  • Perfect Intelligence
  • Temple Fail-safe
  • Independent Character

 

Fluff: Unlike the other assassin temples, the Vanus are not field operatives who hunt down and directly kill the enemies of the Imperium; in fact, some of the temple's operatives never leave the safety of the temple's central compound in their entire career. Vanus assassins also lack the extensive combat training and enhancements of the other temple; in a direct clash of arms, the average Vanus is probably no more dangerous than an Imperial Guardsman. However, despite this seeming weakness, Vanus temple assassins are among the deadliest individuals in the galaxy. The Vanus Temple assassins are information brokers and manipulators without peer, capable of learning their target's darkest secrets with ease, and finding the perfect time, place, and manner to spread those facts to bring about their target's demise. Their abilities make them an invaluable asset on the battlefield, allowing the Vanus to feed vital tactical data to Imperial commanders and subtly disrupt enemy operations.

 

However, a Vanus assassin has no place on the battlefield, as they lack the combat ability of the other temples, and breaking into intelligence networks and gathering clear information is far more difficult on the front lines, where an assassin must constantly be on the lookout for threats. Thus, when aiding in combat operations, a Vanus will find a secure location far away from the actual battlefield, and instead relay instructions directly through a carefully prepared operative, usually a specially trained Inquisitorial Stormtrooper. Use of a proxy allows the Vanus to directly interact with Imperial commanders and overlook the battlefield while still allowing the assassin to maintain a safe distance from actual combat operations.

 

Reactive Deployment: The Vanus Assassin uses their information gathering abilities to determine the exact disposition of enemy forces, and feeds this information directly to the Imperial commander, allowing him to alter his own deployment in order to counteract the enemy. After both sides have deployed at the start of the game, the side possessing a Vanus assassin may reposition 1+d3 unit; no units may be deployed outside its normal deployment zone

 

Comm Disruption: The Vanus Assassins are supremely skilled at the disruption of enemy communications, and seriously delay the arrival of any enemy reinforcements by jamming communications, relaying false orders, and arranging for sudden obstacles to appear in the path of the enemy reserves. All of the opponent's reserve rolls are at a -1 (does not stack with any other penalty to reserve rolls) and owning player may force their opponent to reroll one reserve roll per turn.

 

Perfect Intelligence: By possessing complete knowledge of the enemy's deployment, the Vanus Assassin makes outmaneuvering the enemy force and striking from its flank far simpler than it would otherwise be. At the start of the game, designate d3 units; these units the ability to outflank. If any of the selected units already possessed the ability to outflank, they may now re-roll to determine which table edge they enter from.

 

Temple Fail-safes: Given the highly secretive nature of the Vanus Temple, the possibility of their contacts leaving behind anything that could compromise Vanus operations is a constant concern. If a contact's gear should fall into enemy hands, it could catastrophically compromise the information-gathering capabilities of the Vanus temple, and even worse is the possibility of a contact being captured by the enemy. Consequently, all Vanus contacts carry an explosive self-destruct mechanism designed to automatically trigger if the contact should perish or suffer suffer incapacitation; it can also be triggered manually by the contact, or remotely by the assassin. If an enemy attack removes him from the table or his unit is caught in a sweeping advance, immediately place a small blast template centered over the contact. All models under the template, both friend and foe, suffer a strength 5 AP 5 hit, and the Vanus is removed from play.

Troops

 

Battle Squad
Sister Superior 3 4 3 3 1 3 2 9 3+
Battle Sister 3 4 3 3 1 3 1 8 3+

Battle Squad {Troops}.......... 120 points
  • Infantry

  • 1 Sister Superior
  • 9 Battle Sisters

  • Power armour
  • Boltgun
  • Close combat weapon
  • Combat Shield
  • Frag grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful

May take a transport:
  • Rhino
  • Repressor

  • May include up to 10 additional Battle Sisters: 11 points per model.
  • One Battle Sister may replace her boltgun with:
    • A flame or stalker-pattern Bolterr: 5 points
    • A meltagun: 10 points
    • A Plasma Gun: 15 points

    [*]For every ten models in the squad, one additional Battle Sister may replace her boltgun with:

    • A flamer, stalker-pattern bolter, or heavy bolter: 5 points
    • A meltagun, heavy flamer, or multi-melta: 10 points
    • A Plasma Gun: 15 points

    [*]The unit may take krak grenades: 5 points

    [*]The Sister Superior may replace her boltgun and/or close combat weapon with:

    • A bolt pistol: free
    • A storm bolter: 5 points
    • A hand flamer, combi-flamer, -melta or -stake crossbow: 10 points
    • A power weapon: 10 points
    • An inferno pistol, plasma pistol or eviscerator: 15 points

    [*]The Sister Superior may take meltabombs: 5 points

 

Blade Squad
Sister Superior 3 4 3 3 1 3 2 9 3+
Battle Sister 3 4 3 3 1 3 1 8 3+

Blade Squad {Troops}.......... 120 points
  • Infantry

  • 1 Sister Superior
  • 9 Battle Sisters

  • Power armour
  • Bolt Pistol
  • Close combat weapon
  • Combat Shield
  • Frag grenades
  • Krak grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful

May take a transport:
  • Rhino
  • Repressor

  1. May include up to 10 additional Battle Sisters: 11 points per model.
  2. For every five models in the squad, one Battle Sister may replace her bolt pistol and/or close combat weapon with:
    • A hand flamer: 5 points
    • An inferno pistol or power weapon: 10 points
    • an Eviscerator: 15 points

[*]The unit may take krak grenades: 5 points

[*]The Sister Superior may replace her bolt pistol and/or close combat weapon with:

  • A storm bolter: 5 points
  • A hand flamer, power weapon, combi-flamer, combi-melta or combi-stake crossbow: 10 points
  • An inferno pistol, plasma pistol, or eviscerator: 15 points

[*]The Sister Superior may take meltabombs: 5 points

 

Devoted Squad
Sister Superior 3 4 3 3 1 3 2 9 3+
Devoted Sister 3 3 3 3 1 3 1 6 3+

Devoted Squad {Troops}.......... 110 points
  • Infantry

  • 1 Sister Superior
  • 9 Devoted Sisters

  • Power armour
  • Bolt Pistol
  • Close combat weapon
  • Combat Shield
  • Frag grenades

  • Adepta Sororitas
  • Fearless
  • Rage
  • Supremely Faithful

May take a transport:
  • Rhino
  • Repressor

  1. May include up to 10 additional Devoted Sisters: 10 points per model.
  2. Any model may replace it's bolt pistol with a bolter: free
  3. Two Devoted Sisters may replace their bolt pistols or close combats weapon with:
    • A storm bolter: free
    • A flamer: 5 points
    • A meltagun or power weapon: 10 points
    • An eviscerator: 15 points

[*]The Sister Superior may replace her boltgun and/or close combat weapon with:

  • A bolt pistol: free
  • A storm bolter: 5 points
  • A hand flamer, combi-flamer, -melta or -stake crossbow: 10 points
  • A power weapon: 10 points
  • an inferno pistol, plasma pistol, or eviscerator: 15 points

[*]The Sister Superior may take meltabombs: 5 points

 

Devoted Squads: One of the consequences of the Order's distance from the Ecclesiarchy has been a number of issues with their new recruits. While the Order's main convent and base of operations plays host an informal Schola that provides them with a reasonable base of recruitment, it is not sufficient to meet all of the Order's needs. While the Ecclesiarchy does not deny the Order reinforcements, any sisters allocated to the Order are almost always drawn from the less distinguished graduates of the Scholae Progenium. Because Ecclesiarchal reinforcement is unreliable, the Order has also occasionally been forced to send its more experienced apprentice sisters into battle. Many of these sisters lack the military discipline which the Order prides itself upon, and attempt to make up for it with an excess of faith. Those devoted who pass their initial baptisms of fire eventually develop into fine, disciplined sisters within the order.

 

Arbites Squad
Proctor 3 4 3 3 1 3 2 8 4+
Arbitor 3 4 3 3 1 3 1 8 4+

Arbites Squad {Troops}.......... 100 points
  • Infantry

  • 1 Proctor
  • 9 Arbites

  • Carapace armour
  • Shotgun w/Executioner Shells
  • Close combat Weapon
  • Frag grenades
  • Blind grenades


May take a transport:
  • Rhino
  • Repressor

  1. Two Arbites may replace their shotguns with:
    • A flamer, a sniper rifle, or a grenade launcher: 5 points
    • A meltagun: 10 points
    • A plasma gun: 15 points

[*]The proctor may replace her shotgun and/or close combat weapon with:

  • A hand flamer, combi-flamer, -melta, or –plasma weapon, or a power weapon: 10 points
  • A plasma pistol or power fist: 15 points

[*]The Proctor may take meltabombs: 5 points

[*]The unit may take Suppression Shields: 5 points per model

Shotgun w/Executioner shells: Range 12” Strength 4 AP 5 Assault 2.

 

Arbites Squads: While the Order of the Faithful Blade generally prefers to work within its own resources, there have been occasions when they found themselves in need of additional numbers for a particular engagement. On such occasions, the Order will liase with the local representatives of the Adeptus Arbites to supplement their numbers. The Order will usually specifically request that any Arbites supplements be all-female, in order to avoid any disciplinary complications that might arise from gender-mixing.

Fast Attack

 

Dominion Squad
Sister Superior 3 4 3 3 1 3 2 9 3+
Battle Sister 3 4 3 3 1 3 1 8 3+

Dominion Squad {Fast Attack}.......... 65 points
  • Infantry

  • 1 Sister Superior
  • 4 Battle Sisters

  • Power armour
  • Boltgun
  • Close combat weapon
  • Combat Shield
  • Frag grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Specialists

May take a transport:
  • Rhino
  • Repressor
  • Immolator

  • May include up to 5 additional Battle Sisters: +11 points per model.
  • Up to four Battle Sisters may replace their boltguns with:
    • A storm bolter: free
    • A flamer: 5 points
    • A meltagun: 10 points
    • A plasma gun: 15 points

    [*]The Sister Superior may replace her boltgun and/or close combat weapon with:

    • A bolt pistol: free
    • A storm bolter: 5 points
    • A hand flamer, combi-flamer, -melta or -stake crossbow: 10 points
    • A power weapon: 10 points
    • an inferno pistol, plasma pistol or eviscerator: 15 points

    [*]The Sister Superior may take meltabombs: 5 points

    [*]The entire squad may be equipped with krak grenades: 5 points

Specialists: May choose between the Stealth, Scouts, and Tank Hunters USRs. The benefits of this rule extend to any dedicated transport that the unit purchases.

 

Seraphim Squad
Sister Superior 4 4 3 3 1 4 2 9 3+
Seraphim 4 4 3 3 1 4 1 9 3+

 

Seraphim Squad{Fast Attack}..........100 points
  • Jump Infantry

  • 1 Seraphim Superior
  • 4 Seraphim

  • Two Bolt Pistols
  • Combat Shield
  • Power Armor
  • Frag Grenades
  • Krak Grenades

  • Adepta Sororitas
  • Hit and Run
  • Faithful
  • Gunslingers


 

  • May Add up to five Seraphim: 18 points per model
  • Two Seraphim may replace her two bolt pistols with:
    • Two Hand Flamers: 15 points
    • Two Inferno Pistols: 20 points
    • Two Plasma Pistols: 25 points

    [*]The Sister Superior may replace her either of her bolt pistols with:

    • A Hand Flamer or a Power Weapon: 10 points
    • An Inferno Pistol, a Plasma Pistol, or an Eviscerator: 15 points
      • If the Sister Superior takes one Inferno Pistol, Plasma Pistol, or Hand Flamer, she may take a second one of the same pistol: 5 points

    [*]The Sister Superior may take Melta Bombs: 5 points

    [*]The unit may be equipped with a medical servo-skull (counts as a medi-pack): 30 points

    [*]The unit may be equipped with an Order Relic: 30 points

Gunslingers: When equipped with two of the same pistol, Seraphim fire their pistols as a single assault 2 twin-linked weapon. In assault, the pistols are treated as a pair of ordinary close combat weapons.

 

Order Relic: Like many Imperial institutions, the Order of the Faithful Blade has a collection of relics and holy items which are frequently used to inspire their forces on the battlefield. Because of the Order's disagreements with the greater structure of the Adepta Sororitas, the Order has never enjoyed easy access to the valued and powerful relics of the Imperial Saints. Because of this, most of the relics in the hands of the Order have a history that is intimately connected to the Order itself. A unit equipped with a Relic of the Order replaces its Faithful rule with the Supremely Faithful rule.

 

Flying Lancers
Sister Superior 4 4 3 3(4) 1 3 2 9 3+
Lancer 4 4 3 3(4) 1 3 1 9 3+

Lancer Squad {Fast Attack}.......... 135 points
  • Jetbikes

  • 1 Sister Superior
  • 4 Lancers

  • Power armour
  • Bolt Pistol
  • Holy Lance
  • Combat Shield
  • Frag grenades
  • Cyber-Pegasus

  • Adepta Sororitas
  • Stubborn
  • Faithful

[/td]
  • May include up to 5 additional Lancers: +25 points per model.
  • Up to two Lancers may replace their Holy Lances with:
    • an Eviscerator: free

    [*]Up to two Lancers may replace their Bolt Pistols with:

    • A hand flamer: 10 points
    • An inferno pistol or plasma pistol: 15 points

    [*]One Lancer may carry a Sister Hospitaller on her mount (Counts as being equipped with a medipack): 30 points

    [*]The Sister Superior may replace her bolt pistol with:

    • A storm bolter: 5 points
    • A hand flamer, combi-flamer, combi-melta or combi-stake crossbow: 10 points
    • An inferno pistol or plasma pistol: 15 points

    [*]The Sister Superior may take meltabombs: 5 points

    [*]The unit may be equipped with an Order Relic: 30 points

 

Holy Lance: On the turn that the unit charges, the Holy Lance is a power weapon that adds +2 to the model's strength and initiative. The effects of a Holy Lance may not be combined with the Hand of the Emperor power.

 

Cyber Pegasus: Counts-as a Jetbike.

Throwing together a new Knight entry, that also shows the Faith upgrade option.

 

Also, given that the Knights are now fluff-tied to Durand, I'm tempted to give her the option of taking a Grox-mount. Needless to say, this would be an expensive upgrade (I'm thinking 50 points).

 

Knight Squad
Knight 4 4 4 4 2 4 3 9 3+

 

Knight Squad {Fast Attack}.......... 200 points
  • Cavalry

  • 5 Knights

  • Power armour
  • Close Combat Weapon
  • Suppression Shield
  • Frag grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Grox Mount

  • Any Knight may replace their Close Combat Weapon with:
    • A Power Weapon: 10 points
    • An Eviscerator: 15 points
    • A Blessed Weapon: 20 points

    [*]Any Knight may take meltabombs: 5 points

    [*]One Knight may carry a Sister Hospitaller on her mount (Counts as being equipped with a medi-pack): 30 points

    [*]The unit may be equipped with an Order Relic: 30 points

 

Fluff:

While the reforms of Andraste the Unacknowledged resulted in substantial changes to the organization of the Order the Faithful Blade, one of the most important changes she made to the Order was cultivating a flexible, corps of junior officers and encouraging her subordinates to exercise their own initiative and find new ways to address problems as they arose.

 

The Knights are a relatively recent addition to the Order's arsenal, and the brainchild of Athena Durand. The origin of the Knights lies on an otherwise unremarkable agri-world where the Order's forces engaged a small WAAAGH! under the command of Warboss Fastabetta. Fastabetta proved to be a formidable foe, and his large force of bike-mounted Nobs allowed him to secure victories against the Order, Fastabetta's bikers proved to be a deadly threat to the Order; while the Order's heavy infantry could break the bikers, the Orks used their speed to avoid getting caught in close combat with the Martyrs and Blades of the Order. While the Order's Lancers could outmaneuver the bikers, they proved unable to pin down the Orks long enough to achieve a decisive result; while the Lancers could charge with devastating force, they had little staying power in a sustained battle.

 

Durand, at the time a relatively young squad leader, finally hit upon the solution to this problem. After requisitioning several grox from one of the local farmers, Durand managed to train her squad to use the powerful and aggressive animals as mounts. In the next clash with Fastabetta's forces, Durand's grox-cavalry proved itself, successfully engaging and destroying the bikers who had plagued the Order's forces for so long. The success or Durand's Knights prompted her commander to retain Durand's corps of Knights after the battle, and before long other Order commanders began adopting the idea and incorporating Knights into their own forces. The creation of the Knights also brought Durand to the attention of the highest-ranking members of the Order, and was a significant factor in her promotion to Palatine.

 

Grox Mount: The Grox is a fast, powerful, and highly aggressive creature. Units mounted upon a Grox gain +1 to Strength, Toughness, Wounds, and Attacks (bonuses already included in the unit profile for knights). In addition, they gains the Furious Charge USR. Note that the added strength is applied before any other modifiers (such as Eviscerators) and the added toughness increases the model's instant death threshold.

 

Salamander
4 12 10 10

 

Salamander {Fast Attack} 50 points
  • Vehicle (Tank)

  • 1-3 Salamanders

  • Smoke Launchers
  • Searchlight
  • Autocannon
  • Heavy Bolter

  • Fast
  • Scout

 

  • May replace the Heavy Bolter with a Heavy Flamer: Free
  • May take any of the following:
    • A dozer blade: 5 points
    • A pintle-mounted storm bolter: 10 points
    • A hunter-killer missile: 10 points
    • Laud hailers: 10 points
    • Extra Armor: 15 points

 

Fluff: A Scout vehicle based on the Chimera chassis, the Salamander has a long and distinguished service history in the Imperial Guard. This vehicle first entered into the Order's service during the long and difficult campaign to cleanse the Arduo system of Chaotic taint. The Order, in need of additional scouting capabilities to locate and destroy the numerous guerrilla warbands plaguing the area, requisitioned several of these vehicles from the Planetary Defense Force. Shortly after the Order's formal After Action Report cited the Salamander Scouts as useful tools in securing their final victory in the campaign, a clerical error in the Administratum's files resulted in a regular Munitorium convoy diverting to the Order's homeworld to regularly deliver Salamnders, spare parte, and other equipment earmarked for an armored regiment that does not exist in any other Imperial records.

Heavy Support

 

Retributor Squad
Sister Superior 3 4 3 3 1 3 2 9 3+
Battle Sister 3 4 3 3 1 3 1 8 3+

Retributor Squad {Heavy Support}.......... 65 points
  • Infantry

  • 1 Sister Superior
  • 4 Battle Sisters

  • Power armour
  • Boltgun
  • Close combat weapon
  • Combat Shield
  • Defensive grenades
  • Krak grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Entrenched Position

May take a transport:
  • Rhino
  • Repressor
  • Immolator

  • May include up to 5 additional Battle Sisters: 11 points per model.
  • Up to four Battle Sisters may replace their boltguns with:
    • A Heavy Bolter, Multi-Melta, or Heavy Flamer: 10 points
    • A Plasma Cannon: 15 points

    [*]The Sister Superior may replace her boltgun and/or close combat weapon with:

    • A bolt pistol: free
    • A stalker-pattern bolter: 5 points
    • A hand flamer, combi-flamer, -melta or -stake crossbow: 10 points
    • A power weapon: 10 points
    • an inferno pistol, plasma pistol or eviscerator: 15 points

    [*]The Sister Superior may take meltabombs: 5 points

 

Entrenched Position: When the unit remains stationary inside a building or area terrain, it gains the Stealth USR.

 

Dragon Squadron

Dragon
Dragon 4 12 12 10

 

Dragon Squadron {Heavy Support}
  • Vehicle (Tank)

  • 1-3 Vehicles

  • Smoke Launchers
  • Searchlight

  • Specialized Turret

 

A Dragon squadron may include the following vehicles in any combination:

  • A Fafnir armed with a twin-linked heavy flamer: 55 points
    • A Fafnir may exchange the twin-linked heavy flamer for an inferno cannon: 45 points
    • A Fafnir may take sponsons armed with heavy flamers: 20 points

A Tiamat armed with a twin-linked multi-melta: 65 points

  • A Tiamat may exchange the twin-linked multi-melta for a melta cannon: 20 points
  • A Tiamat may take sponsons armed with multi-meltas: 30 points

A Typhon armed with a twin-linked heavy bolter: 55 points

  • A Typhon may exchange the twin-linked heavy bolter for a twin-linked assault cannon: 35 points
  • A Typhon may take sponsons armed with:
    • Heavy bolters: 25 points
    • Hurricane bolters: 30 points

[*]A Bahamut armed with a twin-linked plasma cannon: 70 points

  • The Bahamut may take sponsons armed with plasma cannons: 40 points

 

Any Vehicle may take any of the following upgrades:

  • A dozer blade : 5 points
  • A pintle-mounted storm bolter: 10 points
  • A hunter-killer missile: 10 points
  • Extra armor : 15 points

 

Specialized Turret: Any Dragon-class vehicle may always fire it's turret weapon, regardless of how far it has moved.

 

Exorcist Squadron

Exorcist
Exorcist 4 13 11 10

 

Exorcist Squadron ........... 130 points per vehicle {Heavy Support}
  • Vehicle (Tank)

  • 1-3 Vehicles

  • Smoke Launchers
  • Searchlight
  • Exorcist Launcher


 

Exorcist Launcher: In the shooting phase, an Exorcist may fire with one of the following profiles:

 

(focused) Range: 48" Strength: 8 AP: 1 Heavy 2d3

or

(dispersed) Range: 48" Strength: 4 AP: 5 Heavy 1 Large Blast

 

Any Vehicle may take any of the following upgrades:

  • A dozer blade : 5 points
  • A pintle-mounted storm bolter: 10 points
  • A hunter-killer missile: 10 points
  • Extra armor : 15 points

 

 

Ground-Attack Detachment
Gwyntred Gunship (110 pts) 4 12 12 10

 

Ground-Attack Detachment {Heavy Support}
  • Vehicle (Skimmer)

  • 1-3 Vehicles

  • Heavy Bolter
  • Twin-Linked Multilaser
  • Two Hellstrike Missiles
  • Searchlight
  • Extra Armor

  • Deep Strike
  • Fast

 

  • The Gwyntred:
    • May replace its twin-linked multi-laser with:
      • A Twin-linked Autocannon: Free
      • A Twin-linked Missile Launcher: Free
      • A Twin-linked Lascannon: 10 points
      • Two Multiple Rocket Pods: 20 points

      [*]May replace its two Hellstrike missiles with:

      • Two Hellfury Missiles: 20 points
      • Two Twin-linked Autocannons: 20 points
      • Two Multiple Rocket pods: 30 points
      • Two Twin-linked Lascannons: 30 points

      [*]May replace its twin-linked multilaser and its two hellstrike missiles with a twin-linked punisher cannon: 50 points

Fluff: In a display of the same logic that led to the creation of the Adepta Sororitas themselves, the Order of the Faithful Blade has found a way to justify its own usage of a limited number of aircraft. While the Decree Passive made it absolutely clear that the Ecclesiarchy could not own or operate space-capable combat craft, there were no restrictions against purely atmospheric attack craft. The Order's Inquisitorial backers arranged the delivery of a small number of modified Vultures delivered to the Order. The modified craft, re-christened as the Gwyntred-class gunship are only capable of operating in the lower atmosphere of a planet, and have been up-armored and refitted for a ground-attack role to compensate for their reduced flight profile. While operating the vehicles has been a significant logistical complication for the Order, and a number of Imperial officials are less than amused by the Order's attempt to exploit yet another loophole in the Decree Passive, these ground-attack craft have proven extremely valuable on several occasions.

 

Rapier Battery
Battle Sister 3 4 3 3 1 3 1 8 3+

 

Rapier Battery{Heavy Support} 30 points
  • Artillery

  • 1-4 Rapiers (Including two Battlesister crew members per weapon)

  • Power Armor
  • Bolter
  • Frag and Krak Grenades
  • Combat Shield

  • Mobile Artillery (Rapiers Only)
  • Auto-Targeting System (Rapiers Only)
  • Adepta Sororitas (Battlesisters Only)
  • Stubborn
  • Faithful (Battlesisters Only)

 

  • Each Rapier self-propelled gun may be equipped with:
    • A twin-linked Multilaser: free
    • A twin-linked Multi-melta: free
    • A twin-linked Lascannon: 15 points

 

Mobile Artillery: Rapiers come mounted on tracked carriers that allow them to maneuver far more easily than traditional artillery pieces, as well as sophisticated machine spirits that can compensate for firing on the move. Rapiers have the Relentless Universal Special rule.

 

Auto-Targeting System: The machine spirits responsible for directing a Rapier's gun are impressively sophisticated, despite the Rapier's reputation for being an outdated piece of wargear. Cover saves gained by vehicles that have moved flat-out or bikes that have turbo-boosted may not be taken against shots fired by a Rapier's guns.

 

Rapier Battery: A tracked gun carrier with a venerable history, the Rapier has largely fallen out of favor with the wider Imperium due to its fragility, the fact that its design limits it to using a narrow selection of weaponry, and the popularity of larger, mobile, and more heavily armed and armored self-propelled guns. Despite their technical obsolescence, Rapiers continues to serve as valuable tools in many Imperial armies, capable of delivering considerable firepower from long range on a light, easy-to-manufacture carrier, and their reliance on energy weapons results in low logistical overhead. While these outdated guns were initially dispatched to the Order as a backhanded response to a request for additional firepower support, the Order has since put them to good use against the enemies of the Emperor.

Dedicated Transports

Note: For the Rhino, Repressor, and Land Raider, consult the Imperial Armour 2 1.3 update. Since there are no changes to these profiles from what GW published, I have not reproduced them for purposes of this fandex.

 

Immolator
Immolator 4 11 11 10

 

Immolator {Dedicated Transport} 50 points
  • Vehicle (Tank)

  • 1 Immolator

  • Smoke Launchers
  • Searchlight
  • Twin-linked Heavy Flamer

  • Specialized Turret

  • 6 models

 

  • May replace Twin-linked Heavy Flamer with
    • A twin-linked heavy bolter: Free
    • A twin-linked multi-melta: 10 points
    • A twin-linked plasma cannon: 20 points

    [*]May take any of the following:

    • A dozer blade: 5 points
    • A pintle-mounted storm bolter: 10 points
    • A hunter-killer missile: 10 points
    • Laud hailers: 10 points
    • Extra Armor: 15 points

 

Command Immolator
Command Immolator 4 13 12 11

 

Command Immolator {Dedicated Transport} 100 points
  • Vehicle (Tank)

  • 1 Unique

  • Smoke Launchers
  • Searchlight
  • Twin-linked Incinerator
  • Extra Armor
  • Laud Hailers

  • Specialized Turret

  • 6 models

 

  • May replace Twin-linked Incinerator with:
    • A twin-linked psycannon: 10 points
    • A twin-linked Purifier: 10 points

I have not read this entire codex in full yet but it seems fairly well fleshed out. However I think you should adress game wise how this order differs from other sisters of battle.

 

Good work and keep going.

I would say that the much heavier focus on close combat ability is a major gameplay difference. Unlike the standard sisters lists with their heavy focus on shooting, a Faithful Blade list can be almost completely assault-focused. Blade Squads, both cavalry types, and having existing cc-units reworked for viability makes it a list that can really get stuck in.

 

The changes to the Faith system and ubiquity of shields are also fairly big.

  • 3 weeks later...

Psychic Powers

 

The Emperor Protects: The psyker uses her abilities to deflect and weaken any incoming attacks, greatly improving the odds that she and her squad will survive relatively intact. This power is activated during the movement phase. The psyker and members of any unit she is attached to may reroll any failed saves until the start of their next turn.

 

Inspired Aim: The psyker draws upon her powers to subtly correct the aim of herself and the other soldiers surrounding her, allowing them to attack far more accurately than would otherwise be possible. This power is activated during the movement phase. The Psyker and any unit she is attached to may reroll any failed to hit or to wound rolls (choose one when activating this power) until the start of the controlling player's next movement phase.

 

Scourging: The Psyker lashes out with a blast of psychic lightning, that slices through even the thickest armor. Scourging is a Psychic shooting attack with the following profile:

Range: 24" Strength: 5 AP: 3 Type: Assault d6

 

Divine Buster: The Psyker unleashes a beam of destructive psychic energy at his opponent, carving a line of devastation across the battlefield. This power is a psychic shooting attack. When activating this power, draw a straight line 4d6" long originating at the Psyker and extending in any direction. Any enemy unit in the path of this line takes a single Strength 10 AP 2 hit. Friendly models and enemy units in close combat are unaffected by this power; the blast darts over or around them before continuing on its course.

 

Divine Pronouncement: The Psyker pronounces doom upon an enemy unit, crushing their morale with the burden of their terrible fate. This power is activated during the shooting phase, but is not a psychic shooting attack. Select a single enemy unit within 18". This unit takes a d6 penalty to it's leadership for the remainder of the game. This power may be used the same unit more than once, but the results do not stack. Instead, the new Leadership penalty replaces the old one.

 

Holy Might: The psyker draws on her power to infuse her blows with a small portion of the Emperor's holy might. This power is activated at the beginning of the assault phase. The Psyker's close combat attacks strike at +3 strength and roll 2d6 for armor penetration until the end of the current assault phase.

 

His Will be Done: The Psyker unleashes an aura of unnatural dread, bringing fear to the Emperor's foes as they cower before the psyker's fearsome appearance. This power is activated at the beginning of the assault phase. Every unsaved wound inflicted by the psyker counts as two wounds for the purposes of combat resolution, until the end of the current assault phase.

 

Word of the Emperor: The psyker uses her power to cloud the minds of the enemy and cause them to simply not see a given unit. This power must be activated during the movement phase. The Psyker designates friendly unit within 12" (naturally, this can include the Psyker herself and any unit she is attached to). Any enemy unit attempting to shoot or assault the designated unit must first pass a Leadership test. Vehicles count as Leadership 10 for purposes of making this test. IF the test is failed, then the enemy unit may not fire on the designated unit, but may still choose to attack another unit. If the enemy unit passes it's leadership test it may fire on the designated unit, but the designated unit is treated as having the Stealth USR against this attack, as the lingering effects of Psyker's power still leave the enemy's vision somewhat obscured.

Special Characters

 

Lady Canoness Sioban Malkaris
Canoness Sioban Malkaris 5 5 3 3 3 4 3 10 2+/4++

Lady Canoness Sioban Malkaris {HQ}.......... 180 points
  • Infantry

  • 1 Lady Canoness Sioban Malkaris

  • Cloak of St. Aspira
  • Storm Shield
  • Hammer of Cala
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Wellspring of Faith
  • The Emperor’s Finest
  • Flames of Faith
  • Independent Character
  • Preferred Enemy (Chaos)

 

Wellspring of Faith: The Lady Canoness is a gifted speaker whose faith serves as an inspiration to all around her. Every turn, Canoness Malkaris and any Adepta Sororitas unit with a model within 18" of her may activate a single Act of Faith.

 

The Emperor’s Finest:: When the Lady Canoness takes the battlefield herself, she is usually accompanied by the Order’s most experienced and best-equipped forces. One squad each of Celestian Blades, Celestian Gunners, and Celestian Martyrs may be taken as Troop choices.

 

Hammer of Cala: The traditional weapon of the head of the Order, the Hammer of Cala was crafted from the shattered remains of Andraste's blade after her ascension. The Hammer of Cala is a master-crafted Thunder Hammer with the Daemonbane Rule, and strikes at Strength 8.

 

Flames of Faith: So great is the Lady Canoness’ faith in the God Emperor that at times she can literally wield it as a weapon, lashing out a the Emperor’s foes and striking them down with his holy fury. Once per game during the assault phase, place a large blast template over the Lady Canoness. Any enemy models under this template suffer a wound on a roll of 2+, with normal saves allowed.

 

Fluff: “I would rather face the enemy armed with nothing more than my faith in the God-Emperor than go to battle armed with the greatest weapon humankind ever forged, yet with doubt in my heart.”

 

As the current head of the Order of the Faithful Blade, Lady Canoness Siobahn Malkaris endeavors to maintain keep her order true to its mission of containing the threat posed by Chaos. Malkaris is a gifted orator who believes that inspiring the battlesisters under her command and encouraging them to remain faithful to the God-Emperor is the best way to prepare them for battle. A sister of battle's true strength comes not from their armor or weapons, but from their faith, and in the day-to-day management of her order Canoness Malkaris devotes most of her efforts to the importance of devotion to the Imperial Creed.

 

While the battlesisters under her command do receive a solid education in practical combat skills, the canoness delegates most of those duties to her subordinates. Bolters and chainswords are fine weapons, and power armor can shrug off most weapons, faith is both a Sister’s greatest weapon and her most potent defense. To Malkaris’ mind, maintaining the faith of her battlesisters takes precedence over any other concerns.

 

Palatine Merryn Krik
Palatine Merryn Krik 5 5 3(5) 3 3 4(10) 3(4) 10 3+/4++(3++)

Palatine Merryn Krik {HQ}.......... 175 points
  • Infantry

  • 1 Palatine Merryn Krik

  • Power Armor
  • Rosarius
  • Eviscerator
  • Inferno Pistol
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Stubborn
  • Eternal Warrior
  • Fist of the Emperor
  • Fury of the Faithful
  • Independent Character
  • Holy Retribution

 

Fist of the Emperor: Palatine Merryn Krik and any unit she is attached to always benefit from the following Acts of Faith (no test is required): Hand of the Emperor, Spirit of the Martyr, The Passion.

 

Fury of the Faithful: Palatine Merryn Krik and her unit gain +1 attack and the Holy Hatred rule, as well as the Rage and Fearless USRs.

 

Holy Retribution: Whenever she is wounded to the point of death, Merryn's efforts to strike down the enemies of the Emperor redouble in their fury. Should she lose her final wound or suffer instant death in close combat, the controlling player may immediately make d6 melee attacks against the unit responsible for her death, re-rolling any failed rolls to hit or to wound. Afterwards the model is removed as normal.

 

Fluff: “Strike, Sisters! Onward! So long as the enemy draws breath we must continue to cut him down! We are the Emperor’s will made manifest; we are his fiery blade of retribution!”

 

Palatine Merryn Krik has long served as Canoness Malkaris’ favored subordinate, ever since she served in a Celestian squad under Sioban’s command. In many ways, Krik exemplifies her mentor’s belief in the importance of faith; every blow Krik strikes is filled with the Emperor’s righteous wrath, and Krik herself claims to have seen the Emperor’s hand turn aside blows that could have ended her life. While Krik lacks the Lady Canoness’ rhetorical abilities, her personal faith in the Emperor is strong enough to inspire those near her to greater acts of devotion.

 

In battle, Palatine Krik and any squad under her command rush forward to close with the enemy, heedless of anything other than the destruction the Emperor’s enemies. While the Sisters under her command almost always succeed in inflicting devastating casualties on the enemy, some within the Order question whether her laudable eagerness to take the fight to the Emperor‘s enemies can at times verge on dangerous overconfidence. While her units almost always inflict the heaviest casualties upon the enemy in any given battle, they also invariably suffer some of the highest casualty rates.

 

Palatine Athena Durand
Palatine Athena Durand 6 5 4 4 3 4 3 10 2+/4+

Palatine Athena Durand {HQ}.......... 185 points
  • Infantry

  • 1 Palatine Athena Durand

  • Cuirass of Andraste
  • Rosarius
  • Fragarach
  • Plasma Pistol
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Lead From the Front
  • Independent Character
  • Eternal Warrior
  • Champion of the Order
  • Defensive Stance

 

  • Palatine Durand may take a Grox Mount: 50 points

 

Cuirass of Andraste:This finely crafted set of power armor is traditionally worn by the finest swordswoman in the Order of the Faithful Blade. In addition to boosting Palatine Durand's strength and durability beyond that of any ordinary human, the Cuirass is an artifact of such holy purity that any model in base-to-base contact with Durand reduces their number of attacks by one (to a minimum of one).

 

Fragarach: Fragarach is a Blessed Weapon and one of the sacred relics of the Order, inspiring nearby Sister to strike back at their enemies no matter how difficult the odds. Fragarach grants Athena and her unit the Counter-Attack USR.

 

Champion of the Order: Durand may re-roll any failed to hit or wound rolls made against an enemy Independent Character in while engaged in close combat.

 

Defensive Stance: At the start of the assault phase, Durand may choose to reduce her Initiative to 1. In exchange, she gains the ability to re-roll any failed saves she makes in this assault phase.

 

Fluff: “My faith protects me. My armor and my skill with a blade help.”

 

Palatine Athena Durand is notable for her much more martial tendencies when compared to the emphasis on faith espoused by many other high-ranking members of her order. Her sour demeanour and somewhat, withdrawn, cynical personality mean that she is far from the normal outspokenly devout ideal most Sororitas aspire to. However, her deadly competence on the battlefield is more than enough to win the respect of her fellow Sisters; rather than fanatical devotion, she offers her troops the promise of victory and her absolute dedication to preserving the lives of her battlesisters.

 

While Durand is as fiercely devoted to the God-Emperor as any Sister of Battle, she believes that a battlesister can serve the Emperor best through martial skill. Although prayer certainly has its place, a Sister of Battle should be skilled enough to win without constant cries for divine intervention. The God-Emperor wants his soldiers to be skilled warriors capable of looking after themselves, not helpless children constantly begging for his help.

 

This has naturally led Durand into occasional conflict with Lady Canoness Malkaris’s faith-centric philosophy. However, between Durand’s results in the field and the necessities of war both women have, for the most part, chosen to keep their differences silent. Durand has no wish to start an argument with her superior, and Malkaris has no wish to alienate Durand by attempting to force her into compliance over a philosophical disagreement. Over time, the two have developed a grudging respect for each other despite their differing philosophies, as each came to understand that, for all their differences, both are loyal servants of the Imperium and the God-Emperor.

 

The Oblivion Knight..........160 Points
The Oblivion Knight 5 5 3 3 3 4 3 10 2+/4++

Details
  • Infantry (unique)

  • 1 Oblivion Knight

  • Null Rod
  • Suppression Shield
  • Cloak of St. Aspira
  • Frag, Krak, and Psyk-Out Grenades

  • Soulless
  • Psychic Abomination
  • Psychic Null
  • Unsuited to Leadership
  • Independent Character
  • Preferred Enemy (Psykers)

 

Soulless: Any enemy unit with a model within 12" of the Oblivion Knight counts as having Leadership 7, unless it would normally be less than that.

 

Psychic Abomination: Any models or units that include models which have the Psyker rule must pass a morale check or fall back if they are within 6" of the Psyker at the start of any player turn.

 

Psychic Null: The Oblivion Knight emits a powerful zone of psychic deadness enhanced by the Null Rod she wields, which disrupts any attempt to access the powers of the Warp. While the Oblivion Knight is on the field, all psykers on the (friend and foe) make their psychic tests at a -1 penalty. This effect stacks with the Oblivion Knight's "Soulless" Rule (So any psyker within 12" of the Knight takes psychic tests at an effective leadership of 6)

 

Unsuited to Leadership: If the Oblivion Knight is attached to a unit, that unit may never use her Leadership score.

 

Fluff: “...”

 

The Oblivion Knight is perhaps the most cryptic figure within the Order of the Faithful Blade. The Knight’s true name is unknown, few have even seen what lies under the woman’s helmet, and nobody has ever heard the Oblivion Knight speak. The Oblivion Knight’s silence and cryptic nature make most of her fellow sisters distinctly uneasy around her, though the Knight’s status as a psychic null likely contributes to this.

 

The Order’s own records indicate that the Oblivion Knight has been in service since the Order’s inception, which would make the Knight around 1500 years old, and possibly even older. Some within the Order speculate that there have in fact been several Oblivion Knights, with a new woman simply inheriting the position whenever the current Oblivion Knight expires. The Oblivion Knight has yet to say anything to confirm or deny this rumor, or anything else for that matter.

 

Celestian Gaelle Roche
Celestian Gaelle Roche 4 5 3 3 1 4 2 10 3+/6+

Celestian Gaelle Roche {Elite: Replaces a Celestian Gunner Superior}.......... +80 points
  • Infantry


  • Archaeotech Plasma Gun
  • Close Combat Weapon
  • Power Armor
  • Combat Shield
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Supremely Faithful
  • Baptism of Fire
  • The Emperor’s Mercy

 

Baptism of Fire: Gaelle and her unit may re-roll any ranged to-hit rolls of 1; Gaelle and her unit are far too well-trained to shoot that poorly.

 

The Emperor‘s Mercy: Before finding her true calling as a warrior of the God-Emperor, Gaelle was a Sister Hospitaller. Even though she now saves the lives of the faithful through superior firepower, she still retains the skills of her old medical vocation. Gaelle conveys the Feel No Pain USR to her unit.

 

Archaeotech Plasma Gun:

Range: 24" Strength: 7 AP: 2 Assault 2, Gets Hot.

 

Fluff: “The Order exists to preserve the lives and souls of all Imperial citizens by striking down that which threatens them.”

 

Celestian Gaelle Roche began her service to the Emperor within the ranks of the Sisters Hospitaller in the Order of Serenity. Several years into her service with the Hospitallers, Gaelle’s Order was providing medical services to the 47th regiment of the Death Korps of Kreig at the cleansing of Telamon II. The servants of the Ruinous Powers responsible for the insurrection managed to briefly elude the Imperial Guard forces, successfully launching a sneak attack against the loyalist field hospital where Gaelle was stationed.

 

The Sisters Hospitaller took up arms to defend their patients in a pitched battle, successfully holding off the heretical forces until Guard units mobilized to relieve them. In the aftermath of this battle, Gaelle experienced a personal revelation; she could save more lives by striking down threats to the people of the Imperium than could ever save with her medical skills. Every heretic, mutant, and daemon she struck down would never be able to threaten another loyal servant of the Emperor. Her request for an immediate transfer into an Order Militant resulted in her dispatched to the Order of the Faithful Blade.

 

Gaelle rapidly proved to be a natural sharpshooter, and her medical skills proved an equally valuable boon to her fellow sisters. Gaelle’s upbeat and optimistic personality also quickly won her the favour of both her fellow sisters and the Order’s sponsors. Gaelle continues to save lives on a daily basis, sometimes with the medical skills she learned in her time with the Hospitaller, but more often through the superior firepower she learned from her new Sisters.

 

Lancer Superior Isolde Rydich..........+80 Points
Lancer Superior Isolde Rydich 5 4 3 3(4) 1 3 2 10 3+/6++

Lancer Superior Isolde Rydich {Replaces a normal Lancer Superior}
  • Jetbike (unique)

  • 1 Lancer Superior Isolde Rydich

  • Power armour
  • Bolt Pistol
  • Holy Lance
  • Shield of Sister Maeve
  • Frag grenades
  • Cyber-Pegasus

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Light Cavalry Master
  • Slip Away

 

Shield of Sister Maeve: This shield once belonged to a lancer in Isolde's personal squad, until the day when sister Maeve deliberately placed herself in front of a plasma shot aimed at her commander; Isolde carries this shield with her into battle to honor her sister's sacrifice. The shield of sister Maeve is a combat shield that, in addition to its normal effects, allows her to ignore the first wound allocated to her from any shooting attack as the shield continues to carry out the task its original owner gave her life for.

 

Light Cavalry Master: Siobahn trains the unit under her personal command to far higher standards than any other lancer squad within the order; the women under her personal command are expected to be able ride harder and faster than any other lancers in the order, and are required to do so flawlessly. This ability conveys the Scouts and Skilled Rider USRs upon Siobahn herself and the unit she is attached to.

 

Slip Away: Because of the powerful charge granted by their holy lances, Siobahn's training regimen emphasizes the importance quickly disengaging from battle so that the unit may charge again, rather than become bogged down in an ongoing close combat clash where the unit cannot play to its strengths. This ability grants the Hit and Run USR to the unit; for purposes of hit-and-run tests, the unit's initiative is equal to that of it's opponent, unless this would result in lowering the unit's initiative. The initiative bonus for charging while equipped with a holy lance does not apply to this test.

 

 

Mika Allard and Sparrow Squad
Mika Allard 4 5 3 3 2 4 2 10 3+
Sparrow 4 4 3 3 1 4 1 8 3+

Mika Allard and Sparrow Squad {Fast Attack}..........180 points
  • Jump Infantry (Unique)

  • 1 Mika Allard
  • 4 Sparrows

  • Two Bolt Pistols
  • Combat Shield
  • Power Armor
  • Frag Grenades
  • Krak Grenades

  • Two Plasma Pistols
  • Two Inferno Pistols
  • Two Hand Flamers
  • Combat Shield
  • Power Armor
  • Frag Grenades
  • Melta Bombs

  • Adepta Sororitas
  • Hit and Run
  • Supremely Faithful
  • Ace Pilots
  • Gunslingers
  • Rebellious
  • Special Ammunition

  • Adepta Sororitas
  • Hit and Run
  • Supremely Faithful
  • Expert Gunslinger
  • Special Ammunition
  • Ace Pilots
  • Sibling Bond

  • May Add up to five Sparrows: 24 points per model
  • Any Sparrow may replace her two bolt pistols with:
    • Two Hellpistols: free
    • Two Hand Flamers, Needle Pistols, or Plasma Pistols: 5 points
    • Two Inferno Pistols: 10 points

    [*] Mika Allard may replace her Inferno Pistols or Hand Flamers with Hellpistols, Needle Pistols, or Bolt Pistols: free.

     

    [*]The Unit may be equipped with a medical servo-skull (counts as a medi-pack): 30 points

Gunslingers: When equipped with two of the same pistol, Sparrows fire their pistols as a single assault 2 twin-linked weapon. In assault, the pistols are treated as a pair of ordinary close combat weapons.

 

Expert Gunslinger: Mika is highly skilled with her pistols, even by the high standards of the elite Seraphim, and carries an impressive number of weapons into battle. In addition to the normal benefits of the Gunslinger rule, Mika may make two ranged attacks in any shooting phase, in effect allowing her four pistol shots. These attacks must both be against the same unit, and a different set of pistols must be used for the second set of attacks (For example, she could fire two shots from her plasma pistols, and two shots from her inferno pistols).

 

Ace Pilots: Mika and the Sparrows under her command are the most proficient users of the Seraphim Jump Packs in the entire Order. When entering play from reserves via Deep Strike, Mika and any unit she is attached may re-roll their scatter dice when deep-striking, and may re-roll any Dangerous Terrain tests.

 

Rebellious: Mika and her squad are notorious for their tendency to view following the chain of command and obeying orders as optional, much to the dismay of their superiors. The unit may not use Acts of Faith generated by the Inspiring or Lead From the Front rules, and if any independent character is attached to the squad it’s leadership is reduced by three points as the Sparrows chafe at outside influence.

 

Sibling Bond: If Morrigan Allard is also in this army and an enemy unit removes her from play, Mika may reroll to-hit and to-wound rolls against this unit for the remainder of the game to represnt her determination to avenge the harm done to her sister.

 

Fluff: “Of course I love the God-Emperor more than anything else in the Universe … but flying is a close second.”

 

Mika rapidly became infamous at her Schola for a troublesome streak that was, in her tutors’ opinions, grossly inappropriate for a member of the Adepta Sororitas. If not for her indisputable skill at the art of war and devotion (as well as a talent for not getting caught when playing pranks or telling off-color jokes) Mika would never have survived her novitiate to become a full Sister. Even then, many of her fellow progena whispered that Mika’s instructors allowed her graduation from the schola simply because it was the simplest way to remove her.

 

Like many a schola troublemaker, Mika was immediately assigned to the Order of the Faithful Blade. Her early years of service in the Order continued her pattern of displaying enough battlefield skill to offset out-of-battle irreverence. However, Mika’s career underwent a radical shift when she gained her first opportunity to use a Seraphim jump pack, and she proved to be nothing less than a prodigy.

 

Mika’s newfound love of flight proved an unexpected boon to her superiors; in order to prove herself worthy of joining the elite Seraphim and earning the right to fly on a regular basis, Mika reigned in her youthful unruliness. Impressed by her newfound discipline, Mika’s superiors allowed her to join the Seraphim, only to be dismayed when Mika promptly demonstrated that she had not completely suppressed her wild nature as the young Seraphim celebrated her elevation with an unauthorized series of jump’s across the convent, accompanied by most inappropriate shouts of triumph.

 

While Mika’s personality still left something to be desired, her indisputable brilliance as a Seraphim drew the praise of her superiors. After her laudable service during an anti-heresy campaign in the Glazia system, and in particular her vital role in the Rudius incident, Mika gained command of her own squad; her superiors secretly hoped that the burden of command would finally settle the talented but undisciplined warrior. Mika proved to be a brilliant leader, and her squad rapidly became the most skilled Seraphim in the entire Order. Much to the Canoness’ dismay, Mika’s squad also rapidly become responsible for twice as many disciplinary incidents as any other squad in the Order. However, so long as her squad’s exemplary battlefield performance continues, Mika’s superior’s will reluctantly tolerate the occasional incident of high-spirited troublesomeness.

 

Inquisitor Morrigan Allard..........175 Points
Inquisitor Morrigan Allard 5 5 3 3 3 4 3(6) 10 2+/4++

Inquisitor Morrigan Allard {HQ}
  • Infantry (unique)

  • 1 Inquisitor Morrigan Allard

  • Blade of Vy'tas
  • Kai Gun
  • Artificer Armor
  • Rosarius
  • Frag, Krak, and Blind Grenades.
  • Psychotroke Grenades
  • Empyrean Brain Mines

  • Former Sororitas
  • Stubborn
  • Profane Weaponry
  • Sibling Bond
  • Independent Character

Fluff: “The Imperium is fighting for its very survival against horrors beyond human comprehension. Against enemies like that, we can't afford to ignore any weapon that might allow us to gain some advantage.“

 

Morrigan entered the Adepta Sororitas alongside her twin sister Mika, and while she was not quite the perennial discipline problem that her twin sister was, Morrigan frequently either covered for her twin or got drawn into her schemes on a regular basis, so she found herself dispatched to the Order of the Faithful Blade alongside Mika. Had her tutors known that several of the pranks attributed to Mika were actually Morrigan's doing, they no doubt would have felt better about their decision.

 

Morrigan's career advanced at a faster pace than Mika's within the Order itself, as Morrigan was pragmatic enough to not openly cause trouble like her wilder twin. Morrigan's superiors saw her as the more responsible of the two twins, and decided to reward her with advancement in the hopes that Morrigan could serve as an example and encourage Mika to calm her wild ways. Sadly for their superiors, while Morrigan proved to be an excellent squad leader her example did nothing to change Mika's ways. Even after Morrigan received command over one of the Order's elite Celestian Martyr Squads, Mika continued to remain less than disciplined.

 

Morrigan's career underwent a radical departure in M41.926, during the suppression of a Chaos-fuelle uprising on Serash IV. In the midst of the battle Morrigan's squad found itself cut off from the main Sororitas force and surrounded by the enemy. After several minutes of desperate fighting, the squad attracted the attention of one of the Alpha Legion Marines responsible for fomenting the uprising. Mika attempted to fight the fallen Astartes, but much to the sister's horror her blade shattered against the thick armor of her foe. In desparation, Morrigan blindly grabbed the blade of one of the fallen cultists, and managed to cut down the traitor Marine, and carve a path through the enemy horde to lead her squad back to the main body of the Order.

 

It was only after the battle that Morrigan thought to look more closely at the weapon she had claimed, whereupon she discovered to her horror that she had taken up a Daemonblade wielded by one of the fallen cultists. Morrigan immediately cast the foul weapon aside and swore never to tell anyone what she had done, but the tools of Chaos are not so easily disposed of. Over several years, Morrigan frequently found herself in desperate positions, and every time it seemed all was lost, the Daemonblade somehow found its way into Morrigan's hands once more, and allowed her to turn the tide.

 

Eventually, Morrigan felt that she had no choice but to bring the matter to the attention of her superiors within the Order. While more conservative voices within the Order like Palatine Krik argued that the only course was to kill Morrigan immediately to preserve her soul from corruption, others like Palatine Durand argued for moderation. After all, Morrigan had a distinguished record within the Order, and severely punishing Morrigan would almost certainly cause problems with Mika and Sparrow Squad. With no clear consensus emerging in the debate, the Cannoness propsed consulting the Order's Inquisitorial allies to gain greater insight into Morrigan's status.

 

Inquisitor Ianto Quintos responded to the Order's request, and after a careful examination of the affair declared that Morrigan was not being controlled by the Daemonblade. He then proposed a solution that should leave both factions satisfied as to Morrigan's ultimate fate; instead of remaining with the Order, Morrigan would become a member of his retinue, where he could closely watch for any signs of corruption while allowing Morrigan to continue in the service fo the Emperor. After a brief discussion, the Order agreed to accept Quintos' compromise solution.

 

Morrigan did well within the less strictly ranks of the Inquisition, and within a few years she became one of Quintos' trusted subordinates. A decade after she joined his retinue he gave her command of an Acolyte cell, and from there promoted her to rank of Interrogator, and finally made her an Inquisitor in her own right. Quintos encouraged Morrigan to develop her control over the Daemonblade that she now wielded; since it was clear now that the blade was somehow bound to her, the only sensible solution was to master the weapon and use it in the Emperor's service.

 

Morrigan has continued to maintain close ties with the Order, particularly her twin sister, and frequently requests aid from Order forces. While many within the Order are understandably wary of Morrigan's radical tendencies, she is hardly the only open radical to align themselves with the Order, and her past as a member of the Order leaves some feeling assured that, regardless of her choice in weaponry, Morrigan remains a loyal servant of the Emperor and true friend to the Order of the Faithful Blade.

 

Special Rules:

Former Sororitas: Morrigan has all the benefits of the Adepta Sororitas and Faithful rules, and may opt to take a Celestian Retinue rather than an Inquistorial Retinue.

 

Profane Weaponry: Morrigan unlocks the "Profane Wargear" options for Celestians Bodyguards, Celestian Blades, Celestian Gunners, and Celestian Martyrs. In addition to the added options, any Celestian Martyr Squad where half or more of the models are equipped with Daemonblades may be taken as a Troops choice.

 

Sibling Bond: If Mika Allard is also in this army and an enemy unit removes her from play, Morrigan may reroll to-hit and to-wound rolls against this unit for the remainder of the game to represnt Morrigan's determination to avenge the harm done to her Sister.

 

Wargear:

Blade of Vy'tas: The Blade of Vy'tas is a Daemonblade with the Unholy Speed and Vampyre traits. In addition, it's attacks have the Rending rule, and will rend on a roll of four or more. If Morrigan is under the effects of any Act of Faith, then the Blade of Vy'tas loses the benefits of the Unholy Speed and Vampyre traits.

 

Kai Gun: A large bolter of archaic design suffused with the power of the Warp, the Kai Guns were constructed by a group of tech-priests in a desperate and ultimately futile effort to appease the forces of Chaos and prevent their own destruction after a Warp Storm swallowed their world. While most of these guns remain in the hands of Chaos, Morrigan managed to claim one as a prize from a fallen foe and had it ritually cleansed by the Adeptus Mechanicus, allowing her wield this potent weapon.

Range: 24" Strength 6 AP 3 Assault 2

 

Rhona Karim..........50 Points
Rhona Karim 5 3 4 3 1 6 2 9 -

Rhona Karim {HQ}
  • Infantry (unique)

  • 1 Rhona Karim

  • Two Gladius Power Swords
  • Frag Grenades

  • Fury
  • Uncanny Reflexes
  • Preferred Enemy (Dark Eldar)

Fluff: “We're wasting time with all this worthless talking and investigating; just kill the bastard already.“

 

A hideously scarred warrior from the feral world of Grax, Rhona is a brutally skilled combatant whose combat style mixes skill and savagery in equal measure. Rhona has revealed little of her past, and usually answers any inquiries with a string of expletives, punctuated with a knife thrown in the general direction of whoever was foolish enough to ask the question. While she has never said where her scars come from, her burning hatred of the Dark Eldar is usually taken as a sign that they are responsible in some way.

 

At some point Rhona fell into the hands of slavers, and her combat prowess saw her sold to the gladiatorial arenas of Theralis Secundus. The arena's vicious battles naturally drew the attention of the darker powers of the Warp, and before long it became a den of foulness and corruption, with the bloodsport of the arena feeding a growing Khornate Death Cult. One day after a day full of long and difficult battles, the arena's jailers made the fatal error of assuming that the gladiators weak and tired, and grew lax in their security. The error of their negligence rapidly became apparent when Rhona sensed an opportunity and led the other gladiators in an uprising.

 

It was this uprising that brought Rhona to Inquisitor Allard's attention. Morrigan had been in the middle of investigating rumors of an underground arena whose bloodsports were serving to corrupt loyal Imperial citizens into venerating the Blood God, and it was Rhona's uprising that finally broke the case open and allowed the inquisitor to launch a complete purge of the cult. The Inquisitor felt confident that she could find a place for a warrior or Rhona's skill, and offered Rhona a place within her retinue. The ex-gladiator was initially hesitant, but Morrigan's role in purging the cult responsible for running the gladiatorial arenas eventually won Rhona's loyalty.

 

Special Rules:

Fury: For every unsaved wound Rhona inflicts in close combat, she may immediately make an additional attack. Her additional attacks will not generate further additional attacks if they inflict unsaved wounds.

 

Wargear:

Gladius Power Swords: These power blades are based on the weapon Rhona used in her time as a gladiator, although obviously of far higher quality than the weapons most gladiators have access to. In addition to the normal effects of power weapons, these blades increase her invulnerable save by +1 against wounds suffered in close combat.

 

Binder..........40 Points
Binder 4 4 3 3 1 4 2 10 4+/5++

Binder {HQ}
  • Infantry (unique)

  • 1 Binder

  • Bolt Pistol
  • Close Combat Weapon
  • Bound Armor
  • Frag and Krak Grenades

  • Psyker
  • Artificer of the Profane

  • Scourging

Fluff: “I serve Inquistior Allard; that's all I need to know about my past.“

 

The exact origins of the individual known simply as Binder remain a mystery, even to Binder himself. All that is known for certain about him is his absolute loyalty to Inquisitor Allard, and his impressive talent for binding and controlling the denizens of the Warp, thus granting him the name he is known by. Many speculate that his talent for controlling daemons hints towards dark origins, and that his inability to remember anything of his past prior to entering Inquisitor Allard's service is a result of being mind-cleansed.

 

Some speculate that prior to his mind-cleansing he was a servant of the Ruinous Powers. The fact that Binder first entered Morrigan's service shortly after she purged the Cult of the Awakened, a particularly persistent Chaos cult notable for possessing a number of daemonic artifacts, no doubt helps to fuel these rumors.

 

While Binder almost always works at Inquisitor Allard's side, she has been known to loan him out to trusted allies within the Inquisition on occasion. More than one of these Inquisitors has attempted to acquire Binder's services for themselves, only to find their effort stymied by his stubborn absolute loyalty to Inquisitor Allard.

 

Special Rules:

Artificer of the Profane: Binder is unusually talented at dealing with warp-touched artifacts of all sorts, and is responsible for managing and maintaining any such devices and entities that fall into Inquisitor Allard's hands. He is also directly responsible for the creation of some of the lesser artifacts in Inquisitor Allard's hands, and has bound several Daemonhosts in her service. Any Daemonhosts in the army may roll twice and pick which roll they prefer, and any Daemonblades may choose to re-roll their power selection (if the player chooses to re-roll, then they must accept the results of the re-roll).

 

Wargear:

Bound Armor Binder's armor is a relatively simple set of standard stormtrooper carapace armor into which he sealed a minor warp predator. In addition to the normal effects of Carapace Armor, bound armor grants him a 5+ invulnerable save.

 

Inquisitor Rianon Kolbe..........175 Points
Inquisitor Rianon Kolbe 5 5 3 3 3 4 3 10 2+/4++

Inquisitor Rianon Kolbe {HQ}
  • Infantry (unique)

  • 1 Inquisitor Rianon Kolbe

  • Malleus Daemonorum
  • Witchblade
  • Psychic Hood
  • Icon of the Just
  • Terminator Armor

  • Implacable Determination
  • Xenotech Upgrades
  • Purity of Purpose
  • Ally of the Order
  • Psyker: Has the following psychic powers:
    • The Emperor Protects
    • Inspired Aim
    • Word of the Emperor

Fluff: “The Inquisition is all that stands between humanity and damnation. We cannot afford to ignore anything that might allow us to perform our sacred duty to the God-Emperor and all of humankind. We cannot permit Chaos to spread unchecked. When the alien seeks to contain the influence of Chaos, then that Xeno has made common cause with humanity. While the Xeno should never be trusted, they can be used as yet another weapon in the war against the Ruinous Powers.“

 

Rianon's father was a native of Cadia before he entered the service of the Inquisition and the Ordo Malleus, and it is unsurprising that he passed on his fanatical hatred of Chaos on to his daughter. Shortly after gaining the rank of Inquisitor, Rianon's had a life-changing experience while investigating a Chaos cult on the world of Aridura. The cult proved to be far larger and better organized than the Inquisition's initial intelligence had indicated, and despite Rianon's best efforts the cultists succeeded in performing a foul ritual that sundered the veil between reality and the Warp, resulting in a major Daemonic incursion. While those who remained loyal to the Emperor fought valiantly to stem the tide of Chaos, they lacked the numbers and resources to contain a full-scale Daemonic incursion. When the defenders were on the verge of breaking, an Eldar strike force from Craftworld Ulthwé appeared, shattered the strength of the Daemon horde, and then disappeared, not even pausing to offer an explanation for their actions.

 

This incident convinced Rianon that the Imperium must be willing to work alongside some Xeno factions in order to permanently defeat the Great Enemy. This position has brought her under intense scrutiny from her fellow Inquisitors, especially those within the Ordo Xenos, but while her position is indisputably Radical she has yet to cross the line into advocating heresy. The full extent of her occasional collaboration with the races like the Eldar or Tau against both the forces of Chaos and other Xenos like Tyranids or Orks remain unknown to the Inquisition as a whole, and Rianon herself has no intention of revealing just how far down the path of Radicalism she has traveled.

 

Wargear:

Malleus Daemonorum: The Malleus Daemonorum is a heavily modified Psycannon with the following statline

Range: 36" Strength 7 AP 4 Heavy 5 Rending

 

Special Rules:

Implacable Determination: Inquisitor Kolbe and any unit she is attached to have the Stubborn Universal Special Rule, and may always attempt to regroup regardless of normal restrictions.

 

Xenotech Upgrades: Inquisitor Kolbe's dedication to the destruction of the forces of Chaos is so great that she is willing to go to any extreme to gain an advantage over the Ruinous Powers, even to the point of incorporating Xeno technology into her own equipment. Inquisitor Kolbe may use two psychic powers in a given turn, and may re-roll psychic tests (the result of the second test must be accepted, even if it is worse than the original roll).

 

Purity of Purpose: Rianon Kolbe may take Gabriel Kolbe and Harlequin Ceilantha as members or her retinue. However, she may not take Daemonhosts in her retinue. In addition, Gabriel Kolbe or Ceilantha may instead choose to lead their own seperate retinue units (Thus, an army including Rianon, Gabriel, and Ceilantha could have three Inquisitorial retinues).

 

Gabriel Kolbe..........60 Points
Gabriel Kolbe 3 4 3 4 2 3 1 8 3+/5++

Gabriel Kolbe {HQ: Replaces a retinue bodyguard}
  • Infantry (unique)

  • 1 Gabriel Kolbe

  • Scatter Laser
  • Refractor Field

  • Feel No Pain
  • Look Out - Arghh
  • Tech-Savvy

Fluff: “The struggle against Chaos is not yet over. If my body cannot carry on, then I will cast it aside.”

 

In life, Gabriel Kolbe was a servant of his sister and, by extension, the Inquisition as a whole. However, over his many years of loyal service, Gabriel suffered many horrific injuries, and each time his body was rebuilt with cybernetic and augmentic components. His right arm was lost while helping to contain a daemonic incursion on Aridura, both his legs were ruined by fighting a holding action against cultists on Belis Corana, and several internal organs were damaged beyond repair after an encounter with a Nurglite witch on Hydraphur. Despite the frequent and horrific injuries he has suffered in the line of duty, Gabriel remains determined to continue serving the Inquisition until death at last claims him.

 

Tech-Savvy: Gabriel Kolbe counts as an Inquisitor for purposes of the Mindlock rule on any Servitors included in the same squad as him.

 

Harlequin Ceilantha 50 Points
Harlequin Ceilantha 5 4 3 3 1 6 3 10 5++

Harlequin Ceilantha {HQ}
  • Infantry (unique)

  • 1 Harlequin Ceilantha

  • Killing Touch
  • Needle Pistol
  • Flip Belt
  • Holo Suit
  • Clone Field
  • Frag and Blind Grenades.
  • Psychotroke Grenades

  • Webway Access
  • You Are Still Needed
  • Dance of Death
  • Wraithbone Arm

Fluff: “Your group is of interest to my people Inquisitor, and for the moment our goals are compatible. Until this changes, I will provide you with a measure of assistance.“

 

The life and duties of a Harlequin have taken Ceilantha across the galaxy and throughout the Webway, even to the City of the Dark Eldar, Commorragh. Like all Harlequins, Ceilantha's life is dedicated to fighting against Chaos in all its forms and protecting all Eldar from its taint, be they Craftworld Eldar, Exodites, or Dark Eldar, and occasionally even deigning to offer protection to the Mon-Keigh and other lesser races.

 

In M41.326, Ceilantha's troupe received word that a small warband of Thousand Sons Chaos Space Marines had infiltrated the Webway, and were attempting to discover the secret location of the Black Library. Ceilantha's troupe immediately engaged the servants of the Dark Gods in a pitched battle. While the battle was initially going in the Harlequins' favor, when several of the Thousand Sons' fell sorcerers unleashed their blasphemous powers, it weakened the strength of the Webway conduit where the battle was taking place. The Harlequins cut down the Marines, only to discover that now they faced daemonic horrors from the Warp itself as the essence of Chaos poured into the collapsing Webway tunnel.

 

Ceilantha still cannot recall all that occurred during the subsequent battle, as she and the rest of her troupe desperately fought their way through the collapsing Webway tunnel through the corrupting influence of the Warp and ravening hordes of daemons. Her escape might have only taken a few brief moments, or it might have involved months or even years of desperate battle to survive against overwhelming odds as Daemons picked off her allies one by one. The only thing that is certain is that Ceilantha was the only one to escape before the Webway conduit completely collapsed, and in the process her right arm became so horribly twisted and corrupted by the energies of the Warp that she was forced to cut it off before the corruption spread to the rest of her body.

 

Ceilantha emerged from the Webway on a backwater agri-world populated by a few isolated human colonists, who took the wounded, delirious Eldar into custody. Unsure of what to do with the lone Xeno, the colonists immediately sent out a message requesting instructions from the Imperial authorities. Fortunately for Ceilantha, the nearest Imperial authority was Inquisitor Rianon Kolbe, who asked the colonists to hold Ceilantha and treat her injuries until Rianon herself arrived.

 

Rianon, at this point still a young and newly-radicalized Inquisitor, was delighted by the opportunity to speak with an Eldar Harlequin on her own terms, and for several months Ceilantha remained a guest of the Inquisitor until she recovered from her wounds (though Ceilantha adamantly refused to accept a human-made prosthetic for her lost arm) and satisfied Rianon's curiosity. At that point, Rianon released Ceilantha and allowed her to return to her people. Ceilantha re-established contact with the rest of the Harlequins and resumed her duties, but when next the battle against Chaos required collaboration with the Imperium, Ceilantha made a point of seeking out Inquisitor Kolbe once more.

 

Over many years of collaboration, Kolbe and Rianon have come to trust each other as much as is possible for human and xeno; both are well aware that the other is loyal to their own species above all else, but as long as Chaos continues to threaten both Eldar and Human alike there is fertile ground for continued cooperation. Ceilantha's travels and broad association have left with an eclectic mix of technology in her personal armory, and she does not hesitate to use grenades from a Craftworld alongside a Dark Eldar sword and a human gun while wearing Harlequin-crafted armor. While using such a broad array of technology can occasionally be problematic, Ceilantha believe that the added effectiveness it allows her is worth the trouble. While Ceilantha mainly works alongside Kolbe when she feels the need to involve humans in her affairs, she has been known to collaborate with other Inquisitors approved by Kolbe when Rianon is otherwise occupied and the situation demands immediate action.

 

Special Rules:

Webway Access: The Harlequins are the most knowledgeable of all the Eldar when it comes to the workings of the Webway, and Ceilantha is no exception. To represent Ceilantha providing her associates with access to the Webway, any unit that includes Ceilantha may enter play via Deep Strike. Because of the inherent safety of webway travel, if the Deep Strike scatters onto Impassable Terrain or another model, the player reduces the scatter distance to the minimum required to avoid the obstacle. Ceilantha's unit may also choose to enter play on the first turn via Deep Strike, instead of being held in reserve.

 

You Are Still Needed: Ceilantha may choose to exchange places with the unit's Inquisitor at any given time. She may also use the protection generated by her clone field to protect the Inquisitor instead of herself.

 

Wraithbone Arm: Ceilantha lost her right arm in battle hundreds of years ago to a daemonic servant of Tzeentch, and had it replaced with a prosthetic constructed from wraithbone. To represent the chance of an attack striking her arm, Ceilantha has the Feel No Pain rule, but only succeds on a roll of 6+.

 

Wargear:

Killing Touch: The Killing Touch is a sword that secretes a deadly toxin, gifted to Harlequin Ceilantha as a reward after her intervention helped to contain a daemon-fueled coup by Archon Ysclyth against the Overlord of Commorragh, Asdrubael Vect. The Killing Touch is a power weapon with the Poisoned (4+) rule.

Neat codex, manages to be divergent enough from the normal sisters of battle. A few thoughts:

 

One of their more interesting angles is that they've effectively become an arm of the Ordo Malleus, that bit of fluff does manage to set them apart from regular Sisters a fair bit - it might be worth emphasizing it a little bit more. Perhaps an Elite unit or two gain access to Psycannons/Incinerators? Not to the same degree as Grey Knights of course, but perhaps the shooty Celestians can use Psycannons and the assaulty Celestians can use Incinerators.

 

Still, their Malleus attachment leaves their usage of Penitent Engines a little odd, seeing as those are sacred constructs of the Eccleisarchy blablabla. Their inclusion would need a bit of fluff.

 

I'm not too sure about your decision to split up Psyker Inquisitors and non-Psyker Inquisitors. Losing weapon variety, Iron Will etc. for Psyker seems odd. Perhaps make Psyker an upgrade option, with Psychic Hoods and Force Weapons sub-options of the Psyker upgrade? Force Weapons and Psychic Hoods do seem to be standard psyker equipment in the Imperium, but there's really no such thing as a standard Inquisitor.

 

Do Cyber-Pegasuses do anything differently from Jump-packs besides allow for Lances to be taken? A quick description of their effects would help.

 

Quick question - what happened to Inquisitor Kolbe's brother? An Inquisitor's retinue is one of their most characterful aspects, having a unique henchman added to Kolbe's style.

 

Are Immolators/Flagellants/Repentia meant to be included? They all have little bits of their profiles (special rules, transport option etc.) included in the list, but not a profile.

Neat codex, manages to be divergent enough from the normal sisters of battle. A few thoughts:

 

One of their more interesting angles is that they've effectively become an arm of the Ordo Malleus, that bit of fluff does manage to set them apart from regular Sisters a fair bit - it might be worth emphasizing it a little bit more. Perhaps an Elite unit or two gain access to Psycannons/Incinerators? Not to the same degree as Grey Knights of course, but perhaps the shooty Celestians can use Psycannons and the assaulty Celestians can use Incinerators.

No reason those upgrade options could not be incorporated, so long as they remain strictly limited to the elite units.

 

Still, their Malleus attachment leaves their usage of Penitent Engines a little odd, seeing as those are sacred constructs of the Eccleisarchy blablabla. Their inclusion would need a bit of fluff.

I might just cut out the Ecclesiarchal stuff like Acro-Flagellants and Penitent Engines; they mainly stayed in because of inertia. It does not quite fit in with the army as a whole, and there are already a reasonable variety of good options for both slots.

 

I'm not too sure about your decision to split up Psyker Inquisitors and non-Psyker Inquisitors. Losing weapon variety, Iron Will etc. for Psyker seems odd. Perhaps make Psyker an upgrade option, with Psychic Hoods and Force Weapons sub-options of the Psyker upgrade? Force Weapons and Psychic Hoods do seem to be standard psyker equipment in the Imperium, but there's really no such thing as a standard Inquisitor.
Having the psyker rule and psyker equipment available as upgrades creates quite a few complications; two seperate profiles makes things a bit easier. Losing Iron Will was mainly to give the non-psyker Inquisitors a bit more to differentiate them from psykers; fluff-wise, the psyker is too busy with psyker stuff to exercise the same degree of control over his retinue.

 

Do Cyber-Pegasuses do anything differently from Jump-packs besides allow for Lances to be taken? A quick description of their effects would help.
At the moment, they do nothing beyond being an alternate form of jump infantry. I'm toying with finding some way to change that.

 

Quick question - what happened to Inquisitor Kolbe's brother? An Inquisitor's retinue is one of their most characterful aspects, having a unique henchman added to Kolbe's style.

*Smacks forehead* I completely forgot about him. I've got one or two other tweaks/changes I'm working on, so I'll add him back in once those are done.

 

Are Immolators/Flagellants/Repentia meant to be included? They all have little bits of their profiles (special rules, transport option etc.) included in the list, but not a profile.

Yes. I did not write out a full profile for them because they received relatively minor changes so I wanted to save space/avoid duplicating too much of C:WH/got lazy. Rhinos/Immolators/Repressors are unchanged from their Imperial Armour 2 update profiles.

I might just cut out the Ecclesiarchal stuff like Acro-Flagellants and Penitent Engines; they mainly stayed in because of inertia. It does not quite fit in with the army as a whole, and there are already a reasonable variety of good options for both slots.

Considering that plenty of units are being added, cutting these other units would probably be a good idea. It also might be worth dropping Repentia as well, to show how the Faithful Blade might have developed mindset-wise, their lessened focus on heretical/flawed humans leading them to focus less on their own flaws. Having a near equal trade-off between units lost and units gained in a subfaction dex is pretty helpful balance-wise. Fluff-wise, the lack of disposable Eccleisarchy close combat troops/Repentia might have been what forced the Faithful Blade's increased emphasis on assault.

 

Having the psyker rule and psyker equipment available as upgrades creates quite a few complications; two seperate profiles makes things a bit easier. Losing Iron Will was mainly to give the non-psyker Inquisitors a bit more to differentiate them from psykers; fluff-wise, the psyker is too busy with psyker stuff to exercise the same degree of control over his retinue.

The idea of having Iron Will as a trade-off to represent the difference in training/give non-psykers an advantage is interesting, still, I'm unsure of the increased amount of mandatory equipment for psykers. I guess this is my personal taste coming to the fore more than it is a full criticism, though, the profiles work.

 

At the moment, they do nothing beyond being an alternate form of jump infantry. I'm toying with finding some way to change that.

Having two radically different options in one army with the same effect is a little awkward, some sort of movement bonus would be appropriate for the pegasuses.

 

Flying cavalry are a little odd to stat out, 12" move and 12" charge is def out of the question. Maybe give them Fleet? Since Fleet is an ability given to all cavalry/beasts automatically, it would seem a fitting way to cement the pegasuses as actual mounts, rather than jump packs. Then again, treating them as jetbikes might also work.

 

*Smacks forehead* I completely forgot about him. I've got one or two other tweaks/changes I'm working on, so I'll add him back in once those are done.

Ah, great. I was worried the lil' cyborg had been cut out :(

  • 2 weeks later...
Made a fair number of edits to the codex based on feedback, as well as one or two other things I had not quite worked out and fixing a couple errors. Biggest changes are the addition of two new special characters and some changes to how Lancers work.
  • 1 month later...

I really like this. It has a nice flavour to it, with plenty of fluff written too. I am also pleased you liked a couple of my ideas enough to utilise them. Only things that stand out to me as possible problems:

 

The Inferno upgrade for the Fafnir seems very expensive.

 

The Seraphim Superior can swap a weapon for a Hand Flamer for +5 or "A Hand Flamers" for +10. Is that supposed to be a pair of them for 10?

 

And finally, the Celestian Blades VSS can swap a weapon for "A Neuro Whips". Is that meant to be for a pair, or can just one do the job?

I really like this. It has a nice flavour to it, with plenty of fluff written too. I am also pleased you liked a couple of my ideas enough to utilise them. Only things that stand out to me as possible problems:

 

The Inferno upgrade for the Fafnir seems very expensive.

It is fairly costly, but that seems to be in keeping with GW's opinion of how good the Inferno Cannon is. Maybe I could give it a slight boost by twin-linking the Inferno Cannon; since it already wounds on a 2+ against almost all of its preferred targets, re-rolling to wound is useful without being game-breaking.

 

The Seraphim Superior can swap a weapon for a Hand Flamer for +5 or "A Hand Flamers" for +10. Is that supposed to be a pair of them for 10?

That ruleset was a little awkwardly worded; hopefully, I cleared it up now.

 

And finally, the Celestian Blades VSS can swap a weapon for "A Neuro Whips". Is that meant to be for a pair, or can just one do the job?

It was meant to be just one; the suppression shield means that only one is needed, and taking a pair would mean either giving up the shield (bad!) or an awkward-looking model.

 

Thanks for catching the errors I missed; I thought I'd cleaned all those up, but I suppose everyone misses a few things.

  • 3 weeks later...

One or two new bits of inspiration; not as sure about these, but Troops, Elites, and Heavy Support or all a touch bare compared to the HQ and Fast Attack sections. The addition of Devoted Squads and Arbites corrects what struck me as something of a flaw in the list before, that troops needed the support of a Canoness or two to really be effective. Now you can take devoted squads to go for a really faith-heavy army, or field Arbites if you reasonably cheap and expendable troops so your list can focus more on the big hammer units. The temple assassins also get tossed back in because they're fun and flavorful, not to mention adding a couple elements to the list that weren't there before. Sticking in Hospitalers covers another thing I overlooked; there's no point in having a Hospitaler special character when there are no units for her to enhance. I'm not 100% sure about giving them the option to for different mounts and jump packs; it makes them more flexible, but there are game balance considerations.

 

Still no inspiration for Heavy Support; I feel like it needs one more option, but nothing really springs to mind (beyond the fact that I don't want some sort of ridiculous super-tank that could crush a Land Raider by looking at it). I'd kind of like a flier/skimmer similar to the IG Valkyrie/Vendetta, but I'm not sure what I could take that wouldn't throw off game balance/fluff.

 

Celestian Martyrs
Celestia Martyr 5 3 3 3 1 4 2 9 3+

Celestian Martyrs{Elite}..........100 points
  • Unit Type

  • 1 Celestian Superior
  • 4 Celestians

  • Flaming Blades
  • Power Armor
  • Frag Grenades

  • Adepta Sororitas
  • Feel No Pain
  • Furious Charge
  • Fearless

  • Rhino
  • Repressor
  • Immolator

  1. May Add up to five Celestian Martyrs: 20 points per model
  2. Any Celestian Martyr may replace her flaming blades with an Eviscerator: +5

Flaming Blade: As the name implies, a flaming blade is, simply put, a sword that is on fire. The flaming blade is a two-handed power weapon that may re-roll any failed roll to wound

 

Fluff: In contrast with the more defensive-minded Celestian Blades, the Martyrs are the Order's elite corps of shock troops. Wielding massive two-handed blades and eschewing the traditional shields of the order, the martyrs sacrifice defensive capabilities in order to maximize their offensive potential. While the martyrs routinely take higher casualties than any other unit, they also inflict equally heavy casualties upon the opposition, and often play a key role in breaking enemy morale and shattering hardened defensive positions. Most sisters deployed in Martyr squads accept that they are far more likely to die than their counterparts, and actually wear this as a point of pride; the martyrs accept the likelihood of their own death in order to preserve the lives of their fellow sisters. Unsurprisingly given their expected lifespan, the Martyrs are also among the most devout members of the Order of the Faithful Blade.

 

Temple Assassins
Temple Assassin 5 5 4 4 2 5 3 10 4++

Temple Assassins{Elite}.......... (Varies)
  • Unit Type

  • 1 Temple Assassin

  • Frag Grenades

  • Infiltrate
  • Fearless
  • Acute Senses

[/td]

Temple Assassins must come from one of the following Temples:

  • Callidus: Has the following wargear and special rules: 120 pts
    • Wargear
      • Ctan Phase Sword: A close combat weapon that allows no saving throws against any wounds it inflicts
      • Neural Shredder: Range Template Strength X AP 1 Pistol, Poisoned (3+). Against targets with an armor value, the shredder inflicts a hit on the vehicle damage table at -4 to the result (including the bonus for being an AP 1 weapon).
      • Polymorphine: The Callidus always starts the game in reserve, even in missions that normally do not use that rule. When the Callidus becomes available, she may be placed anywhere on the battlefield that is more than 1” away from an enemy model, and may move and attack normally in the turn she arrives.
      • Poisoned Blade: At Initiative 1, the Callidus may make an additional single attack with her poisoned blade. The weapon has the poisoned (4+) USR, but otherwise functions as a normal close combat weapon

      [*]Special Rules

      • Hit and Run
      • A Word in Your Ear: After both players have deployed and any special moves have been made, but before the battle begins, the owning player may move a single enemy unit up to 6” The unit’s new position must still be within it’s deployment zone, and comply with any of the unit’s other special deployment rules. This move may not be used to remove a unit from a transport, or detach an Independent character from a squad.

    [*]Culexus: Has the following wargear and special rules: 95 pts

    • Wargear
      • Animus Speculum: Range 12” Strength 5 AP 1 Assault 3
      • Power Weapon

      [*]Special Rules:

      • Psychic Null: See the Psychic Null entry under the Inquisitor Retinue options.
      • Soulless: Any enemy unit with a model within 12" of the Culexus Assassin counts as having Leadership 7, unless it would normally be less than that.
      • Psychic Abomination: Any models or units that include models which have the Psyker rule must pass a morale check or fall back if they are within 6" of the Psyker at the start of any player turn.
      • Psychic Assassin: The Culexus Assassin may always specifically target a psyker with their shooting and close combat attacks, regardless of any targeting restrictions or rules that would ordinarily protect the psyker.
      • Life Drain: Any enemy psyker in close combat with a Culexus assassin must test Leadership at the start of combat (remember that the Soulless rule applies). For every point that this leadership test is failed by, the psyker suffers one wound with no saving throws of any type allowed.

    [*]Eversor: Has the following wargear and special rules: 105 pts

    • Wargear
      • Executioner Pistol: Range 12” Strength 4 AP 5 Pistol, Poisoned (4+)
      • Neuro Gauntlet: A power weapon with the Poisoned (4+) rule.
      • Combat Drugs: The Eversor’s charge bonus is d6 extra attacks instead of the standard 1. The Eversor also gains the Feel no Pain USR.
      • Melta bombs

      [*]Special Rules

      • Fast Shot: May fire its pistol twice in the shooting phase
      • Bio-Meltdown: If the Eversor is killed, place a blast template over the model. Any model touched by the template takes an automatic strength 5 hit, with saving throws allowed as normal. Once this attack is resolved, remove the Eversor from play.

    [*]Vindicare: Has the following wargear and special rules: 110 pts

    • Wargear
      • Exitus Rifle: Range 36” Strength X AP 2 Heavy 1, Sniper, Master-crafted. Each turn, the Exitus may use one of the following ammunition types:
        • Hellfire: Gains the Poisoned (2+) rule
        • Turbo-Penetrator. A successful to wound roll inflicts two wounds which may be allocated to the same model, or two different models. If fired at a target with an armor value, it has an armor penetration of 6+2d6, and adds +1 to the vehicle damage chart.
        • Shield Breaker: No invulnerable saves may be taken against wounds inflicted by this round

        [*]Exitus Pistol: Range 12” Strength 5 AP 2 Pistol.

        [*]Spy Mask: Reduces any cover saves taken against the Vindicare’s attacks by 1. When Night Fighting rules are being used, the Vindicare rolls 2d6x5 to determine how far he can see.

        [*]Stealth Suit: Grants the Stealth USR. In addition, any unit wishing to shoot at the Vindicare must roll to see if they can spot him using the Night Fighting rules (the bonus from Acute Senses applies). If Night fighting rules are already in effect, cut the result of the spotting dice roll in half (rounding any fractions down).

      [*]Special Rules

      • Marksman: The Vindicare may target any model within range and line of sight, regardless of any targeting restrictions.

Sister Hospitaler..........30 Points
2 3 3 3 1 3 1 8 4+

Sister Hospitaler {HQ}
  • Infantry

  • 1 Sister Hospitaler

  • Flak Armor
  • Medi-pack
  • Bolt Pistol

  • Independent Character
  • Protect the Medic
  • Adepta Sororitas
  • Stubborn
  • Faithful

An Order of the Faithful Blade army may include 0-3 Sisters Hospitaler. Sisters Hospitaler do not use up any Force Organization Chart Selections, but are otherwise treated as seperate HQ units.
 
Medi-pack: Conveys the Feel No Pain rule to the Hospitaler and any attached squad and Independent Characters.
 
Protect the Medic: Although there are exceptions, most Sisters Hospitaler have only the most rudimentary combat skills. Whenever possible, a Hospitaler's more militant sisters will seek to stand between her and the enemy. Despite her Independent Character status, if attached to a squad a Sister Hospitaler counts as an upgrade character in close combat, and may not be specifically targeted.
Devoted Squad
Sister Superior 3 4 3 3 1 3 2 9 3+
Devoted Sister 3 3 3 3 1 3 1 6 3+

Devoted Squad {Troops}.......... 120 points
  • Infantry

  • 1 Sister Superior
  • 9 Devoted Sisters

  • Power armour
  • Bolt Pistol
  • Close combat weapon
  • Combat Shield
  • Frag grenades

  • Adepta Sororitas
  • Fearless
  • Rage
  • Supremely Faithful

May take a transport:
  • Rhino
  • Repressor

  1. May include up to 10 additional Devoted Sisters: +11 points per model.
  2. Any model may replace it's bolt pistol with a bolter: free
  3. Two Devoted Sisters may replace their bolt pistols or close combats weapon with:
    • A storm bolter: free
    • A flamer: +5 points
    • A meltagun or power weapon: +10 points
    • An eviscerator: +15 points

[*]The Sister Superior may replace her boltgun and/or close combat weapon with:

  • A bolt pistol: free
  • A storm bolter: +5 points
  • A hand flamer, combi-flamer, -melta or -stake crossbow: +10 points
  • A power weapon: +10 points
  • an inferno pistol or eviscerator: +15 points

[*]The Sister Superior may take meltabombs: +5 points

Devoted Squads: One of the consequences of the Order's distance from the Ecclesiarchy has been a number of issues with their new recruits. While the Order's main convent and base of operations plays host an informal Schola that provides them with a reasonable base of recruitment, it is not sufficient to meet all of the Order's needs. While the Ecclesiarchy does not deny the Order reinforcements, any sisters allocated to the Order are almost always drawn from the less distinguished graduates of the Scholae Progenium. Because Ecclesiarchal reinforcement is unreliable, the Order has also occasionally been forced to send its more experienced apprentice sisters into battle. Many of these sisters lack the military discipline which the Order prides itself upon, and attempt to make up for it with an excess of faith. Those devoted who pass their initial baptisms of fire eventually develop into fine, disciplined sisters within the order.

 

Arbites Squad
Proctor 3 4 3 3 1 3 2 8 4+
Arbitor 3 4 3 3 1 3 1 8 4+

Arbites Squad {Troops}.......... 100 points
  • Infantry

  • 1 Proctor
  • 9 Arbites

  • Carapace armour
  • Shotgun w/Executioner Shells
  • Close combat Weapon
  • Frag grenades


May take a transport:
  • Rhino
  • Repressor

  1. Two Arbites may replace their shotguns with:
    • A flamer, a sniper rifle, or a grenade launcher: +5 points
    • A meltagun: +10 points
    • A plasma gun: +15 points

[*]The proctor may replace her shotgun and/or close combat weapon with:

  • A hand flamer, combi-flamer, -melta, or –plasma weapon, or a power weapon: +10 points
  • A plasma pistol or power fist: +15 points

[*]The Proctor may take meltabombs: +5 points

Shotgun w/Executioner shells: Range 12” Strength 4 AP 5 Assault 2.

 

Arbites Squads: While the Order of the Faithful Blade generally prefers to work within its own resources, there have been occasions when they found themselves in need of additional numbers for a particular engagement. On such occasions, the Order will liase with the local representatives of the Adeptus Arbites to supplement their numbers. The Order will usually specifically request that any Arbites supplements be all-female, in order to avoid any disciplinary complications that might arise from gender-mixing.

  • 1 month later...

Alright, looking over the newer entries:

 

Frenzied Martyrs:

These seem reasonable rules/balance rise, but a little bit out of place considering your 'dex's fluff/feel (as I'm seeing it, could be off a bit - I'm thinking that while still incredibly faithful, they have a pragmatic streak when compared to other Orders). They just kinda match too closely to the knight templar/raging saint image for an Order that's been distancing itself from the Eccleisarchy and other Orders.

 

Assassins:

Including these is a no-brainer, still Inquisition and all, and their rules definitely needed an overhaul. Looking at the new rules, seems to be a good representation/pricing, although I think they could stand +1 to BS and WS.

 

Hospitaler:

Looks good. If I were writing them, I'd have them take up an Elite FOC, a la Sanguinary Priests, but allow for more than 3 in the slot, but that's just my own personal style. Having the mount options seems a little awkward though, I just don't see the medic with rudimentary combat skills knowing how to handle a grox/pegasus/jump pack.

 

One thought, perhaps give the Pegasus and Grox squads the options of upgrading one sister to take a Hospitaler as a second rider on her mount (if the animal can handle power armour and still be mobile, a flak-armoured second shouldn't be much of an issue). Also, this particular model probably wouldn't be able to carry a special weapon as well. It would be a neat, different way of handling the issue, although it would result in Seraphim not having access to the Hospitalers.

 

Devoted:

Likey, since your Order is separated from the Eccleisarchy, this would mess up their access to the Eccleisarchy-run Schola Progenium (maybe this could factor into the Order's background - although the Eccleisarchy never took direct action against them, they attempted to slowly destroy the Faithful Blade by cutting them off from recruits). Maybe knock the recruits down to Flak/Carapace armour though, seems awkward they so out-armour the important medics. Even if keeping power armour, maybe drop the Combat Shield? Perhaps the recruits are fighting to "earn their shield" or somesuch, and being given it is a right of passage to becoming a full Sister.

 

Arbites:

Nothing much to comment on here, profile/equipment works out, albeit a little plain. Still, not having every new unit in a fandex be super special/unique is probably a good thing.

 

Skimmer/flyer Heavy thoughts:

Maybe an up-armed version of the Aquila Lander? It just has the perfect look for the Sisters, down to the glass dome resembling the one on the Immolator. Perhaps give it the option of Melta-cannons or Inferno-cannons, allowing for very damaging, but risky fly-bys - it's one of those paper-armour flyers, and not having the advantage of the Vendetta's 48inch weapon range would serve to balance. Having an Aquila Fighter strafe the enemy with its Inferno Cannons, driving them from cover towards the bolters of the ground-bound Sisters seems like a fair fluffy image.

 

Other:

Command Immolator's a good idea, likey. Is the mysterious "other option" that holy multi-melta I saw a topic on?

 

One thought, it seems like a missed opportunity that you have no cavalry special characters. Maybe even simply allow the two Celestian upgrade characters to be taken into Lancer or Knight Squads?

 

On a less rules-based note, how are you planning to model/how have you modeled these cavalry units, and the shield-bearing Sisters? Also, do the Sisters' shields have heraldry /curious

The Frenzied Martyrs probably need a bit of a proper fluff piece to lay out their role in the Order; they're among the most pious of the Order's members because as the order's shock troops they have an above-average casualty rate, but they're not insane fanatics.

 

With the Hospitalers, I was torn between having them take up an Elite slot for several like the BA Codex, or going with non-slot HQ units like the Imperial Guard's regimental advisers. The main reason I opted for the Guard system is that, compared to the BA Sanguinary Priests, they are fairly weak; no Furious Charge, and no AoE on their USRs. Shifting Hospitalers to more an upgrade option for standard units instead of having them as their own unit might be a better way to handle things, though.

 

With the Devoted squads, I would be inclined to keep them in power armor since, by all fluff indications, Sororitas initiates start their training with power armor as soon as they're old enough to handle an adult-sized suit.

 

Arbites were intended to be a touch on the plain side; they're mostly there to provide a cheap, non-Sororitas option that works better with HQ options that don't grant faith powers. I actually like some of the lists it enables, since Arbites can do a decent job of filling the role of standard frontline troops, while the Sisters become more of an elite hammer force.

 

As for Skimmers/Flyers, another possibility I had been toying with was stealing Vulture Gunships and/or Lightning Fighters from the IA codices; the Guard are not using them, there's no reason an order force could not have Imperial Navy support, especially since they would almost always be operating with Inquisitorial backing due to being out of favor with the Ecclesiarchy.

 

I spent a long time toying with concepts for Cavalry special characters, but never managed to really come up with anything that I found satisfactory as far as rules went. Giving the option to bump up the Celestian characters does not really work either, since one is a shooting model, and the other is defensive/counter attack focused, which is quite contrary to way both cavalry models work (Whether Pegasi or Grox, both are much better on the charge). There is always the option of a nicely kitted-out generic HQ; the Palatine in particular can make Cavalry into a downright nasty hammer unit..

Devoted:

Ah, so they're almost pious by necessity, in the face of the likelihood of their death, then? That works out with the fluff a lot better than what I had assumed.

 

Hospitallers:

Okay, been reading and thinking a bit more on the Hospitallers. As is, their set-up is effectively identical to Wolf Guard (actually, using the wolf guard squad assignment rules would streamline them). Problem is, this would limit the special weapons that the squad could carry if its in a transport (as it would be a squad of 9 + 1 Hospitaller, and thus couldn't get the second special weapon).

 

This is balanced with the Wolfguard, as they bring a variety of special equipment to the squad, but using this sort of method with a Hospitaller would result in rather underwhelming Sisters squads!

 

Perhaps using the current Imp. Guard Regimental Advisors system would be best? The mechanic of adding them to the squad is treated as an upgrade character, but the profile, wargear and special rules are presented independently, neatening up the presentation of adding the same type of upgrade character to many types of squads. (Of course, this approach won't work for adding them to non-infantry squads, there'd need to be an exception for them - this is where I think the "second rider" approach could work out well, as it would make fluffsense, and be a simple rule.)

 

Are you planning on involving any of the other non-combat orders of the sisters? Sisters Dialogus in an Inq. Retinue grant +1 BS to the Inquisitor, maybe one could be added to a squad to function as a signum?

 

Devoted:

I suppose that makes sense, my knowledge of the Sisters fluff is patchy in places, recruitment being one of them.

 

Skimmer/Flyer:

Vulture/Lightnings would make sense for Navy support - a lot of the Valkyrie/Vendetta's use in the Imp. guard is as a transport, which fluffwise results in them being near entirely absorbed into their attached regiment (perhaps this is part of why they're included in the Imp Guard dex and Vultures are not?). An Inquisitor looking to call in Imp. Navy support would likely choose specialized gunships over transports, since all of the different forces under his command probably already have their own transports. When I suggested the Aquila, I was thinking mainly of a flyer I could see the Sisters themselves flying, due to the preference I've oft seen for all-Sisters armies.

 

Spec. Cavalry Characters:

I just thought that the not-charging-focused design of the Celestian characters might have added some interesting varieties - cavalry squads which can reliably soften the target with high-powered plasma, or a Grox unit with counter-attack would be interesting twists, if not especially efficient. Still, this is more of a personal preference thing than an error-in-the-ruleset thing.

 

I would encourage ya' to have another spin at the cavalry character, though - variant codexes tend to have spec. characters that highlight their most variant units (think of how Blood Angels have Death Company and Sang. Guard themed spec. characters, and how Space Wolves have Thunderwolf and Wolfguard themed spec. characters). By no means necessary for a functioning/effective codex, but something just feels a bit missing without 'em. Perhaps one allowing the attached squad to outflank? That would gel with the units nicely.

Putting standard troop squads into a dilemma with running full-sized mechanized units was a deliberate choice on my part; two special weapons and Feel No Pain and a Rhino is a bit too nice for a standard troops choice. I did tweak things around a bit as per your suggestions; Grox and Pegasi riders now just have a second Hospitaler riding double with them instead of a separate model. Dialogi will not have a major battlefield presence, mostly due to the fact that they really have no place on the battlefield. Hospitalers can work on the battlefield as combat medics, but Dialogi don't really fit into any battlefield role. That said, I did replace the Inquisitor's generic sage retinue member with a Sister Dialogus, since it would fit in perfectly there.

 

Will mess around with cavalry SCs some more, and see what I come up with.

Martyrs:

Liking a lot of the changes, the Martyrs really fit in now (it's curious, when they were "Frenzied Martyrs", I read the "Martyr" as descriptive of the soldiers, but its use in "Celestian Martyrs" seems more like an honorary title granted to them for doing so damn well in a dangerous role).

 

Hospitallers:

Part of my reasoning was that Hospitaller squads aren't quite on the same level of durability as other FnP squads, largely due to their 5+ save - basic bolters have a very high chance of tearing the Hospitaller in the squad apart.

 

Still, I suppose the squad size limitation does have a degree of elegance within the context of the entire army, with the elite squads not requiring a base amount of models to gain access to certain upgrades, thus lessening the opportunity cost present in taking a Hospitaller, resulting in it being more advantageous to assign a medic to the elite units rather than the grunts - an instance of the rules design mirroring logic without forcing it on the player. I like that.

 

----

 

Gave the 'dex another read through, this is more of a list of little inconstancies/thoughts than criticism, but still worth addressing:

 

-Celestian Bodyguard has the option of upgrading a member into a Sister Hospitaler. Is this a throwback to before Hospitallers were there own separate profile?

 

-With Martyrs being a type of Celestian, will the Celestian bodyguard/Palatine/Canoness be able to upgrade their weapon to a Flaming Blade? Or does their need for a shield prevent that?

 

-I understand the need for Seraphim to have an option for FnP, lest they become overshadowed by the Lancer option, but just having it as "One Seraphim has a Medipack" seems almost anticlimactic, sort've undermines the importance of Hospitallers, if tossing a Seraphim the equipment is just as effective. Just finding a different way to fluff it out would be helpful, the actual rule is good. Maybe Hospitallers also maintain a limited amount of "Chirugeon-class Servo Skulls" (I love how easy it is to mash a bunch of stock words together to make a convincing 40k term) which can keep pace with Seraphim/attach to their armour during jumps or something to that effect?

 

-It's worth clarifying that a Lancer/Knight taking a Hospitaller on her mount grants that model a Medipack (and therefore FnP).

 

-Celestian S.C.s -they're stated as being upgrades for standard Celestians, I'm assuming they're meant to be upgrades for Celestian Superiors?

 

-Hospitaller Superior: Perhaps refine "Head of the Hospitallers" to only affect Feel no Pain saves granted by a Medipack - otherwise, it would also boost the FnP save of Martyrs, which doesn't seem quite appropriate.

 

-Martyrs: I'm not quiiiitttteeeee sure that Flaming Blade to Eviscerator for free is really balanced, but I suppose that's more a playtesting thing.

  • 2 weeks later...
Martyrs:

Liking a lot of the changes, the Martyrs really fit in now (it's curious, when they were "Frenzied Martyrs", I read the "Martyr" as descriptive of the soldiers, but its use in "Celestian Martyrs" seems more like an honorary title granted to them for doing so damn well in a dangerous role).

Yeah, changing the name really did move the feel of the entire unit in a better direction.

 

Hospitallers:

Part of my reasoning was that Hospitaller squads aren't quite on the same level of durability as other FnP squads, largely due to their 5+ save - basic bolters have a very high chance of tearing the Hospitaller in the squad apart.

 

Still, I suppose the squad size limitation does have a degree of elegance within the context of the entire army, with the elite squads not requiring a base amount of models to gain access to certain upgrades, thus lessening the opportunity cost present in taking a Hospitaller, resulting in it being more advantageous to assign a medic to the elite units rather than the grunts - an instance of the rules design mirroring logic without forcing it on the player. I like that.

That was something I was aiming for; Hospitallers should mostly be attached to the elite squads; if you want to toss a Hospitaller into a troops squad, then there's a trade-off involved. Keeps medic-spam from getting ridiculous.

 

-Celestian Bodyguard has the option of upgrading a member into a Sister Hospitaler. Is this a throwback to before Hospitallers were there own separate profile?

I've clarified that unit entry, so it won't cause so much confusion; like you suspected, it was a bit of a throwback to when Hospitallers weren't their own unit.

 

-With Martyrs being a type of Celestian, will the Celestian bodyguard/Palatine/Canoness be able to upgrade their weapon to a Flaming Blade? Or does their need for a shield prevent that?

I should probably throw it in; the fact that it is a two-handed weapon is not a major issue given the fact that there's plenty of other precedents for mixing a 2-hand weapon and a shield without causing rules problems (Looking at you, RB+SS Marine captains).

 

-I understand the need for Seraphim to have an option for FnP, lest they become overshadowed by the Lancer option, but just having it as "One Seraphim has a Medipack" seems almost anticlimactic, sort've undermines the importance of Hospitallers, if tossing a Seraphim the equipment is just as effective. Just finding a different way to fluff it out would be helpful, the actual rule is good. Maybe Hospitallers also maintain a limited amount of "Chirugeon-class Servo Skulls" (I love how easy it is to mash a bunch of stock words together to make a convincing 40k term) which can keep pace with Seraphim/attach to their armour during jumps or something to that effect?

Yeah, I'll need to toy around with that a bit and find something that works.

 

-It's worth clarifying that a Lancer/Knight taking a Hospitaller on her mount grants that model a Medipack (and therefore FnP).

Indeed; rules can never be too clear.

 

-Celestian S.C.s -they're stated as being upgrades for standard Celestians, I'm assuming they're meant to be upgrades for Celestian Superiors?

Yeah, that's probably a relic of when I was toying with the idea of having a single celestian statline with no superiors/sergeant.

 

-Hospitaller Superior: Perhaps refine "Head of the Hospitallers" to only affect Feel no Pain saves granted by a Medipack - otherwise, it would also boost the FnP save of Martyrs, which doesn't seem quite appropriate.
Agreed, clarifying that would be a good idea.

 

-Martyrs: I'm not quiiiitttteeeee sure that Flaming Blade to Eviscerator for free is really balanced, but I suppose that's more a playtesting thing.

Yeah, that's a playtesting issue that really depends on who you're up against; flaming blades chew up infantry, while Eviscerators kill MCs and vehicles.

So, how does this look for a cavalry special character?

 

Lancer Superior Isolde Rydich..........+80 Points
Lancer Superior Isolde Rydich 5 4 3 3(4) 1 3 2 10 3+/6++

Lancer Superior Isolde Rydich {Replaces a normal Lancer Superior}
  • Jetbike (unique)

  • 1 Lancer Superior Isolde Rydich

  • Power armour
  • Bolt Pistol
  • Holy Lance
  • Shield of Sister Maeve
  • Frag grenades
  • Cyber-Pegasus

  • Adepta Sororitas
  • Stubborn
  • Faithful
  • Light Cavalry Master
  • Slip Away

 

Shield of Sister Maeve: This shield once belonged to a lancer in Isolde's personal squad, until the day when sister Maeve deliberately placed herself in front of a plasma shot aimed at her commander; Isolde carries this shield with her into battle to honor her sister's sacrifice. The shield of sister Maeve is a combat shield that, in addition to its normal effects, allows her to ignore the first wound allocated to her from any shooting attack as the shield continues to carry out the task its original owner gave her life for.

 

Light Cavalry Master: Siobahn trains the unit under her personal command to far higher standards than any other lancer squad within the order; the women under her personal command are expected to be able ride harder and faster than any other lancers in the order, and are required to do so flawlessly. This ability conveys the Scouts and Skilled Rider USRs upon Siobahn herself and the unit she is attached to.

 

Slip Away: Because of the powerful charge granted by their holy lances, Siobahn's training regimen emphasizes the importance quickly disengaging from battle so that the unit may charge again, rather than become bogged down in an ongoing close combat clash where the unit cannot play to its strengths. This ability grants the Hit and Run USR to the unit; for purposes of hit-and-run tests, the unit's initiative is equal to that of it's opponent, unless this would result in lowering the unit's initiative. The initiative bonus for charging while equipped with a holy lance does not apply to this test.

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