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Order of the Sacrificial Lilac


Sister Acacia

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After reading Chengar Qordath's Order of the Faithful Blade, I decided I should do my own. Especially seeing as, at the moment, I can type, but not draw/paint (broken right shoulder). I had a bunch of stuff written up earlier as ideas for 7eal's Inquisition Project, so I sort of expanded it from there, gave it my own flavour, dropped the things that didn't really belong, and here we are.

 

ORDER OF THE SACRIFICIAL LILAC

 

Background:

Originally, the Ecclesiarchy established a base on Delilah I, enjoying overly decadent lifestyles thanks to the technology of Forge World Hesh. However they would more than once be at odds with the Forge World, and had suspicions – correct suspicions, it turned out – that heretek cults were active, with forbidden lore being delved into. And so, making sure not to be hasty, they worked on getting a small Priory of Battle Sisters on their moon, drawn from several Orders, intending on using them against their foe.

 

It was not to be, however. The Battle Sisters, when sent in to root out the heresy and deal with it, were respectful to the Adeptus Mechanicus (having been warned by Inquisitors of the importance of maintaining good relations with them), and were only interested in finding the corrupt to deal with – as such, at the end of their mission they had found and slain all the members of one such cult, without doing excessive structural damage, nor killing those not involved. The Adeptus Mechancus' opinion of them rose, while the priests were angered.

 

Several times the Ecclesiarchy would attempt to aim the Sororitas, even as it grew to become a small Order of its own, at the Adeptus Mechanicus, but every time it failed. They would be polite to those they dealt with at the top of the chain, careful with the innocent, and fierce with those they found to be heretical, and relations with the Forge World became more cordial, all the while eroding their trust of that particular branch of the church, what with the insistent rants against Hesh and the luxurious lifestyles led by the demagogues.

 

It was only a matter of time before it happened. The true forming, naming and anointing of the Order came about when Canoness Sola was given the order to arrange a full-scale invasion and attack on the Forge World. She knew they could not win such a war, and had been given no reason why such actions would be necessary. Striding into the private room where the elder demagogues made their plans, she demanded answers, but was sickened by the sights before her. Their excesses had delved beyond corruption and into heresy that would draw the death penalty from any Inquisitor – and indeed from any clergyman. Those in the room were slain, and the contents of the room thrown into the open and set ablaze.

 

This was all it took for the Sisters to turn on the Ecclesiarchy, starting an investigation of their own “commanders” on that moon. When they discovered how deep it ran, and the extent of their corruption, along with the plans, they knew what to do. The world even had silos with Hellstorm and Deathstrike Missiles, weapons they clearly had no permission for, and which would have been used after the invasion began, to level huge areas and take out both the administrators of Hesh and the Sisters who would have been fighting them. By breaching the defences and serving as a distraction, they would have made the opening for such a destructive power, and would then be disposed of as potential witnesses. A sacrifice for their insane plans.

 

With the aid of an Inquisitor who had been urgently requested, it took less than a month for the entire dismantling of the moon's Ecclesiarchy. All who were found wanting were put to the sword, their corpses burned. By the time they were done, there were so few priests left, and those of low standing, that to repopulate it would be a massive effort, one that would require strict supervision. Instead, an agreement was reached – there would be no replacement. The Sisters, in their newly formed Order, would police the moon and fill the ecclesiastic role, and would work alongside the Adeptus Mechanicus, staying in regular contact with the Inquisition for their duties and responsibilities. No longer would Delilah I tolerate corruption.

 

Location:

The Order of the Sacrificial Lilac are mainly located on Delilah I, the first moon of the planet Hesh in the Lathe System (Calixis Sector, Segmentum Obscurus). Not only is a huge section of the moon one large military base and cathedral, but there are several smaller outposts scattered around most of the moons (and some stations in Hesh itself) to help with monitoring and communications.

 

Small groups can also be found elsewhere in the galaxy – either serving an Inquisitor in some capacity or sent to help other Orders with large missions, or even just outposts further out acting as additional security points and recruitment areas (often set up by the Inquisition in places where they harbour suspicions about the local priesthood and wish to threaten them or set up a future strike force).

 

The main Hive World they draw new recruits from (and frequently are sent to assist with) is Scintilla, relatively close and known for violent gangs and absolutely corrupt nobility. There is always at least one Inquisitor on-planet, dealing with one problem or another, so it is frequent enough for the Order of the Sacrificial Lilac to be called upon to help deal with various matters.

 

Interactions:

Ordo Hereticus: the Order is still on good terms with the Inquisition – especially for their services rooting out traitors within the church itself. The Order value their ties with the Inquisition, as without it they would be powerless against the Ecclesiarchy and unable to do more than defend their own bases, requiring Inquisitorial authorisation (and transport) for any crusade.

 

Other Orders: for the most part, they get along well with the rest of the Adepta Sororitas. They are small, so (usually) forgiven for their non-standard ways, and while more traditional Orders do not approve of their use of so much abnormal technology, it is at least all Imperial, and disapproval is not the same as envy nor condemnation. Some view them with a degree of suspicion over their actions regarding priests, yet others secretly approve and admire them.

 

Adeptus Mechanicus: at least locally, the Adeptus Mechanicus can be seen as their greatest allies, and the two forces work strongly together. The Battle Sisters help put a stop to heretek cults, and protect them from outside threats, and in return are equipped with powerful new equipment.

 

Schola Progenum: the Order is still, fortunately, on good terms with the Schola Progenum, and as such does still get new initiates – though not as many as larger Orders, partially just because of distance.

 

Ecclesiarchy: the Order of the Sacrificial Lilac and the Ecclesiarchy are, needless to say, not on good terms at all. Though neither goes so far to declare the other heretical as a whole, it is still on their minds. The two forces are unable to work alongside one another.

 

Uniform:

 

The uniform differs in slight ways depending on the unit - Erelim and other "Core" (Troops) units use the following basic design, though anything marked in magenta here differs from one unit to the next to make them easy to tell apart when things get hectic:

sisterbeta.php?bpe=140F0F&bpj=C2BABA&bp=140F0F&bpc=F7053E&hdt=140F0F&hdm=F7053E&hdl=FFFFFF&ey=2236C9&er=C2BABA&pi=C2BABA&reb=ED951A&nk=4D4747&ch=140F0F&abs=140F0F&bt=F7053E&is=ED951A&sk=371F73&ull=140F0F&lk=F7053E&lll=140F0F&lft=FFFFFF&url=140F0F&rk=F7053E&flk=ED951A&lrl=140F0F&rft=FFFFFF&slt=F7053E&sli=140F0F&fs=ED951A&srt=F7053E&sri=140F0F&iss=ED951A&slv=371F73&ula=140F0F&lla=FFFFFF&lh=F7053E&ura=140F0F&rla=FFFFFF&rh=F7053E&ri=ED951A&tr=F7053E&gr=FFFFFF&rb=C2BABA&bg=FFFFFF&

 

Those with rank (effectively "Elite and HQ, along with the VSS of Troops") have the following uniform - trim varies only by unit type:

sisterbeta.php?bpe=18152B&bpj=C2BABA&bp=18152B&bpc=8530E6&hdt=18152B&hdm=FFFFFF&hdl=FFFFFF&ey=2236C9&er=C2BABA&pi=C2BABA&reb=ED951A&nk=4D4747&ch=18152B&abs=18152B&bt=ED951A&is=ED951A&sk=048A18&ull=18152B&lk=8530E6&lll=18152B&lft=FFFFFF&url=18152B&rk=8530E6&flk=ED951A&lrl=18152B&rft=FFFFFF&slt=8530E6&sli=18152B&fs=ED951A&srt=8530E6&sri=18152B&iss=ED951A&slv=048A18&ula=18152B&lla=FFFFFF&lh=FFFFFF&ura=18152B&rla=FFFFFF&rh=FFFFFF&ri=ED951A&tr=8530E6&gr=FFFFFF&rb=C2BABA&bg=FFFFFF&

 

This is used for the Celestian Bodyguards, Palatine and Canoness, for instance. Firebrands use red trim (Mechrite Red), Celestian Pistoliers use blue (Regal Blue), Celestian Spears use aquamarine (1:1 Hawk Turquoise:Skull White) and Celestian Thrones use rose pink (1:2 Warlock Purple:Skull White).

A VSS uses that of her own unit.

 

Support Units ("Fast Attack and Heavy Support") have the following, again with trim varying only by unit type:

sisterbeta.php?bpe=32264F&bpj=C2BABA&bp=32264F&bpc=FF5C74&hdt=32264F&hdm=FFFFFF&hdl=FFFFFF&ey=2236C9&er=C2BABA&pi=C2BABA&reb=ED951A&nk=4D4747&ch=32264F&abs=32264F&bt=ED951A&is=ED951A&sk=8A041F&ull=32264F&lk=FF5C74&lll=32264F&lft=FFFFFF&url=32264F&rk=FF5C74&flk=ED951A&lrl=32264F&rft=FFFFFF&slt=FF5C74&sli=32264F&fs=ED951A&srt=FF5C74&sri=32264F&iss=ED951A&slv=8A041F&ula=32264F&lla=FFFFFF&lh=FFFFFF&ura=32264F&rla=FFFFFF&rh=FFFFFF&ri=ED951A&tr=FF5C74&gr=FFFFFF&rb=C2BABA&bg=FFFFFF&

 

This is used for the Retributors. Ophanim and Dominion Support Bikers use green (Scorpion Green), and Seraphim are a little different: they use sky blue-grey for the main part of their armour, deep blue for the cloth, and the trim (as well as anything white above) is silver.

 

Although the uniform itself must be worn, and kept in pristine condition, small adornments are allowed such as personal charms worn around the wrist or attached to the belt. Likewise, the regulations on hair are much more lenient, being "don't let it get in the way". Many bear electoos (mostly of the aquila or fleur de lys), given how many come from Hesh and the ease with which they can be obtained there.

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Special Rules:

Adepta Sororitas: units with the Adepta Sororitas rule are Stubborn, and receive a special 5+ Save against any Psychic power used against them. This is in addition to any Armour or Invulnerable Saves they might be entitled to. Additionally, they are immune to the special rules of Force Weapons, treating them as regular Power Weapons.

 

Supremely Faithful: a unit that is Supremely Faithful can attempt to use Acts of Faith even without a Faith-Inspiring unit nearby. Each Game Turn, they may attempt one Act of Faith. If a Supremely Faithful character joins a Faithful unit, the whole unit becomes Supremely Faithful.

 

Faithful: a Faithful unit may use Acts of Faith, but only if at least one model is within 12 inches of a Faith-Inspiring model. Faithful units may only attempt one Act per Game Turn.

 

Faith-Inspiring: a Faith-Inspiring unit allows nearby Faithful units to attempt to use Acts of Faith. Each Game Turn, they may allow the listed number of Faithful units within 12 inches to attempt an Act of Faith. They may also attempt one Act of Faith per Game Turn. If a Faith-Inspiring character joins a Faithful unit, the whole unit becomes Faith-Inspiring.

 

Acts of Faith:

All Acts of Faith must be attempted during the controlling player's Movement Phase and last until the beginning of their next Movement Phase. The unit must pass an unmodified Leadership test, using the highest Leadership value in the unit, in order to succeed. The Acts of Faith available are:

Hand of the Emperor: the unit's Strength increases by 2 (after any doubling or other modifiers), but they strike at Initiative 1.

The Passion: the unit's Initiative increases by 2, even raising it above 1 if Hand of the Emperor or an Eviscerator or Power Fist is also used.

Divine Guidance: all of the unit's attacks, both ranged and close combat, are Rending.

Spirit of the Martyr: the unit gains a 4+ Invulnerable Save.

The Unstoppable Wrath: the unit gains the Relentless USR.

Divine Ministrations: only available if a Hospitaler is part of the unit. Any models in the unit who have lost 1 or more Wounds but have not been removed as casualties each regain a Wound.

Unstoppable Frenzy: only available if a Mistress is part of the unit. Any model removed as a casualty in Close Combat before her Initiative may still make one attack.

Unit Attachments:

 

These can be purchased as additions to units, and take up no additional slots on the Force Organisation Chart. They are not Independent Characters, and so cannot leave their unit. Attachments are considered to have any grenades that every non-Attachment model in their unit has.

 

Imagifer
Imagifer 3 4 3 3 1 3 1 9 3+

 

Many squads will have an Imagifer, a standard bearer to hold sacred banners in the air, rallying forces around them. Although it is hard to break the will of the Adepta Sororitas, it is not impossible, and so they act as beacons to draw Sisters closer and bolster their courage. Most commonly used for this is the Simulacrum Imperialis, an ancient relic, or the bones of a saint, armoured and preserved atop a pole to shine light upon all who seek it out.

 

Imagifer
  • Infantry

  • 1 Imagifer (unit attachment)

  • Power Armour
  • Frag Grenades
  • Boltgun
  • Simulacrum Imperialis

  • Adepta Sororitas
  • Faithful

  • As her unit

 

Simulacrum Imperialis: the unit becomes Supremely Faithful, and units within 12” may test to regroup even if under half strength or if enemy models are nearby.

If in a Celestian Bodyguards retinue, the Imagifer may exchange her Simulacrum Imperialis for the Blessed Banner of the Order for +20 points. It is a Simulacrum Imperialis that also adds one Attack to every Adepta Sororitas model within 12 inches.

 

Mistress
Mistress 4 4 3 3 1 5 2 (3) 10 3+

 

Unlike most Orders, the call for a Mistress is not as common nor rigid with the Sacrificial Lilac. Those who lose faith in themselves are more often subject to counselling and prayer, support from their allies while kept away from the battle, encouraged by the promise of one day returning to the field. And as for those who break the rules and regulations, the Order is a little more lenient, and so perhaps the slight lenience allows the Sisterhood to stay more relaxed - to get away with a minor infraction every now and again prevents the build-up that leads to a serious sin? Or maybe it is the caring influence of the superiors, or the lack of hate-filled priests. Whatever the reason, few become Repentia, and so the Mistresses tend not to lead entire legions of them, instead helping to teach Initiates, or to assist a Veteran Superior in leading her troops to battle.

 

Nonetheless, their influence is great, and only a fool would ignore their deadly neuro-whips, weapons that can slice through armour, flesh and bone, and that sear the nerves, shocking the system. They are fierce in battle, and the effect they have on those around is easily felt.

 

Mistress
  • Infantry

  • 1 Mistress (unit attachment)

  • Power Armour
  • Frag Grenades
  • Bolt Pistol
  • Two Neuro-Whips

  • Adepta Sororitas
  • Faithful
  • Zealous Rage
  • Supervisor (Hatred)

  • As her unit

 

Zealous Rage: at the beginning of the controlling player's Movement Phase, roll 1d6. On a 1-2, the unit gains the Rage and Fleet USRs.

 

Supervisor: if leading a unit of Initiates or including in a unit with any Repentia, the Mistress grants them the Counter Attack USR. If she is removed as a casualty, they replace it with the Furious Charge USR.

  • Up to 3 Repentia may be added to any unit that contains a Mistress, for +20 points each
  • The Mistress may replace her Neuro Whips with an Eviscerator for +10 points
  • She may replace her Bolt Pistol with a Hand Flamer for +5 points

 

 

Sister Dialogus
Sister Dialogus 3 3 3 3 1 3 1 (2) 8 4+

 

There is more to the Adepta Sororitas than just battle, and it was mandated that non-Militant Orders have some presence and influence within the Order of the Sacrificial Lilac. The Dialogus are lorekeepers, translators and historians, with an answer for every question, and a gift for oratory. Through scripture and song, they can demoralise the enemy, rouse their allies and remind them why they fight. They can provide valuable information to their allies, and through speaking out to the crowds, they can gain allies in many a world.

 

Sister Dialogus
  • Infantry

  • 1 Sister Dialogus (unit attachment)

  • Shield Robes
  • Bolt Pistol
  • Close Combat Weapon

  • Adepta Sororitas
  • Faithful
  • Spread the Word
  • Verses of Inspiration

  • As her unit

 

Spread the Word: the Sister Dialogus and her entire unit have the Infiltrators USR.

 

The Sister Dialogus may exchange her Bolt Pistol for a Hot-Shot Las Pistol for free

 

Verses of Inspiration: each Shooting Phase, one model in the same unit as the Sister Dialogus may re-roll a single failed To Hit roll.

  • The Sister Dialogus may take the Litanies of Faith for +20 points.

 

 

Sister Famulous
Sister Famulous 3 3 3 3 1 3 1 (2) 9 4+

 

Some think of the Famulous merely as a diplomat, a match-maker or a minister. There is so much more, however. They are trained to groom people for success - to plot family trees out generations in advance, to make all the right allies, and to run strong eugenics programs. Every piece should fall into place, and they will go so far as to join the battlefield to make sure this is so. Particularly of use, however, is that those who end up following them and working with them have a faith as strong as their own, allowing more than just Battle Sisters to use faith as a very real weapon.

 

Sister Famulous
  • Infantry

  • 1 Sister Famulous (unit attachment)

  • Shield Robes
  • Bolt Pistol
  • Close Combat Weapon

  • Adepta Sororitas
  • Faithful
  • Grooming

  • As her unit

 

Grooming: the entire unit the Sister Famulous is attached to becomes Faithful.

 

The Sister Famulous may exchange her Bolt Pistol for a Hot-Shot Las Pistol for free

 

Sister Hospitaler
Sister Hospitaler 3 3 3 3 1 3 1 (2) 9 4+

 

Some consider the Order Hospitaler to be the most important of all, Militant included. Those who have benefited from their ministrations certainly do so. The skill of the Hospitaler is beyond human, and with their advanced drugs and equipment, they can save those who most trained medics would leave for dead - or even those that some would mistake for dead!

 

Sister Hospitaler
  • Infantry

  • 1 Sister Hospitaler (unit attachment)

  • Shield Robes
  • Vivisector
  • Narthecium
  • Needle Pistol

  • Adepta Sororitas
  • Faithful

  • As her unit

 

Vivisector: the Sister Hospitaler may, instead of making her normal attacks, make a single Poisoned (4+) attack in close combat.

 

Narthecium: the entire unit the Sister Hospitaler is attached to gains the Feel No Pain USR.

  • The Sister Hospitaler may swap her Vivisector for a second Needle Pistol, treating them as being Twin-Linked, for +5 points.

 

 

Sister Pronatus
Sister Pronatus 4 4 3 (5) 3 1 4 2 9 2+

 

The little-known Order Pronatus deals with artefacts and relics, digging up and recovering ancient treasures, as well as maintaining and protecting them. That said, they are not above donning some of these ancient yet powerful relics and carrying them into battle, using this power to bring death to the enemies of the Emperor. Still, when found on the battlefield, although they can fight well, and although they do lift the spirits of their allies, their real purpose is usually in seeking out something that once belonged to the Imperium.

 

Sister Pronatus
  • Infantry

  • 1 Sister Pronatus(unit attachment)

  • Artificer Armour
  • Bolt Pistol
  • Relic Blade

  • Adepta Sororitas
  • Faithful
  • Holy Hatred
  • It Should Be Buried Here...

  • As her unit

 

It Should Be Buried Here...: at the end of the game, if the Sister Pronatus is still alive and within 3 inches of an Objective held by the controlling player, that Objective is worth an additional Victory Point.

 

Relic Blade: a two-handed Power Weapon that adds 2 to the user's Strength

  • The Sister Pronatus may take a Holy Relic for +10 points

 

Holy Relic: the turn it is used, the Holy Relic treats every Adepta Sororitas unit in 18” as dealing one more casualty in close combat. This item may only be used once per game.

 

 

Sister Repentia
Sister Repentia 4 4 3 (6) 3 1 3 (1) 2 6 -/6+

 

Repentia are indeed rare amongst the Order of the Sacrificial Lilac. Rare, but not completely unheard of. Fewer are sentenced to this fate, even considering the Order's relatively small size, and those in charge are loathe to throw their lives away in large squads. Instead, a few are placed under the care of each Mistress, and so heading into battle, a unit may find several of these penitent warriors fighting alongside them, encouraged by the Mistress' lash.

 

Sister Repentia
  • Infantry

  • 1 Sister Repentia (unit attachment)

  • Eviscerator

  • Adepta Sororitas
  • Zealous Rage
  • Invulnerable
  • Feel no Pain
  • Resigned to Fate

  • As her unit

 

Resigned to Fate: Repentia do not benefit from the Acts of Faith used by others in their unit, with the exception of Unstoppable Frenzy. If the only remaining models in the unit are Repentia, they cannot attempt Acts of Faith but become Fearless.

 

 

Sister Sabine
Sister Sabine 3 3 3 3 1 3 1 (2) 10 4+

 

The Sisters Sabine most commonly lead processions, parades and ceremonies. They direct choirs, and help guide pilgrims, but it is nor unheard of for them to bring their oratory and fiery spirits to the battlefield. They make especially good leaders for Initiates, instilling burning vigour and passion in them and rousing them to perform feats they would not think themselves capable of.

 

Sister Sabine
  • Infantry

  • 1 Sister Sabine (unit attachment)

  • Shield Robes
  • Neuro Whip
  • Hot-Shot Las Pistol

  • Adepta Sororitas
  • Faithful
  • Inspire Frenzy

  • As her unit

 

Inspire Frenzy: the unit the Sister Sabine is joined to gains the Rage USR and, when charging, gains +2 Attacks instead of the usual +1, and rolls 2d6 for Armour Penetration, like a Monstrous Creature. This does not affect Armour Saves.

 

 

Light Weapon Platform
Light Weapon Platform 1 3 3 4 1 1 1 2 3+

 

These small devices do not even match Rapiers or Tarantulas for size and armour, yet they are handy for the tech-priests to utilise. Shuffling along on robotic legs, or crawling on treads, they keep up with infantry while providing supporting fire with their heavy weapons.

 

Light Weapon Platform
  • Infantry

  • 1 Light Weapon Platform (unit attachment)

  • Multi Melta

  • Robo-Body
  • Relentless

  • As the unit

 

Robo-Body: while too light to be given an Armour Rating, the Light Weapon Platform is not a living creature. It does not benefit from Faith Powers used by its unit, and does not benefit from Narthecium. On the plus side, Poisoned weapons only Wound it on a 6+.

  • The Weapon Platform may swap the Multi Melta for a Lascannon or Assault Cannon for +15 points

Army List

 

HQ

 

Canoness
Canoness 5 6 3 3 3 4 3 10 3+/4+

 

The Canonesses are amongst the highest-ranked Heroines in the Adepta Sororitas, not only leading massive armies across the battlefield and directing forces using cunning strategies, but they also manage the missions back at the bases, organising their forces and keeping track of who has been allocated to where. That said, although their tactical knowledge and organisation skills are amongst the best, their actual combat prowess is not lacking either. Their skill at arms has been honed for over a hundred years in some cases, and any given Canoness can out-shoot any of the Sisters she leads.

 

Canoness {HQ}.....90 points
  • Infantry, Independent Character

  • 1 Canoness

  • Power Armour
  • Bolt Pistol
  • Boltgun with Sarissa
  • Frag and Krak Grenades
  • Rosarius

  • Adepta Sororitas
  • Faith-Inspiring (3)
  • Strategist

  • Chimera
  • Command Immolator
  • Immolator
  • Rhino

 

Strategist: the Canoness may select one of the following strategies when deploying her forces:

  • Defensive Perimeter: the controlling player selects one table edge. It is trapped and fired upon, treated as Dangerous Terrain for all forces entering via it. In games where each army has an entire edge as opposed to a table quarter, the opponent's edge cannot be selected.
  • Trigger Discipline: one unit may, when an assault is declared against them and after models have been moved but before any attacks have been made, make a shooting attack against the attacking enemies. This is resolved just like a Shooting Phase. The enemy must still make any Ld tests required. Combat then begins, assuming there are surviving enemies who are not fleeing or pinned. This ability can be used only once per game.
  • Vital Importance: 1d3+1 units may be selected to become scoring, as though Troops choices. Alternatively, 1d3 enemy units may be selected to be worth 2 Kill Points each. These selections occur after deployment but before the first turn.
  • Firestorm: 1d3 terrain pieces, upon being entered by enemies, detonate. These pieces must be selected in advance, but only revealed when triggered. Each enemy model inside takes a S 4 AP – hit with no Cover Saves allowed, and roll 1d6: the terrain piece is removed on a 4+ (if possible).
  • Steadfast Faith: 1d3 Faithful units become Supremely Faithful.

 

Options:

  • She may swap her Bolt Pistol or Boltgun and Sarissa for:
    • A Close Combat Weapon for free
    • An Arcaballista, a Storm Bolter or a Blessed Shotgun for +5 points
    • A Hand Flamer, Burning Brazier or Combi-Plasma, -Flamer or -Melta Gun for +10 points
    • A Plasma Pistol or Inferno Pistol for +15 points
    • An Eviscerator for +20 points
    • A Purifier for +25 points

    [*]She may swap both weapons for:

    • A Heavy Bolter for +10 points
    • A Missile Launcher with Incendiary and Melta Missiles for +15 points

    [*]She may take:

    • Melta Bombs for +5 points
    • Blind Grenades for +5 points
    • A Mantle of Ophelia for +10 points
    • A Jump Pack for +10 points
    • Litanies of Faith for +10 points
    • Blessed Ammunition for +10 points
    • Tempest Bolts for +10 points
    • Shock Bolts for +10 points
    • The Rule of the Sororitas for +10 points
    • A Cloak of Saint Aspira for +15 points
    • Maglev Boots for +15 points
    • Bionic Reconstruction for +15 points
    • Glorious Armour for +15 points

    [*]She may take a Celestian Bodyguard Squad. If she has a Jump Pack, they must have Jump Packs, for +5 points per model. If she has Maglev Boots, they must have Maglev Boots, for +5 points per model.

 

 

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

 

Palatines, while still ranked high, do not have as much of an important role out of battle. They are still leaders and very knowledgeable, included in war meetings, but their focus lies in actual combat, leading from the front and using spur-of-the-moment tactics to tear enemies asunder and ruin the best-laid plans of their foes. Their skill in close combat is practically unrivalled within their forces, and even ranks high in other areas of the Imperium, and this skill bolsters the spirits of their troops.

 

Palatine {HQ}.....80 points
  • Infantry, Independent Character

  • 1 Palatine

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

  • Adepta Sororitas
  • Supremely Faithful
  • Fighting Style

  • Chimera
  • Command Immolator
  • Immolator
  • Rhino

 

Fighting Style: the Palatine may select one of the following special abilities:

  • Beacon of Faith: she may attempt two Acts of Faith per turn.
  • Pistolier: she gains the Gun Fighters rule. This requires a pair of pistols of the same type.
  • Avenging Angel: she may add +1 to her Reserves roll, and only scatters 1d6 inches when entering play via Deep Strike. If attached to a unit, they benefit from this as well. Requires a Jump Pack.
  • Slayer of Evil: she gains the Holy Hatred rule, as does her Celestian Bodyguards unit (if one is taken).
  • Prayer Through Action: she loses the Supremely Faithful rule, only able to be affected by Acts of Faith of a unit she joins, however her Strength, Toughness and Initiative all increase by 1 and her Invulnerable Save improves to 3+

 

Options:

  • She may swap her Bolt Pistol or Close Combat Weapon for:
    • A Hand Flamer, Power Weapon or Burning Brazier for +10 points
    • A Plasma Pistol or Inferno Pistol for +15 points
    • A Lightning Claw or Neuro-Whip for +15 points
    • A Blazing Maul or Sororitas Assault Glaive for +15 points
    • An Eviscerator for +20 points
    • A Blessed Weapon for +25 points

    [*]She may swap both weapons for:

    • A pair of Bolt Pistols for +2 points
    • A pair of Hand Flamers for +15 points
    • A pair of Burning Braziers for +15 points
    • A pair of Vicious Chainswords for +15 points
    • A pair of Plasma Pistols for +20 points
    • A pair of Inferno Pistols for +20 points
    • A pair of Neuro-Whips for +25 points
    • A pair of Lightning Claws for +25 points

    [*]She may take:

    • Melta Bombs for +5 points
    • A Mantle of Ophelia for +10 points
    • Litanies of Faith for +10 points
    • Bionic Reconstruction for +10 points
    • A Jump Pack for +15 points
    • A Cloak of Saint Aspira for +15 points

    [*]She may take a Celestian Bodyguard Squad. If she has a Jump Pack, they must have Jump Packs, for +5 points per model.

    [*]If she does not take a Jump Pack, she may replace all her weapons with a Lilac Throne with two Close Combat Weapons with Storm Bolters for +30 points. This makes the following changes:

    • Her type changes to Monstrous Creature
    • Her Strength, Toughness and Wounds characteristics all increase by 1
    • She gains the Relentless USR

    [*]If she has a Lilac Throne, she may swap her Storm Bolters for:

    • Flamers for +10 points
    • Melta Guns for +15 points

    [*]One Close Combat Weapon (and attached firearm) may be replaced with:

    • A Heavy Flamer for free
    • A Heavy Bolter or Multi Melta for +5 points
    • A Flamestorm Cannon for +10 points

 

 

Celestian Bodyguards
Veteran Celestian Superior 4 4 3 3 1 4 3 9 3+/6+
Celestian 4 4 3 3 1 4 2 9 3+/6+

 

Though any Imperial life is too precious to waste, that of an experienced leader is priceless. Given this value, the best-trained veterans serve as bodyguards, dedicating themselves to aiding and protecting the Heroines at any cost, even throwing their own lives away if it would block a bullet meant for their wards. But as much as they can take, they can give it back tenfold, usually opting for a good offence to prevent any future attacks.

 

Celestian Bodyguards.....110 points
  • Infantry

  • 1 Veteran Celestian Superior
  • 4 Celestians

  • Power Armour
  • Bolt Pistol
  • Boltgun with Sarissa
  • Frag and Krak Grenades
  • Combat Shield

  • Adepta Sororitas
  • Supremely Faithful
  • Gun Fighters
  • Protect the Heroine!

  • as the Heroine

 

Gun Fighters: if equipped with a pair of identical Pistols, the Celestian may fire them as Twin-Linked, and in combat treats them as a pair of Strength 4 Close Combat Weapons. If the Pistols are AP 1 or AP 2, she treats them as a pair of Strength 4 Power Weapons.

 

Protect the Heroine!: the role of the Celestian Bodyguards is to protect the Canoness or Palatine. As such, if a Canoness or Palatine joins a unit of Celestian Bodyguards, they all count as one unit - enemies cannot target her separately in close combat.

 

Options:

  • Up to 5 more Celestians may be taken for +20 points per model
  • The whole unit may be equipped with:
    • Blind Grenades for +5 points
    • Melta Bombs for +15 points
    • Tempest Bolts for +15 points
    • Shock Bolts for +15 points

    [*]Any model may replace her Bolter and Sarissa with:

    • A second Bolt Pistol for free
    • A Blessed Shotgun for +5 points
    • A Combi-Weapon for +10 points
    • A Burning Brazier for +10 points

    [*]Up to 3 models may exchange either weapon for:

    • A Condemnor or Storm Bolter for free
    • A Flamer or an Arcaballista for +5 points
    • A Hand Flamer, Melta Gun or Power Weapon for +10 points
    • An Inferno Pistol or pair of Hand Flamers for +15 points
    • A Neuro Whip, Blazing Maul or Assault Glaive for +15 points
    • A pair of Inferno Pistols or Neuro Whips for +20 points

    [*]Up to 2 models may exchange their Boltgun and Sarissa for:

    • A Heavy Bolter or Heavy Flamer for +10 points
    • An Eviscerator for +20 points

    [*]The Veteran Superior may:

    • Swap her Bolter and Sarissa for a Mancatcher for free
    • Swap her Combat Shield for a Sacred Shield for +15 points

    [*]The unit may also have:

    • An Imagifer for +20 points
    • A Sister Hospitaler for +30 points
    • A Sister Pronatus for +40 points

 

 

Inquisitor Lord
Inquisitor Lord 4 5 3 3 2 5 3 (4) 10 4+/4+

 

Amongst the forces of the Imperium, the Inquisition is that which is feared and reviled the most, by "friend" and foe alike. The Ordo Hereticus deals with the threat of the witch, the traitor, the mutant and the heretic. They will scour systems in search of their hated prey, showing no mercy to those they find, and leading great crusades of Battle Sisters to crush entire worlds if need be. The Order of the Sacrificial Lilac is loyal to the Ordo Hereticus, and acts with full transparency, not wishing to betray the important ally they have, now that they have cut off their ties with the priesthood.

 

Inquisitor Lord {HQ}.....60 points
  • Infantry, Independent Character

  • 1 Inquisitor Lord

  • Carapace Armour
  • Bolt Pistol
  • Power Weapon
  • Frag and Krak Grenades
  • Rosarius

  • Iron Will
  • Pressure
  • Preferred Enemy (Psykers)

  • Aquila Lander
  • Chimera
  • Land Raider
  • Rhino
  • Valkyrie

 

Pressure: when the Inquisitor is acting, people know about it, and when the Inquisitor is plotting, people get paranoid. Every Player Turn, up to two two tokens may be placed on units within 12 inches of the Inquisitor Lord, by the Inquisitor's controlling player. Those units either gain +1 to their Combat Resolution or take a -1 penalty to their Combat Resolution, at the player's choice. The tokens can be placed at any time, and are removed at the beginning of the following Player Turn. The effects of multiple tokens stack.

 

Options:

Options in bold are Radical choices. A Radical Inquisitor may not join a unit of Adepta Sororitas, nor may she have henchmen with the Adepta Sororitas rule.

  • She may swap her Bolt Pistol for:
    • A Boltgun or Hot-Shot Las Pistol for free
    • A Condemnor or Storm Bolter for +5 points
    • A Hand Flamer or Combi-Weapon for +10 points
    • A Plasma Pistol, Inferno Pistol or Hell Rifle for +15 points

    [*]She may swap her Power Weapon for:

    • A Power Stake or Burning Brazier for free
    • A Lightning Claw for +5 points
    • A Power Fist or Eviscerator for +10 points
    • A Daemon Weapon for +20 points

    [*]She may swap both weapons for:

    • A pair of Lightning Claws for +10 points
    • A pair of Power Fists for +20 points

    [*]She may swap her Carapace Armour for:

    • Power Armour for +10 points
    • Terminator Armour for +25 points

    [*]She may also take:

    • Psyk-Out Grenades for +5 points
    • Melta Bombs for +5 points
    • Up to 3 Servo-Skulls for +5 points each
    • A Psiocculum for +10 points
    • Rad Grenades for +10 points
    • Bionic Reconstruction for +10 points
    • Combat Drugs for +10 points
    • A Null Rod for +15 points
    • Gene Therapy for +15 points
    • An Inquisitorial Mandate of Authority for +25 points
    • An Orbital Bombardment for +40 points

    [*]She may be a Psyker with 2 powers from the following list for +30 points

    • Curse of Mechanus
    • Divine Pronouncement
    • Divine Spear
    • Exploding Pustules
    • Flames of Change
    • Holy Might
    • Keeper's Armour
    • Mind Crush
    • Scourging

    [*]If a Psyker, she may:

    • Replace her Bolt Pistol with a Psycannon for +10 points
    • Replace her Bolt Pistol with an Incinerator for +15 points
    • Take a Psychic Hood for +15 points
    • Replace her Power Weapon with a Force Weapon for +20 points

    [*]She may take a retinue of Henchmen. These do not use a slot on the Force Organisation Chart, and she cannot be targeted individually if attached to the unit.

 

 

Henchmen Retinue
Arco-Flagellant (15 points) 5 1 5 3 1 3 4 8 -
Crusader (15 points) 4 3 3 3 1 3 1 8 5+
Daemonhost (10 points) 3 3 4 4 1 3 1 8 5+
Death Cult Assassin (15 points) 5 3 4 3 1 6 2 8 5+
Inquisitorial Servitor (10 points) 3 3 3 3 1 3 1 8 4+
Mystic (10 points) 3 3 3 3 1 3 1 8 5+
Psyker (10 points) 3 3 3 3 1 3 1 8 5+
Warrior Acolyte (4 points) 3 3 3 3 1 3 1 8 5+
Tech-Priest (20 points) 4 4 3 4 1 3 1 8 3+
Sister Hospitaler (30 points) 3 3 3 3 1 3 1 9 4+
Sister Famulous (20 points) 3 3 3 3 1 3 1 9 4+
Sister of Silence (20 points) 4 4 3 3 1 4 2 8 3+

 

For the Arco-Flagellant, Crusader, Daemonhost, Death Cult Assassin, Inquisitorial Servitor, Mystic, Psyker and Warrior Acolyte, see Codex: Grey Knights. Note that a Daemonhost is a radical choice, just like choosing radical wargear.

 

Every henchman is different from the next - there is no limit to the resources Inquisitors have, and they will call upon any number of minions and servants to assist them in bringing death to their enemies. Even to the extent of using those very things they seek to destroy, the arsenal of the Inquisitor is great, and as such, it is hard to predict what forces will join them in battle.

 

Henchmen Retinue.....variable points
  • Infantry

  • 3-12 models from the above list

  • Tech-Priest: Power Armour, Servo-Arm, Power Weapon, Hot-Shot Las Pistol
  • Sister of Silence: Power Armour, Bolt Pistol, Lightning Claw, Psyk-Out Grenades
  • Others: see their entries in "Unit Attachments" or Codex: Grey Knights

  • Tech-Priest: Feel no Pain
  • Sister of Silence: Null Psyker
  • Others: see their entries in "Unit Attachments" or Codex: Grey Knights

  • as the Inquisitor

 

Null Psyker: any unit with a Sister of Silence has a special 4+ Save to negate Psychic attacks directed at it. If there are 2 or more Sisters of Silence in the unit, the Save becomes 3+

 

Options:

Bold options are radical.

  • The whole unit may have:
    • Combat Drugs for +20 points
    • Gene Therapy for +30 points

    [*]Any Tech-Priest may:

    • Replace his Hot-Shot Las Pistol with a Plasma Pistol for +10 points
    • Replace his Power Weapon with a Breacher for +20 points
    • Take an Electoo for +10 points
    • Take Digital Weapons for +10 points

    [*]Any Sister of Silence may:

    • Swap her Bolt Pistol for a Hand Flamer for +10 points
    • Swap her Bolt Pistol for a Plasma Pistol for +15 points
    • Swap her Lightning Claw for a Power Fist for +10 points
    • Upgrade her Power Armour to Artificer Armour for +10 points

Elite

 

Celestian Pistoliers
Celestian Superior 4 4 3 (4) 3 1 4 2 (3) 9 3+
Celestian Pistolier 4 4 3 (4) 3 1 4 1 (2) 9 3+

 

There are many types of Celestian - the elite veterans who have developed various combat skills with their experience and been geared up with superior equipment. Those who specialise in pistols and deadly close combat weapons are the Celestian Pistoliers. They excel at running in, dual-wielding pistols as they lay down cover fire, then leaping into the fray to finish the enemy off in close combat. Many can get a shot off in close quarters, or cuck someone with a pistol, but the Pistoliers actively try to get in close and unleash devastating point-blank shots.

 

Celestian Pistoliers {Elite}.....120 points
  • Infantry

  • 1 Celestian Superior
  • 4 Celestian Pistoliers

  • Power Armour
  • A pair of Bolt Pistols
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Supremely Faithful
  • Gun Fighters
  • Melee Dodge

  • Chimera
  • Immolator
  • Rhino

 

Melee Dodge: the Celestian Pistoliers fight best up close, and they are used to having to duck to avoid blows that their armour offer little protection against. As such, they gain a 6+ Invulnerable Save in Close Combat.

 

Options:

  • Up to 5 additional Celestians may be taken for +20 points each
  • Any Celestian may swap one Bolt Pistol for a Power Weapon for +5 points
  • Up to 2 models, or up to 4 if the unit numbers 10 models, may swap their pistols for:
    • A pair of Hot-Shot Las Pistols or Needle Pistols for free
    • A pair of Hand Flamers for +10 points
    • A Bolt Pistol and Power Stake for +10 points
    • A Bolt Pistol and Blazing Maul for +10 points
    • A Sororitas Assault Glaive for +10 points
    • A pair of Inferno Pistols or Plasma Pistols for +15 points
    • A Blazing Maul and Hand Flamer for +15 points
    • An Eviscerator and Bolt Pistol for +15 points
    • An Eviscerator and Hand Flamer for +25 points

    [*]The Veteran Superior may swap her Bolt Pistols for:

    • A pair of Hand Flamers for +10 points
    • A pair of Inferno Pistols or Plasma Pistols for +15 points
    • A pair of Neuro Whips for +15 points

    [*]She may also take:

    • Melta Bombs for +5 points
    • A Book of Saint Lucius for +5 points

    [*]The unit may be joined by:

    • A Sister Hospitaler for +25 points
    • A Sister Dialogus for +15 points
    • An Imagifer for +20 points

 

 

Celestian Spears
Celestian Superior 4 4 3 3 1 4 2 9 3+
Celestian Spear 4 4 3 3 1 4 1 9 3+

 

The Celestian Spears, on the other hand, prefer to do their fighting from a distance. Which is not to say they can't fight up close - to the contrary, their bolters are fitted with razor-sharp sarissas, and they use them like spears to repel attacks and impale those they elect to charge. However their real strength lies in laying down suppressive fire, rending enemy defences under a hail of special ammunition that shreds their armour and morale.

 

Celestian Spears {Elite}.....120 points
  • Infantry

  • 1 Celestian Superior
  • 4 Celestian Spears

  • Power Armour
  • Boltgun with Sarissa
  • Blessed Ammunition
  • Tempest Bolts
  • Shock Bolts
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Supremely Faithful
  • Holy Hatred
  • Expert Marksman

  • Chimera
  • Immolator
  • Rhino

 

Holy Hatred: Celestian Spears always hit on a 3+ in close combat, regardless of comparative Weapon Skills.

 

Expert Marksman: when Celestian Spears shoot with any weapon, their attacks are Pinning.

 

Options:

  • Up to 5 additional Celestians may be taken for +20 points each
  • The entire unit may take:
    • Blind Grenades for +10 points
    • Combat Shields for +10 points
    • Hellfire Bolts for +15 points

    [*]Any model may make her Boltgun a Combi-Weapon, retaining the Sarissa, for +5 points

    [*]Up to 2 models, or up to 4 if the unit numbers 10 models, may swap their Bolter for:

    • A Storm Bolter, Condemnor or Blessed Shotgun for free
    • A Flamer or an Arcaballista for +5 points
    • A Melta or Heavy Flamer for +10 points
    • A Purifier for +20 points

    [*]The Veteran Superior may replace her Bolter and Sarissa with a Storm Bolter for +5 points

    [*]She may take:

    • Melta Bombs for +5 points
    • A Book of Saint Lucius for +5 points

    [*]The unit may be joined by:

    • A Sister Hospitaler for +25 points
    • A Sister Dialogus for +15 points
    • An Imagifer for +20 points

 

 

Celestian Thrones
Celestian Throne 4 4 4 4 3 4 2 (3) 9 3+/6+

 

One of the greatest gifts of the AdMech of Hesh to the Order of the Sacrificial Lilac was that of the Lilac Thrones - named after the recipients. Originally an STC that appeared to be the basis of the designs used by Inquisitor Karamazov, and even similar to Sentinels, they allow the riders to take more damage and strike harder, as well as easily carrying heavy weapons. When fitted with Deliverance Armour, they are even more hardy, and while not the equal of dreadnoughts, they can certainly pack a punch.

 

Celestian Thrones {Elite}.....45 points each
  • Monstrous Creatures

  • 1-3 Celestian Thrones

  • Power Armour
  • Lilac Throne
  • Two Close Combat Weapons with Storm Bolters

  • Adepta Sororitas
  • Faithful
  • Relentless

  • None

 

Options:

  • Any Throne may swap the Storm Bolters for:
    • Flamers for +5 points
    • Meltas for +10 points

    [*]Any Throne may swap one Close Combat Weapon and firearm for:

    • A Heavy Bolter or Heavy Flamer for free
    • A Multi-Melta or Autocannon for +5 points
    • An Assault Cannon for +10 points

    [*]The whole unit may take:

    • Smokestacks for +15 points
    • Deliverance Armour for +20 points per Throne, granting:
      • Type changes to Vehicle (Walker)
      • Characteristics change to WS 4 BS 4 S 4 (8) I 4 A 2 (3) Front Armour 11 Side Armour 11 Rear Armour 10
      • Close Combat Weapons become Dreadnought Close Combat Weapons, retaining their firearms
      • A 6+ Invulnerable Save is gained against all Glancing and Penetrating Hits
      • The whole unit of Deliverance-Armoured Thrones can take Laud Hailers for +10 points
      • Any Deliverance-Armoured Throne may replace their Dreadnought weapons with:
        • Neuro Scourges with Heavy Flamers for +5 points
        • Lightning Claws with Heavy Flamers for +5 points
        • Eviscerators with Flamers for +15 points

        [*]Any Deliverance-Armoured Throne may take a Hurricane Bolter Rig for +15 points

 

 

Firebrands
Veteran Superior 4 4 3 3 1 3 2 9 3+
Firebrand 3 4 3 3 1 3 1 8 3+

 

The Adepta Sororitas have always utilised fire as one of their primary weapons, and the pyres made of the heretical clergy seemed to encourage this further, as well as giving ideas to the Adeptus Mechanicus. They modified existing weapons, simple changes to make flamer weapons that could be better used to scorch foes and leave only ashes for their remains. The resulting weaponry was so successful that the Order of the Sacrificial Lilac has gone so far as to arrange specialists in its use into elite units for torching groups of enemies who hide in cover. They have been more than successful in the various Ork raids, burning the masses of greenskins, then readying their weapons to receive the charge and countering with deadly force.

 

Firebrands {Elite}.....95 points
  • Infantry

  • 1 Veteran Superior
  • 4 Firebrands

  • Power Armour
  • Fireglaive
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Faithful
  • Reactive Strike

  • Chimera
  • Immolator
  • Rhino

 

Reactive Strike: when Firebrands are assaulted by an enemy unit, they strike out with greater skill, able to use their fireglaives to better effect and gaining +1 I and +1 WS for the entire Assault Phase, returning to normal on the following Player Turn.

 

Options:

  • Up to 5 additional Firebrands may be taken for +17 points each
  • The whole unit may take Guardian Armour for +20 points
  • They may also take Dire Shielding for an additional +50 points
  • The whole unit may take Holy Promethium for +15 points
  • One in 5 models may swap her Fireglaive for an Inferno Glaive for +15 points
  • The Veteran Superior may replace her Fireglaive with:
    • A pair of Fire Hatchets for +10 points
    • An Inferno Glaive for +15 points

    [*]She may also take a Book of Saint Lucius for +5 points

 

 

Imperial Assassin Cell
Death Cultist 5 3 4 3 1 6 2 8 5+
Imperial Assassin 8 8 4 4 2 7 4 10 4+

 

Thanks to the availability of death cults in the nearby Hive Worlds, the Inquisition has started to conscript them wholesale, sending entire cells out to infiltrate societies, then unleash waves of slaughter and murder, all the while causing enough of a distraction for their specialists, the Officio Assassinorum Operatives, to find and annihilate their targets. Furthermore, Hesh is one of the few remaining Forge Worlds to still make use of the AdMech Assassins, similar to the Cydonian Sisterhood from the Horus Heresy. Although it is rare for them to offer their assistance, these assassins are just one more option available.

 

Imperial Assassin Cell {Elite}.....50 points
  • Infantry

  • 3 Death Cultists

  • Flak Armour
  • Two Power Weapons

  • Uncanny Reflexes
  • Infiltrate

  • None

 

Options:

  • Up to 7 additional Death Cultists may be taken for +15 points each
  • They may be joined by a Sister Famulous for +15 points.
    • If so, they may be joined by a Sister Sabine for +30 points.

    [*]One of the following must be taken, deployed separately:

    • A Callidus Assassin for 145 points
    • A Culexus Assassin for 135 points
    • An Eversor Assassin for 130 points
    • A Mechanicus Assassin for 140 points
    • A Vindicare Assassin for 145 points

 

For the Death Cultist, Callidus Assassin, Culexus Assassin, Eversor Assassin and Vindicare Assassin, see Codex: Grey Knights. The Death Cult Assassins gain the Infiltrate USR.

 

Mechanicus Assassin:

Wargear:

  • Synthskin
  • Maglev Boots
  • Frag Grenades
  • A pair of Lightning Claws
  • Hell Rifle
  • Rad Grenades
  • Empyrian Brain Mines
  • Servo-Cutter

Special Rules:

  • Fearless
  • Fleet
  • Move Through Cover
  • Lightning Reflexes
  • Override

 

Override: any time a vehicle attempts to shoot or assault the Mechanicus Assassin, she may roll 1d6. On a 4+, it is unable to attack her, and fails to act.

 

Servo-Cutter: a Servo-Arm equipped with a Plasma Torch – a weapon that can be fired as a Plasma Pistol or an Inferno Pistol as the user wishes.

Troops

 

Erelim Choir
Veteran Superior 3 4 3 3 1 3 2 9 3+
Erelim 3 4 3 3 1 3 1 8 3+

 

The bulk of any Battle Sisters force consists of regular Sisters of Battle, sometimes known as the Erelim. However even "regular" Battle Sisters are still a force to be reckoned with, clad in power armour and wielding powerful bolter weapons. Due to the relatively small numbers of the Order of the Sacrificial Lilac, they cannot gather in such massive forces as other Orders, and can even be seen with units as small as five. However, even a squad of five can be sufficient, and when they don't care for the mobility and protection of vehicles, instead gathering in large numbers, the combined might of a choir of twenty Sisters, all armed with deadly weapons, is a sight to behold.

 

Erelim Choir {Troops}.....65 points
  • Infantry

  • 1 Veteran Superior
  • 4 Battle Sisters

  • Power Armour
  • Bolt Pistol
  • Boltgun
  • Frag Grenades

  • Adepta Sororitas
  • Faithful

  • Chimera
  • Rhino

 

Options:

  • Up to 15 additional Battle Sisters may be taken for +11 points each
  • The unit may take:
    • Krak Grenades for +5 points
    • Blind Grenades for +10 points
    • Combat Shields for +10 points

    [*]1 Battle Sister per 5 models may swap her Bolter for:

    • A Storm Bolter or Condemnor for free
    • A Flamer for +5 points
    • A Melta Gun for +10 points

    [*]1 Battle Sister per 10 models may swap her Bolter for:

    • An Arcaballista for +5 points
    • A Heavy Flamer for +10 points

    [*]The Veteran Superior may swap her Bolter or Bolt Pistol for:

    • A Close Combat Weapon for free
    • A Power Weapon or Hand Flamer for +10 points
    • An Inferno Pistol for +15 points

    [*]She may also take:

    • Melta Bombs for +5 points
    • A Book of Saint Lucius for +5 points

    [*]The unit may be joined by:

    • An Imagifer for +15 points
    • A Sister Dialogus for +15 points
    • A Sister Hospitaler for +20 points

 

 

Guardians
Veteran Superior 3 4 3 3 (4) 1 3 2 9 3+/5+
Guardian 3 4 3 3 (4) 1 3 1 8 3+/5+

 

The Guardians serve a more defensive role than the Erelim - whereas the latter can quickly reach an objective to capture it, rushing to where they need to be, the Guardians are slow moving yet hard to kill. This is thanks to the Guardian Armour, smaller than Terminator Armour, yet without as much power, so it feels heavier and bulkier. Movements are restrained, and yet this armour, originally made for servitors and then re-fitted for the Battle Sisters, has saved lives many times over. Little short of a plasma gun will get through it, and even then, it's not a sure kill, and so simply setting up defensive walls of Guardians has delayed enemies long enough for the Sisters to mount a strong counter offensive many a time.

 

Guardians {Troops}.....80 points
  • Infantry

  • 1 Veteran Superior
  • 4 Battle Sisters

  • Guardian Armour
  • Boltgun
  • Blind Grenades

  • Adepta Sororitas
  • Faithful

  • Chimera

 

Guardian Armour: this immensely bulky armour provides a 3+ Armour Save and a 5+ Invulnerable Save, as well as a +1 bonus to Toughness. It grants the Slow But Purposeful USR, and allows any Dangerous Terrain rolls to be re-rolled. The wearers cannot pursue fleeing foes in Close Combat, and if they fail the Ld test for losing in Close Combat, are unable to retreat, instead counting as Fearless.

 

Options:

  • Up to 15 additional Guardians may be taken for +14 points each
  • The whole unit may take Dire Shielding for +50 points
  • Any model may replace her Boltgun for a Bolt Pistol and Shock Maul for free
  • 1 Guardian per 5 models may swap her Boltgun for:
    • A Storm Bolter for free
    • A Flamer, Mortar or an Arcaballista for +5 points
    • A Melta Gun for +10 points

    [*]1 Guardian per 10 models may swap her Boltgun for:

    • A Mortar for +5 points
    • A Heavy Bolter for +10 points
    • A Multi-Melta for +10 points
    • An Autocannon for +15 points

    [*]The Veteran Superior may replace her Bolter with:

    • A Combi-Weapon or Blessed Shotgun for +10 points
    • A Bolt Pistol and Burning Brazier for +10 points
    • A Bolt Pistol and Power Maul for +10 points

    [*]She may also take:

    • A Book of Saint Lucius for +5 points
    • Tempest Bolts and Shock Bolts for +10 points

 

 

Initiates
Veteran Superior 3 4 3 3 1 3 2 (3) 9 3+
Initiate 3 3 3 3 1 3 1 (2) 7 5+

 

In order to help keep the numbers up, even Initiates - mere trainees - can be brought to the field. They are yet to become adept at using the full range of equipment, and it is a sad fact that many of them won't live to ever do so, however it also serves as the fastest teacher, being put in real combat environments. Led by an experienced leader, or a ruthless mistress, they are whipped into shape and sent on dangerous raids and strikes to weaken enemy lines, or use stealth to leap out and strike at the right moment to cripple enemies and secure victory.

 

Initiates {Troops}.....100 points
  • Infantry

  • 1 Veteran Superior
  • 9 Initiates

  • Veteran Superior: Power Armour
  • Initiates: Mesh Robes
  • Bolt Pistol
  • Frag Grenades
  • Close Combat Weapon

  • Adepta Sororitas
  • Faithful
  • Supervisor (Cunning)

  • None

 

Supervisor: while the Veteran Superior or Sister Sabine is in play, the entire unit gains the Stealth and Move Through Cover Universal Special Rules. If she is removed from play, they lose these, instead gaining Fleet and Rage.

 

Options:

  • Up to 20 additional Initiates may be taken for +9 points each
  • The whole unit may take Krak Grenades for +15 points
  • All Initiates may swap their Mesh Robes for Shield Robes for +20 points
  • Any model may swap her Close Combat Weapon for a Shock Maul for +3 points
  • 1 Initiate per 5 models may swap either weapon for:
    • A Flamer or Burning Blade for +5 points
    • A Hand Flamer or Barbed Flail for +10 points
    • A Blazing Maul for +15 points

    [*]The Veteran Superior may swap either weapon for:

    • A Power Weapon or Hand Flamer for +10 points
    • A Plasma Pistol, Power Stake or Neuro Whip for +15 points
    • An Eviscerator for +20 points

    [*]She may instead be swapped for:

    • A Mistress for +10 points
    • A Sister Sabine for +15 points

 

 

Arbites Patrol
Proctor 3 4 3 3 1 4 2 (3) 8 4+
Arbiter 3 4 3 3 1 4 1 (2) 8 4+
Cyber-Mastiff 4 - 3 4 1 4 2 2 4+

 

Even the Order of the Sacrificial Lilac has not cut off ties with the Adeptus Arbites. It is through their ties to the Inquisition, and their work on Scintilla, that they remain in contact with what constitutes a police force, but this cooperation does allow them to, via the Famulous or Inquisitors, call upon them for assistance. And it turns out that breaking a riot is much the same as assaulting a rampaging ork army, and raiding ganger hideouts is similar to taking out heretic bastions.

 

Arbites Patrol {Troops}.....110 points
  • Infantry

  • 1 Proctor
  • 9 Arbiters
  • 1 Cyber-Mastiff

  • Proctor: Bolt Pistol, Shock Maul, Carapace Armour, Gas and Krak Grenades
  • Arbiters: Bolt Pistol, Shock Maul, Carapace Armour, Gas and Krak Grenades
  • Cyber-Mastiff: Jaws (Rending Close Combat Weapon)

  • Acute Senses
  • Cyber-Mastiff: Fearless, Feel No Pain

  • Chimera
  • Repressor

 

Options:

  • An additional Cyber-Mastiff may be taken for +10 points
  • Any model may swap his Bolt Pistol or Shock Maul for:
    • A Shotgun with Executioner Rounds for free
    • A Suppression Shield for +10 points

    [*]One model may swap his Bolt Pistol or Shock Maul for:

    • A Flamer or Sniper Rifle for +5 points
    • A Melta Gun or Arbites Grenade Launcher for +10 points
    • A Plasma Gun for +15 points

    [*]One model may swap his Bolt Pistol for:

    • A Heavy Stubber for free
    • A Heavy Bolter for +5 points

    [*]The Proctor may swap his Shock Maul for:

    • A Power Weapon for +10 points
    • A Power Maul for +15 points

 

 

Skitarii Squad
Tech-Priest 4 4 3 4 1 3 1 (2) 8 3+
Skitarii 3 4 3 3 1 3 1 8 4+

 

The Skitarii, the soldiers of the Adeptus Mechanicus. Well-trained and well-equipped, they serve the Emperor well in protecting the Forge World and its moons, and in joining crusades. Their weaponry and expertise at field repairs comes in useful, and the tech-priests can wield both powerful weapons and powerful knowledge. It is through these allies that the Order of the Sacrificial Lilac draws most of their resources, and as such, these simple squads are highly valued and protected.

 

Skitarii Squad {Troops}.....125 points
  • Infantry

  • 1 Tech-Priest
  • 9 Skitarii

  • Hot-Shot Las Pistol
  • Frag and Krak Grenades
  • Skitarii: Hot-Shot Las Gun and Carapace Armour
  • Tech-Priest: Power Armour, Power Weapon and Servo Arm

  • Tech-Priest: Feel no Pain

  • Chimera
  • Rhino

 

Options:

  • The entire unit may have:
    • Blind Grenades for +10 points
    • Rad Grenades for +10 points

    [*]The Tech-Priest may:

    • Replace his Hot-Shot Las Pistol with a Plasma Pistol for +10 points
    • Replace his Power Weapon with a Breacher for +20 points
    • Take an Electoo for +10 points
    • Take Digital Weapons for +10 points

    [*]Up to 2 Skitarii may swap their Hot-Shot Las Gun for:

    • A Melta Gun, Las Cutter or Sun Rifle for +10 points
    • A Plasma Gun or Hell Rifle for +15 points
    • A Power Weapon and Servo-Arm for +20 points

    [*]2 Skitarii may form a weapon team with:

    • A Multilaser or Autocannon for +15 points
    • A Missile Launcher for +20 points
    • A Lascannon for +25 points

    [*]A single Weapon Platform may be taken for +15 points

    [*]If a Hell Rifle was not selected, a Sister Famulous may join the unit for +20 points

Fast Attack

 

Dominion Support Bikes
Sister Dominion 3 4 3 3 (4) 1 4 1 9 3+

 

Lacking the individual power of the Adeptus Astartes, Battle Sisters have always had to use every available resource to get the edge, and have always had to work together, complimenting each other's strengths and weaknesses to create a force greater than the sum of its parts. Thanks to the heavy duty two-man motorbikes provided by the factories of Hesh, this has become easier than ever. They might not be able to bring the same attack power as the Astartes-equivalent, the Attack Bikes, but instead, they can relay communications, deliver medical assistance, demoralise enemies and keep the faith burning bright.

 

Dominion Support Bikes {Fast Attack}.....60 points
  • Bikes

  • 3 Sisters Dominion

  • Power Armour
  • Bolt Pistol
  • Support Bike with Twin-Linked Bolters

  • Adepta Sororitas
  • Faithful
  • Hit & Run
  • Support Role

  • None

 

Support Role: the Dominion are not there for a primary combat purpose. The speed offered by their bikes is to get them to where they are needed to help their fellow Sisters at any given time. Each Sister Dominion must select one of the following options:

  • Laud Hailers for free: enemy units with at least 1 model within 12” of the bearer suffer a -1 penalty to Leadership. Multiple Laud Hailers in the one unit are not cumulative, they just potentially reach more units.
  • Battle Auspex for free: the unit gains the Acute Senses USR, and enemies' cover saves are worsened by 1 against their attacks. Multiple Battle Auspexes do not stack.
  • Jammers for free: enemies who attempt to Deep Strike to within 12” of the bearer always scatter the full distance – special rules that adjust this or allow for re-rolls do not apply. If two or more Jammers cover the same area, even a Hit still scatters, in the direction of the small arrow.
  • A Sister Dialogus for +10 points: the model is Faith-Inspiring (1).
  • A Sister Hospitaler for +30 points: the unit, and one unit with at least one model within 6” of the Hospitaler, benefit from Feel no Pain.
  • A Sister Famulous for +20 points: the unit may Infiltrate, and can call in a fiery artillery bombardment each turn with the following profile: infinite range S 4 AP 5 Assault 1 Blast, Barrage, No Cover
  • Comms Relay for +25 points: the controlling player adds +1 to all Reserves rolls that do not already have a bonus to them. Furthermore, Faith Inspiring, Pressure and the effects of a Simulacrum Imperialis can be "relayed" through the model, resetting the distance. For instance if she was 9 inches away from an Inquisitor Lord, the Pressure tokens could be sent to her, then placed on models within 12 inches. Multiple Comms Relays can extend this further, though the bonus to Reserves rolls does not stack.
  • A Battle Sister with a Heavy Weapon (only up to two models in a unit may take this choice):
    • A Heavy Bolter for +10 points
    • A Multi-Melta or Autocannon for +15 points

    [*]A Void Shield Generator for +15 points: the entire unit has a 5+ Invulnerable Save

 

Options:

  • May take up to 7 more Sisters Dominion for +20 points each
  • The entire unit may take Avenger Bike Armour for +10 points per model
  • One model may swap her Twin-Linked Boltgun for one of the following:
    • A Storm Bolter for free
    • A Twin-Linked Arcaballista for +10 points
    • A Twin-Linked Melta Gun for +15 points

    [*]The unit may purchase one of the following:

    • Tank Traps for +10 points
    • A Mine Field for +15 points
    • Krak-Attack Traps for +15 points

 

 

Ophanim Choir
Veteran Superior 3 4 3 3 1 3 2 9 3+
Ophanim 3 4 3 3 1 3 1 8 3+

 

For the Order of the Sacrificial Lilac, the Ophanim play the same role as ever: they scout ahead, carried in transport vehicles to their destinations, and strike at the most vulnerable points of the enemy with specialist assault weapons. Never hanging around too long, they hit quickly and move on to the next target, letting the other Sisters defend the objectives. Though those of this order are no more skilled or faithful than those of any other Order, they do benefit from the rare experimental equipment issued by the AdMech of Hesh.

 

Ophanim Choir {Fast Attack}.....70 points
  • Infantry

  • 1 Veteran Superior
  • 4 Ophanim

  • Power Armour
  • Bolt Pistol
  • Boltgun
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Faithful
  • Scouts

The unit must have one of the following:
  • Chimera
  • Immolator
  • Repressor
  • Rhino
  • For every Tech-Priest fielded, one Ophanim Choir may select a Valkyrie

 

Options:

  • Up to 5 additional Ophanim may be taken for +12 points each
  • The unit may take:
    • Blind Grenades for +10 points
    • Maglev Boots for +50 points

    [*]Any model may replace her Boltgun with a Close Combat Weapon or Condemnor for free

    [*]Up to 4 models may replace their Bolters with:

    • A Storm Bolter for free
    • A Flamer, Blessed Shotgun or an Arcaballista for +5 points
    • A Melta Gun for +10 points
    • A Sting Ray for +15 points
    • A Frost Cannon for +20 points

    [*]The Veteran Superior may swap either weapon for:

    • A Hand Flamer, Power Weapon or Burning Brazier for +10 points
    • An Inferno Pistol for +15 points

    [*]She may take:

    • Melta Bombs for +5 points
    • A Book of Saint Lucius for +5 points
    • No Foe Shall Stand In Out Way for +20 points

 

No Foe Shall Stand In Our Way: this is a special Act of Faith available only to the Ophanim, and only available if the VSS who purchased it is still in the unit. While it lasts, it makes them all but impossible to pin down, resisting enemy charges and slipping out of their grasp. The unit is considered to have Defensive Grenades and Combat Shields, and enemies who assault them are considered to be assaulting into cover, with the entire assault distance treated as Difficult Terrain. They also gain Hit and Run for the duration.

 

 

Seraphim Choir
Veteran Superior 4 4 3 (4) 3 1 4 2 (3) 9 3+
Seraphim 4 4 3 (4) 3 1 4 1 (2) 9 3+

 

Seraphim play the ever-important role of rapid striking in the Order of the Sacrificial Lilac. They dive from the heavens, unleashing incredible amounts of firepower into the enemies at close quarters, then keep advancing colliding with enemy ranks and dealing as much damage as possible before swooping out. There is rarely time for retaliation, as already they have moved on to another target. The Seraphim have seen some of the least change in equipment from the more traditional Orders - the pistols they have are perfectly sufficient for their needs.

 

Seraphim Choir {Fast Attack}.....110 points
  • Jump Infantry

  • 1 Veteran Superior
  • 4 Seraphim

  • Power Armour
  • Jump Pack
  • A pair of Bolt Pistols
  • Frag and Krak Grenades

  • Adepta Sororitas
  • Faithful
  • Hit and Run
  • Avenging Angels
  • Seraphim Gunners

  • None

 

Avenging Angels: Seraphim gain a +1 bonus on Reserve rolls. Additionally, they only scatter 1d6” when entering play via Deep Strike.

 

Seraphim Gunners: when Seraphim wield a pair of Pistols, they may fire both in the same Shooting Phase, effectively treating them as Assault 2 weapons. Additionally, they strike at Strength 4 in Close Combat and, if the Pistols are AP 1 or 2, are treated as having Strength 4 Power Weapons.

 

Options:

  • Up to 5 additional Seraphim may be taken for +20 points each
  • The unit may take:
    • Combat Shields for +10 points
    • Melta Bombs for +15 points
    • Rad Grenades for +15 points

    [*]Up to 2 models may swap their Bolt Pistols for:

    • A pair of Hot-Shot Las Pistols or Needle Pistols for free
    • A pair of Hand Flamers or Neutron Whips for +10 points
    • A pair of Inferno Pistols or Plasma Pistols for +15 points

    [*]The Veteran Superior may swap her Pistols for:

    • A pair of Hot-Shot Las Pistols for free
    • A Sororitas Assault Glaive for +5 points
    • A pair of Hand Flamers or Vicious Chainswords for +10 points
    • A pair of Fire Hatchets for +15 points

    [*]She may also take:

    • A Book of Saint Lucius for +5 points
    • A Medi-Skull for +20 points

 

 

Vulture Gunship
Vulture Gunship 4 12 12 10

 

The Adepta Sororitas are all limited by the Decree Passive to some extent, even "rogue" Orders such as the Sacrificial Lilac. As such, they still cannot field void-capable craft, and to ask the AdMech to grant them such vessels would be too far. However the Adeptus Mechanicus is all too happy to provide its own pilots and grant assistance with their gunships, so whether it be the order of an Inquisitor or the request of the Sisters, often a weapon-laden Vulture is found soaring above the battlefield, raining explosive death upon the enemies of the Emperor. Their time spent developing munitions for Adepta Sororitas weaponry has, however, allowed them to make a few modifications, using weapons traditionally only used by the Battle Sisters.

 

Vulture Gunship {Fast Attack}.....110 points
  • Vehicle (Fast, Skimmer)

  • 1 Vulture Gunship

  • Searchlight
  • Extra Armour
  • Nose-mounted Heavy Bolter
  • Twin-Linked wing-mounted Multi-laser
  • Two wing-mounted Hellstrike Missiles

  • Deep Strike

  • None

 

Options:

  • The Vulture may replace it's Twin-Linked Multi-laser with:
    • A Twin-Linked Auto-cannon for free
    • A Twin-Linked Missile Launcher for free
    • A Twin-Linked Lascannon for +10 points
    • Two Multiple Rocket Pods for +20 points

    [*]It may replace its Hellstrike Missiles with:

    • Two Hellfury Missiles for +20 points
    • Two Twin-Linked Autocannons for +20 points
    • Two Multiple Rocket Pods for +20 points
    • Two Twin-Linked Lascannons for +30 points
    • Six Hunter-Killer Missiles for +30 points

    [*]It may instead replace the Twin-Linked Multi-laser and Hellstrike Missiles for:

    • Four Twin-Linked Heavy Bolters for +20 points
    • A Twin-Linked Punisher Gatling Cannon for +50 points
    • An Exorcist Launcher for +60 points

    [*]If it has a Missile Launcher, it may take Incendiary and Melta Missiles (in addition to Frag and Krak missiles) for +10 points

    [*]It may take Tempest Shells, Blessed Ammunition and Shock Shells for +20 points

Heavy Support:

 

Exorcist Squandron
Exorcist 4 13 12 11

 

The only real changes seen by the trusty Exorcist have been improved armour, helping them "survive" siege situations and urban conflicts, and the fact that, with repair bays so close and with nearby missile production, they can be taken in larger quantities. It is a risky choice, bringing so much heavy firepower into one place where one heavy blitz could destroy it all, but then again, some situations require a saturation of long-range vehicle-breaking missiles as the solution, and when that is the case, columns of Exorcists fill the role perfectly.

 

Exorcist Squadron {Heavy Support}.....140 points per Exorcist
  • Vehicle (Tank)

  • 1-3 Exorcists

  • Searchlight
  • Smoke Launchers
  • Exorcist Launcher

  • None

  • None

Exorcist Launcher: all Exorcists in the Squadron must use the same fire mode. They can be fired as Focused or Dispersed, using the following profiles as relevant:
  • Focused: 48” S 8 AP 1 Heavy 2d3
  • Dispersed: 48” S 4 AP 5 Heavy 1 Large Blast

 

Options:

  • Any vehicle may take:
    • A Dozer Blade for +5 points
    • A Pintle-Mounted Storm Bolter for +10 points
    • A Hunter-Killer Missile for +10 points
    • Extra Armour for +15 points
    • A Truesilver Hull for +15 points
    • Psi-Warding for +15 points

    [*]The Whole Squadron may have:

    • Holy Icons for +15 points
    • Laud Hailers for +15 points
    • Smokestacks for +30 points

 

 

Heavy Defence Vehicle Squadron
Venerator 4 13 12 12 120
Defender 4 13 12 12 140
Sanctifier 4 13 12 12 165

 

The triad of Heavy Defence Vehicles was one of the more controversial creations - the Venerator was first accepted, utilising modified Exorcist rounds and a more advanced targeting system. But then the Defender was built, with the Archangel Machine Bolter. Its similarity to the Vulcan Mega Bolter, and its use in carving up "trench rushes", saw it accepted, even if already they were looking at new experimental weaponry built into new vehicle chassis. But then the Sanctifier caused the most debate, being not so much a tank as a church on treads, housing a massive bell. It lacked technological grace, seeming to be more an arcane item, something of suspicion. In the end, it took a week of study by the Sisters Pronatus to declare it a relic, and not heretek. When the three vehicles started to see use on the field... all debate ended. The effect they had on heretical elements, and even daemons, was sufficient to satisfy the Sacrificial Lilac. And so, gradually these weapons became part of the accepted arsenal.

 

Heavy Defence Vehicle Squadron {Heavy Support}
  • Vehicle (Tank)

  • 1-3 vehicles from the above list

  • Smoke Launchers
  • Venerator: Skyseek Missile Launcher
  • Defender: Archangel Machine Bolter
  • Sanctifier: Holy Icon, Laud Hailers, The Nullifier

  • Integrated Weapons

  • None

 

Integrated Weapons: each of these vehicles is less a tank than a vehicle built around a central weapon to protect it. If Shaken, the vehicle cannot move, but can shoot. If one or more are Immobilised, the unit may elect to all stay immobile rather than destroying the Immobilised vehicle(s). For every Weapon Destroyed result, roll 1d6. It is negated on a 5+.

 

Skyseek Missile Launcher: this weapon has the following profile: 36” S 8 AP 1 Heavy 1. Additionally, vehicles moving Flat Out gain no saving throw, and bikes and jetbikes using the Turbo Boost rule gain no cover save. Flyers are hit normally, rather than using Flyer-specific rules. Finally, once per Game Turn, when an enemy enters play via Deep Strike to a point within 36 inches, it may be fired at the enemy immediately. If it does this, it may not be fired in the controlling player's next Shooting Phase.

 

Archangel Machine Bolter: this weapon has the following profile: 36” S 5 AP 4 Heavy 10 Pinning.

Additionally, every time it fires, the entire area from the vehicle up to the target is treated as Difficult Terrain until the controlling player's next Movement Phase. Furthermore, any time it is charged in close combat, after models have been moved it may make a Shooting attack against them, and attacks are directed against the Front Armour Value.

 

The Nullifier: this gigantic device prevents all Psychic Powers, Marks of Chaos or Daemon Gifts from having any effect within 6 inches, and it is impossible to Deep Strike within 12” of it – any that would scatter this close suffer an automatic Mishap. Finally, it can be “fired” in the Shooting Phase, automatically hitting every enemy within 12” with a S 6 AP 2 Heavy 1 Psi-Shock, Gauss hit.

 

Options:

  • The entire Squadron may take:
    • Holy Icons for +10 points
    • Laud Hailers for +20 points

    [*]Any vehicle may take:

    • A Hunter-Killer Missile for +10 points
    • Extra Armour for +15 points
    • A Truesilver Hull for +15 points
    • Psychic Warding for +15 points

    [*]Any Defender may take Blessed Ammunition for +15 points

    [*]Any Venerator may take a Targeting Matrix for +15 points

    [*]Any Sanctifier may take Pipes of Reverence for +15 points

 

 

Retributor Choir
Veteran Superior 3 4 3 3 1 3 2 9 3+
Retributor 3 4 3 3 1 3 1 8 3+

 

The Sisters Retributor have always been the heavy weapon specialists. Trained in urban warfare, they are too familiar with the dangers that lie in terrain, and the benefit of using cover and strengthening all fortifications. Though their role has not changed, they do have access to a few weapons previously unavailable to them, weapons that have helped pull victory from the jaws of defeat on enough occasions to put aside any unease for dealing with new things.

 

Retributor Choir {Heavy Support}.....70 points
  • Infantry

  • 1 Veteran Superior
  • 4 Retributors

  • Power Armour
  • Combat Shield
  • Boltgun
  • Blind Grenades

  • Adepta Sororitas
  • Faithful
  • Bolster Defences

  • Chimera
  • Immolator
  • Repressor
  • Rhino

 

Bolster Defences: at any one point in the game, a unit of Retributors may improve the defences of a piece of terrain that provides Cover. The Cover Save granted is permanently improved by 1 (such as from 4+ to 3+, to a minimum of 2+). If done during play, it must be done in the Movement Phase and they are unable to fire in the Shooting Phase. They must have at least one model within 1” of the terrain for this to happen. It can instead be done before the game starts, but they must be deployed in or within 1” of the terrain.

 

Options:

  • Up to 5 additional Retributors may be taken for +13 points each
  • The whole unit may take:
    • Krak Grenades for +5 points
    • Holy Promethium for +10 points
    • Fragstorm Shells and Blessed Ammunition for +10 points
    • Tempest Shells and Shock Shells for +10 points
    • Breaching Rounds for +10 points

    [*]Up to four models may replace their Bolters with:

    • A Heavy Flamer for +10 points
    • A Heavy Bolter for +10 points
    • A Multi-Melta for +10 points
    • An Autocannon for +15 points
    • A Missile Launcher with Incendiary and Melta Missiles for +15 points

    [*]The Veteran Superior may swap her Boltgun for:

    • A Storm Bolter for +5 points
    • A Condemnor for +5 points
    • An Arcaballista for +10 points
    • A Purifier for +15 points

    [*]She may also take a Book of Saint Lucius for +5 points

    [*]The unit may have up to three Weapon Platforms for +15 points each

    [*]The unit may be joined by a Sister Hospitaler for +20 points

 

 

Supreme Throne
Supreme Throne 4 4 5 (10) 4 2 (3) 13 12 10

 

The Lilac Thrones were considered a success by all, and the Deliverance Armour an even greater blessing. But clearly, the Tech-Priests of Hesh were not content with that, and upon looking over blueprints on what were originally Knight-class Titans, they felt they had the ability to make something in the middle - lighter and less maintenance than a Titan, yet larger and stronger than the Lilac Thrones. When the Supreme Throne was unveiled, it was the highest ranking Canoness herself who first tested it, taking a small crew with her to control the massive frame. In test runs, it annihilated the targets. When put to practical use... enemy vehicles were left flaming wreckages, and infantry shredded and burning. There was no disagreement - the Supreme Thrones were to be part of their regular arsenal.

 

Supreme Throne {Heavy Support}.....135 points
  • Vehicle (Walker)

  • 1 Supreme Throne

  • Smokestacks
  • 2 Storm Bolters
  • 2 Dreadnought Close Combat Weapons with built-in Flamers

  • Fleet

  • None

 

Options:

  • The Flamers may be upgraded to:
    • Heavy Flamers for +5 points
    • Incinerators for +10 points
    • Sting Rays for +10 points
    • Flamestorm Cannons for +20 points

    [*]The Dreadnought Close Combat Weapons may be upgraded to:

    • Lightning Claws for free
    • Plasma Flails for +5 points
    • Eviscerators for +10 points

    [*]One Arm and in-built firearm may be swapped for:

    • A Twin-Linked Heavy Bolter with Tempest Shells and Fragstorm Shells for free
    • A Twin-Linked Autocannon for +5 points
    • A Frost Cannon for +10 points
    • A Mega-Condemnor for +10 points
    • A Melta Cannon for +30 points
    • An Inferno Cannon for +30 points

    [*]The Storm Bolters may be upgraded to:

    • A Hurricane Bolter Rig for +5 points
    • Two Sunrifles for +5 points
    • Two Melta Guns for +15 points
    • Two Plasma Guns for +15 points

    [*]The Supreme Throne may take:

    • Additional Smoke Pylons for +10 points
    • Laud Hailers for +10 points
    • Frag Launchers for +10 points
    • Psi-Warding for +15 points
    • A Las-Cutter for +20 points

Transport Vehicles:

 

Aquila Lander
Aquila 4 12 12 10

 

Not exactly a military vessel, the Aquila is most frequently used as a transport vessel by wealthy merchants and nobles, or by Inquisitors intending on travelling with just a small group, rather than landing in a Thunderhawk or similar. Nonetheless, it does have some direct battlefield use, soaring through the skies faster than most weapons can aim, so as to deliver its crew to where they are most needed. It has a light armament as well, though that is mostly for defence - the Aquila is not going to be used for an attack craft, especially when there are other aircraft that can fill that role much better.

 

Aquila Lander {Dedicated Transport}.....100 points
  • Vehicle (Fast Skimmer)

  • 1 Aquila

  • Searchlight
  • Extra Armour
  • Heavy Bolter

  • Scouts
  • Deep Strike

  • 7 models
  • 0 Fire Points
  • 1 Access Point

 

In games of Apocalypse, the Aquila Lander becomes a Flyer with Hover Mode.

 

Options:

  • The Aquila Lander may replace its Heavy Bolter with:
    • A Multi-laser for +10 points
    • An Autocannon for +10 points
    • A Missile Launcher for +10 points

    [*]It may take:

    • A Laud Hailer for +10 points
    • A Frag Cluster for +10 points
    • Psi-Warding for +15 points
    • Cyclone Thrusters for +15 points

 

 

Chimera
Chimera 4 12 10 10

 

The reliable Chimera sees plenty of use on the battlefield, serving as the backbone for the Imperial Guard, and for other forces as well, from the occasional appearance in Arbites forces for attacks on militant gangs, all the way to the Inquisition and the Grey Knights. Though most Battle Sisters rarely make use of them, many have at some point been passengers in them, with their support on the battlefield, making use of allied vehicles. The Order of the Sacrificial Lilac, however, actually has its own supply thanks to their alliance with the AdMech, and they treat these vehicles with the respect they deserve.

 

Chimera {Dedicated Transport}.....55 points
  • Vehicle (Tank, Amphibious)

  • 1 Chimera

  • Smoke Launchers
  • Hull-mounted Heavy Bolter
  • Turret-mounted Multi-laser

  • None

  • 12 models
  • 6 Fire Points
  • 1 Access Point

 

Options:

  • The Chimera may replace its Hull-Mounted Heavy Bolter with:
    • A Heavy Flamer for free
    • A Las-Cutter for +10 points

    [*]It may replace the Turret-Mounted Multi-laser with:

    • A Heavy Bolter for free
    • A Heavy Flamer for free
    • An Autocannon for +5 points
    • A Twin-linked Heavy Bolter for +5 points
    • A Twin-linked Heavy Flamer for +5 points

    [*]It may take:

    • A Pintle-Mounted Storm Bolter for +5 points
    • A Hunter-Killer Missile for +10 points
    • A Holy Icon for +10 points
    • Holy Promethium for +10 points
    • Blessed Ammunition for +10 points
    • Laud Hailers for +10 points
    • Extra Armour for +15 points
    • Truesilver Hull for +15 points
    • Psi-Warding for +15 points

 

 

Command Immolator
Command Immolator 4 13 12 12

 

Immolators are used almost exclusively by the Adepta Sororitas, however they are, at the end of the day, lacking when it comes to armour and firepower. Thanks to the Forge World of Hesh, a solution has been found for the Order of the Sacrificial Lilac. Though it involved weighing the vehicle down and reducing the engine to account for the extra ammunition, resulting in the loss of the enhanced speed and mobility of the standard vehicle, the Command Immolator is a true tank. Seen leading their forces on the battlefield, it is typically adorned with holy icons and painted with beautiful scenes of Imperial Glory, even as it withstands tank shells and shreds enemy forces with its main weapon. Few of these have been produced, and even fewer are on the field at any time due to the maintenance required, but when they do make an appearance, they leave their mark on the battlefield.

 

Command Immolator {Dedicated Transport}.....105 points
  • Vehicle (Tank)

  • 1 Command Immolator

  • Smoke Launchers
  • Turret-mounted Twin-linked Incinerator
  • Locator Beacon

  • Faithful (Leadership 10)

  • 6 models
  • 0 Fire Points
  • 3 Access Points

 

Options:

  • The Twin-Linked Incinerator may be exchanged for:
    • A Twin-Linked Assault Cannon for +10 points
    • A Twin-Linked Purifier for +20 points
    • A Twin-Linked Plasma Cannon for +20 points
    • A Twin-Linked Missile Launcher with Melta and Incendiary Missiles for +20 points
    • A Twin-Linked Inferno Cannon, reducing the Transport Capacity to 1, for +50 points
    • A Twin-Linked Melta Cannon, reducing the Transport Capacity to 1, for +50 points

    [*]The Command Immolator may have one of the following as a Pintle-Mounted weapon:

    • Storm Bolter for +5 points
    • Arcaballista for +5 points
    • Melta Gun for +10 points

    [*]It may have:

    • A Holy Icon for +5 points
    • Holy Promethium for +10 points
    • Laud Hailers for +10 points
    • A Hunter-Killer Missile for +10 points
    • Extra Armour for +15 points
    • Truesilver Hull for +15 points
    • Psi-Warding for +15 points
    • Smokestacks for +20 points
    • A Hull-Mounted Las-Cutter for +20 points

 

 

Immolator
Immolator 4 11 11 11

 

The Standard Immolator, while not as impressive as the Command variant, is still a valuable asset. Faster than a Rhino, and better armed as well, it speeds across the battlefield to torch enemies and deliver Battle Sisters to wherever they are needed most. They are slightly better armoured as well, more able to survive the close-up fighting of an urban environment. Often, entire forces will travel in literal waves of these vehicles, outmanoeuvring the enemy and keeping them pinned down with so much fire that they are defenceless against the main assault.

 

Immolator {Dedicated Transport}.....55 points
  • Vehicle (Tank, Fast)

  • 1 Immolator

  • Smoke Launchers
  • Turret-mounted Twin-linked Heavy Flamer

  • None

  • 6 models
  • 0 Fire Points
  • 3 Access Points

 

Options:

  • The Twin-Linked Heavy Flamer may be exchanged for:
    • A Twin-Linked Heavy Bolter for free
    • A Hurricane Bolter Rig for free
    • A Twin-Linked Multi-Melta for +10 points
    • A Twin-Linked Autocannon for +10 points
    • A Twin-Linked Plasma Gun for +10 points

    [*]The Immolator may have one of the following as a Pintle-Mounted weapon:

    • Storm Bolter for +5 points
    • Arcaballista for +5 points

    [*]It may have:

    • Blessed Ammunition for +10 points
    • Holy Promethium for +10 points
    • Laud Hailers for +10 points
    • A Holy Icon for +10 points
    • A Hunter-Killer Missile for +10 points
    • Extra Armour for +15 points
    • Truesilver Hull for +15 points
    • Psi-Warding for +15 points
    • Smokestacks for +20 points
    • A Hull-Mounted Las-Cutter for +20 points

 

 

Land Raider
Land Raider Redeemer 4 14 14 14 240 points
Land Raider God Fist 4 14 14 14 250 points
Land Raider Crusader 4 14 14 14 250 points
Land Raider Promethius 4 14 14 14 270 points

 

The Battle Sisters still do not possess Land Raiders to call their own - it is a simple fact that Hesh does not produce these massive vehicles, though it can produce certain parts and munitions. Nonetheless, when an Inquisitor brings their personal Land Raider to the field, many quickly become familiar with its size and might, plowing through enemy defences even if the crew are out cold, cutting down enemies and resisting all but the most concentrated attacks. Solely brought by Inquisitors, these vehicles stand out, meaning it is of vital importance that they be protected to avoid being targeted from the start.

 

Land Raider {Dedicated Transport}
  • Vehicle (Tank)

  • 1 Land Raider

  • Smoke Launchers
  • Searchlight
  • Land Raider Redeemer: Cupula-mounted Twin-linked Assault Cannon, Frag Launchers, 2 Sponsons with Flamestorm Cannons
  • Land Raider God Fist: Cupula-mounted Twin-linked Heavy Bolter, 2 Sponsons with Twin-linked Lascannons
  • Land Raider Crusader: Cupula-mounted Twin-linked Assault Cannon, Frag Launchers, 2 Sponsons with Hurricane Bolters
  • Land Raider Promethius: Battle Auspex, Improved Comms, 2 Sponsons, each with two Twin-linked Heavy Bolters

  • Power of the Machine Spirit
  • Assault Vehicle

  • Land Raider Redeemer: 12 models
  • Land Raider God Fist: 10 models
  • Land Raider Crusader: 16 models
  • Land Raider Promethius: 10 models
  • 0 Fire Points
  • 3 Access Points

 

For the full description of the Battle Auspex and Improved Comms, see Imperial Armour Apocalypse 2.

 

Options:

  • The Land Raider may take one of:
    • A Pintle-Mounted Storm Bolter for +5 points
    • A Pintle-Mounted Multi-Melta for +15 points

    [*]It may also have:

    • Laud Hailers for +10 points
    • A Hunter-Killer Missile for +10 points
    • Blessed Ammunition for +10 points
    • Holy Promethium for +10 points
    • Psycannon Bolts for +15 points
    • Psiflame Fuel for +15 points
    • Extra Armour for +15 points
    • Truesilver Hull for +15 points
    • Psi-Warding for +15 points

 

 

Repressor
Repressor 4 12 11 10

 

The Repressor, originally a vehicle used by the Adeptus Arbites, adapted for use by the Adepta Sororitas. Within the Order of the Sacrificial Lilac, it does not see as much use - simply because of the prevalence of the Chimera, and the fact that Repressors are usually shipped off to Hive Worlds like Scintilla where they are ever needed. Still, it is not only when Arbiters provide assistance that the Lilac makes use of these, they do still possess some, finding them useful for urban combat, able to break walls down by driving straight through them, unhindered by rubble.

 

Repressor {Dedicated Transport}.....55 points
  • Vehicle (Tank)

  • 1 Repressor

  • Smoke Launchers
  • Search Light
  • Dozer Blade
  • Pintle-mounted Heavy Flamer
  • Cupola-mounted Storm Bolter

  • Repair
  • Barricade Breacher

  • 12 models
  • 6 Fire Points
  • 3 Access Points

 

Barricade Breacher: the Repressor specialises in smashing through barricades and other makeshift barriers. When Ramming or performing a Tank Shock, if it is equipped with a Siege Shield, treat its Front Armour Value as 1 point higher.

 

Options:

  • The Repressor may upgrade its Dozer Blade to a Siege Shield for +10 points
  • It may replace its Heavy Flamer with:
    • A second Storm Bolter or a Combi-Flamer for free
    • An Arbites Grenade Launcher for +10 points
      • It may be Twin-linked for +10 points

    [*]It may take any of the following:

    • Holy Promethium for +10 points
    • Blessed Ammunition for +10 points
    • Laud Hailers for +10 points
    • A Hunter-Killer Missile for +10 points
    • Extra Armour for +15 points
    • Psi-Warding for +15 points

 

 

Rhino
Rhino 4 11 11 10

 

The Rhino remains as popular and reliable as ever. With Arbiters who value its simplicity, Inquisitors who can get them from almost any source they have, the Battle Sisters who appreciate the simple machinery that they have been taught to maintain to a basic degree, to the Tech-Priests who can 'speak' with the Machine Spirits, able to encourage them to give that extra push. The fact that they are practically mass-produced also means they are never in short supply - the Rhino is always available for use.

 

Rhino {Dedicated Transport}.....35 points
  • Vehicle (Tank)

  • 1 Rhino

  • Smoke Launchers
  • Search Light
  • Cupola-mounted Storm Bolter

  • Repair

  • 10 models
  • 2 Fire Points
  • 3 Access Points

 

Options:

  • The Rhino may take:
    • A Dozer Blade for +5 points
    • A second, Pintle-mounted Storm Bolter for +5 points
    • A Holy Icon for +10 points
    • Laud Hailers for +10 points
    • A Hunter-Killer Missile for +10 points
    • Extra Armour for +15 points
    • Smokestacks for +15 points
    • Truesilver Hull for +15 points

 

 

Valkyrie Airship
Valkyrie 4 12 12 10

 

Not as fast as the Aquila, but better armed, the Valkyrie is an actual military craft. It carries light firepower, but more importantly can lift a small team of infantry to their destination on the battlefield. Mostly utilised by the AdMech and the Inquisition, the Order of the Sacrificial Lilac has nonetheless had some experience with this vehicle, and were it not for the risk it poses to the Decree Passive, they would field their own. Even then, a few of these craft have been modified by the Tech-Priests of Hesh to not be void-capable, unable to leave their planet without transport from a greater vessel, just so the Battle Sisters can legally utilise them in defending the Forge World.

 

Valkyrie Airship {Dedicated Transport}.....120 points
  • Vehicle (Fast Skimmer)

  • 1 Valkyrie

  • Searchlight
  • Extra Armour
  • Nose-mounted Multi-laser
  • Two Wing-mounted Hellstrike Missiles

  • Scouts
  • Deep Strike
  • Grav-Chute Insertion

  • 12 models
  • 0 Fire Points
  • 3 Access Points

 

Options:

  • The Valkyrie may replace its Multi-laser with a Lascannon for +15 points
  • It may replace its Hellstrike Missiles with:
    • External Fuel Tanks for free
    • Two Frag Clusters for +10 points
    • Multiple Rocket Pods for +30 points

    [*]It may take two Door-mounted Heavy Bolters for +10 points

Special Characters

 

Canoness Lucitania
Lucitania 5 6 3 3 (4) 3 4 3 10 2+/4+

 

Although Canoness Sephrenia, the founder of the Order, is no longer alive, Lucitania is the current Canoness who holds dominion over Delilah I and tries to stay true to her methods and teachings. As such, she allows a greater leniency and freedom to her Sisters than many Orders do, and has no trust for the Ecclesiarchy, making it clear that although they have no priests, nor do they require any.

 

Before battles even begin, she will call flames down, and trap the field, causing casualties, and then, she can help her Sisters endure all, striking back when attacked and outlasting enemies in long sieges. Jokingly nicknamed the mother of the Firebrands by some, Lucitania wears the title with pride. Her faith is such that enemies who strike her are physically burned by her wrath and devotion, she constantly requests more Fireglaives for her troops, she rides in the temperamental Land Raider known as Heaven's Furnace, and her specially modified bolter launches burning promethium. Fire is central to Lucitania's tactics and weapons, and as simple as it may be, she makes sure to use it at the right times, in the right places, to great effect.

 

The crowning moment of Lucitania's career so far has been when they successfully repelled Hive Fleet Leviathan - it was merely a splinter of the vast tendril, yet the casualties inflicted on both sides were many. Still, despite their relatively small size, it was the Sisters who stood victorious, the battlefield still aflame. Every corpse was incinerated, every wound carefully inspected and treated, looking for even the slightest hint of possible parasitic contamination. Swathes of landscape were burned to the ground in an effort to leave no Tyranid biomatter remaining to regenerate from, and thanks to this tireless work, they have so far avoided a resurgence.

 

Lucitania led the army, and it was her wisdom and relentless vigour that kept the Order going. Likewise it was her who arranged the post-war extermination. Yet that was not the most impressive feat of hers in that battle. The Order had earlier received aid from a merchant lord, in the form of a weapons delivery, but that was not the only cargo on that ship. In the midst of the battle, several of the ever-shifting Ymgarl genestealers awoke and tore free from the crates they were in. The Sisters unloading the munitions were slain, and the beasts quickly charged towards the commanding choir... but they did not make it that far. Lucitania's bolter unleashed promethium rounds into them, causing their bodies to burst into conflagrations of holy fire even as they advanced. The genestealers collapsed, still burning, a scant few feet from their targets, flames still churning inside them.

 

Canoness Lucitania {HQ}.....170 points
  • Infantry (Independent Character)

  • Lucitania

  • Power Armour
  • Cloak of Saint Aspira
  • Rosarius
  • Mantle of Ophelia
  • Flamestrike Bolter
  • Frag, Krak and Blind Grenades
  • Close Combat Weapon

  • Adepta Sororitas
  • Faith Inspiring (3)
  • Final Push
  • Supreme Firestorm
  • Blood of Fire

  • Chimera
  • Command Immolator
  • Heaven's Furnace
  • Immolator
  • Repressor
  • Rhino

 

Canoness Lucitania is a Canoness, so may be joined by a retinue of Celestian Bodyguards. Any Bodyguard in the unit may exchange her a Flamer or Heavy Flamer for a Fireglaive for free.

 

Flamestrike Bolter: this special Storm Bolter, covered in intricate engravings and equipped with recoil suppressors, unleashes a hail of burning promethium rounds, and uses the following profile: 24” S 4 AP 5 Assault 3 No Cover Saves. Furthermore, any unit that is hit must automatically make a fall-back move (but does not keep falling back thereafter) to escape the burning terrain.

 

Final Push: Lucitania can push her forces beyond exhaustion, extending a battle beyond its usual limits when necessary. At the end of the final turn of the game (if the game would end due to the number of turns rather than annihilation or similar definitive conditions), as long as Lucitania is still in play, the controlling player may extend the game by one more turn for both players.

 

Supreme Firestorm: Canoness Lucitania has the Firestorm Tactic, but additionally, just before the first turn of play, may place 1d6+1 Flamer templates anywhere on the battlefield. Every model touched by a template takes a S 5 AP 4 hit, allowing no Cover Saves, as incendiary traps are triggered and Vultures fly overhead, unleashing payloads of burning fuel.

 

Blood of Fire: Canoness Lucitania possesses a unique Act of Faith (that she can share with a unit she is attached to), actually burning enemies with her ferocity and beliefs. While this Act is in effect, all enemies who strike her or members of her unit in close combat suffer a S 4 Rending hit.

 

Heaven's Furnace: this is a one-of-a-kind Land Raider Redeemer, equipped with Laud Hailers, Holy Icons, a Battle Auspex and Smokestacks, but losing the Twin-Linked Assault Cannons. It costs 270 points.

 

 

Palatine Dominika
Dominika 6 5 4 (5) 3 (4) 3 5 3 (4) 10 3+/4+

 

One of the most fierce and violent Sisters in the Order, Sister Dominika was always going to be a close combat specialist. She was full of energy and brute strength, putting everything into her deadly assaults, but unfortunately she had a tendency to remain overly rough and easily angered away from the battlefield, whether it be rough-housing in training or starting fights when angered. Such was this keenness for fighting that she was subjected to disciplinary action no less than eleven times.

 

And yet, she stands as a Palatine currently, a reminder that for all the faults one may have, if their merits rise above these faults, then the merits are all that are used to measure one. In truth, although she was successful and skilled, the actual reason she started to be promoted up the ranks was in the hopes that it would do some good, forcing responsibility on her. It seemed to work. She still fights with her full fury and little care, but now she shows more calm and restraint away from the field of battle, and has taught many others the finer points of melee combat, leading a fresh generation of melee-oriented Sisters.

 

Most recently, Dominika fought against the Kabal of the Poisoned Tongue of the Dark Eldar. Tiny barbed metal splinters merely shattered against her armour, failing to do any injury, and her blades tore through the tough flesh and bone of the wracks deployed to bog the infantry down. The path she cleared allowed the rest to move in, and the Dark Eldar were unable to gain that much-needed foot-hold. Even as they were being driven back, falling under bolter fire and flames, one of their raiders split in two, crashing to the ground as the Palatine ripped through it with her blades, causing the haemonculus on board to flee, deciding he would rather fight another day...

 

Her reputation amongst that Kabal is enough that some know who she is - impressive for the Eldar, who rarely deign to admit entire races exist. But the grace, skill and raw force she used were enough to get the attention of some blood brides, and amongst the wych cults, for a brief time anyway it was joked that they must raid again, to capture her and see how long she could last against Lelith. So far this has not gone beyond their jokes...

 

Palatine Dominika {HQ}.....160 points
  • Infantry (Independent Character)

  • Dominika

  • Armour Callidia
  • Rosarius
  • Mantle of Ophelia
  • Bolt Pistol
  • Frag and Krak Grenades
  • The Rose Thorns

  • Adepta Sororitas
  • Supremely Faithful
  • Beacon of Faith
  • Tornado of Blades
  • Violent Tendencies

  • Chimera
  • Command Immolator
  • Immolator
  • Repressor
  • Rhino

 

Palatine Dominika is a Palatine, so may be joined by a retinue of Celestian Bodyguards.

 

Armour Callidia: this finely crafted suit of Power Armour is an ancient relic of the Adepta Sororitas, previously damaged when its wearer was slain, but recovered by the Order of the Sacrificial Lilac and repaired by the Adeptus Mechanicus and Order Pronatus. It adds +1 to Dominika's Strength (already included in the profile), and has small jet thrusters that allow her to charge like Cavalry. She may not perform this charge if attached to a unit that is unable to do so itself.

 

The Rose Thorns: this pair of Vicious Chainswords uses diamonds for the teeth of the blades, and spins faster than most, turbo-charged to grind through any matter. They are Vicious Chainswords that allow Dominika to re-roll any failed rolls to Wound, and require enemies to re-roll successful Armour Saves.

 

Tornado of Blades: in the Assault Phase, instead of making her usual attacks or using the stronger single attack, Palatine Dominika may lash out at all foes, hacking them down and leaving herself surrounded by corpses. Centre the Large Blast Marker over her, and automatically deal a single S 4 Rending hit to every enemy under the template. This happens at Initiative 1, however.

 

Violent Tendencies: any model in a unit Dominika is attached to, as long as they are equipped with at least one Power Weapon or Close Combat Weapon (including a pair of pistols or a Sarissa), may re-roll any failed rolls to Wound in close combat. Models with Sarissas gain the Counter Attack USR when she is attached to their unit.

 

 

Palatine Ishka
Ishka 6 4 4 (8) 5 5 4 3 (4) 10 3+

 

Ishka was in the same Schola Progenum facility and classes as Lucitania, something that paved the way for her heroism: she always looked upon the slightly older and wiser girl as a big sister, often going to her for advice (and help in doing the assigned work). When they both found themselves in the Order of the Sacrificial Lilac, it remained similar: Ishka stayed close, still fiercely loyal to Lucitania, and always doing her best to be worthy of the Canoness' praise.

 

It was in a battle against a raging ork force that this loyalty changed her life. Armoured Nobs were closing in on the Canoness, wielding fierce power klaws, and so Ishka hurled herself into combat, not willing to let any harm come to Lucitania, her "big sister". Her plasma pistol glowed white from the heat, scalding and blistering her hand through the armour, but dropping one, and she leapt into combat with her regular chainsword, faith guiding her onward. Somehow, she had managed to tear through the mega-armour, and slew the ork nobs, though at a terrible price: one of her legs was completely crushed, blood pouring out, and her spine was almost severed from one blow.

 

The Hospitaler on field saved her life that day, but her leg could not be saved - she was issued a bionic replacement. While the spinal injury could be repaired as well, through narthecium and reinforcement, there was concern about her combat prowess and further injuries... until she was gifted with a Lilac Throne. The AdMech understood the price she had paid, that the Sisters did not share their view of the weakness of flesh, and they knew the mission was in defence of an almost-complete Titan, something that could never be lost to the orks. The Throne they built housed protective fields, and a pair of massive weapons, so that in battle, no injury would slow her down.

 

So far this seems to have been effective - twice more, orks were faced in combat. The first time on the defence, where she personally shredded literally hundreds of the greenskins, soon putting their corpses to the torch without even exhausting herself. The second was on the offensive, where she went one-on-one against not just an armoured nob, but a deffdread... and as it detonated, she stood victorious.

 

Palatine Ishka {HQ}.....190 points
  • Monstrous Creature (Independent Character)

  • Ishka

  • Lilac Throne
  • Power Armour
  • Smokestacks
  • The Bladed Petals
  • Laud Hailers

  • Adepta Sororitas
  • Supremely Faithful
  • Preferred Enemy (Orks)
  • Leader of Thrones

  • None

 

The Bladed Petals: this pair of massive fiery Eviscerators allows Ishka to hack her foes to pieces with great ease. They are Close Combat Weapons that double her Strength, with in-built Flamers, but do not reduce Ishka's Initiative to 1 due to the might of her Throne easily handling the weight. If wielded as a pair (neither is replaced), they grind through vehicles so effectively that any hit they deal is always, at the minimum, a Glancing Hit - Penetrating Hits are possible, but if they would normally roll "No Effect", they instead cause a Glancing Hit.

 

Options:

  • Ishka may swap one Bladed Petal for:
    • A Heavy Bolter with Blessed Ammunition, Fragstorm Shells and Tempest Shells for free
    • A Flamestorm Cannon for free
    • The Dire Hammer for free
    • A Purifier for +10 points

 

The Dire Hammer: in any round of combat, Ishka may divide her attacks between both weapons. The Dire Hammer is a massive, rune-carved device that bellows smoke and flames, striking at Strength 10 as a Power Weapon, but does not roll 2d6 for Armour Penetration. On a roll of 6 to Wound a foe, the fiery blast also Wounds 1d6 additional enemy models in close combat with her – but cannot do more Wounds than enemy models. On a roll of 6 to Penetrate a vehicle, if the vehicle is transporting any models, all models inside suffer a S 5 AP 4 hit as the sides of the vehicle are ruptured, flinging flames and shrapnel through the compartments.

 

 

Inquisitrix Tox and her Toxic Harridans
Inquisitrix Tox 6 5 3 3 3 6 4 (5) 10 4+/4+
Toxic Harridan 5 4 3 3 1 5 2 8 4+

 

Inquisitrix Tox spends most of her time in the underhives of Scintilla, first there to investigate suspected blood cults - and because she found the gangers to be better company than the corrupt nobles anyhow. What she found was more terrifying than simple blood cults, however, as it turned out there was the beginning of genestealer influence on the planet. Unless wiped out, they would grow until there was enough disruption to bring a full invasion in.

 

For her cover, she set out as a gang leader, altering her gear to look the part and recruiting a splinter of House Escher to be her team. Loyal to her, the girls stuck with her even when she eventually revealed her true identity - and that was quite some time in, after they had already secured their territory with superior equipment (and, through her resources, being well-fed so they could remain strong and afford to train properly and keep in perfect form). They never questioned why they were never raided by the Arbites, either, only realising when the reveal was made.

 

Still, there is little in the cooperation between her gang and the Arbites - partly to maintain the cover story, and partly because most of her gang had their share of run-ins previously. Not that they have much time for fighting the police: they are dedicated to the eradication of the genestealer menace, determined to wipe out every psychic signal that seeks to captivate people for their minions or send messages out to the hive mind.

 

Inquisitrix Tox and her Toxic Harridans {HQ}.....175 points
  • Infantry

  • Tox
  • 4 Harridans

  • Ganger Carapace
  • Frag and Krak Grenades
  • Tox: Rosarius, two Lightning Claws, Plasma Pistol
  • Harridans: Combat Drugs, one weapon option each

  • Tox: Pressure, Iron Will, Favoured Enemy (Tyranids & Psykers)
  • Harridans: Pile-On, Preferred Enemy (Tyranids)
  • Melee Dodge
  • Criminal Influence
  • Tinkering

  • Aquila Lander
  • Chimera
  • Land Raider
  • Repressor
  • Rhino
  • Valkyrie

 

Ganger Carapace: surprisingly tough, the usually weak armour that gangers wear has been modified by Tox with better materials to provide a 4+ Armour Save.

 

Pile-On: Inquisitrix Tox cannot be independently targeted if she is in the same unit as at least one Toxic Harridan – they are all considered to be the same. Additionally, any time a unit that contains one or more Harridans defeats an enemy unit in close combat, they may elect to bear down on the foes, automatically treating the enemy as Fearless. This decision must be made before Leadership tests are rolled.

 

Melee Dodge: in close combat, Tox enjoys a 3+ Invulnerable Save and the Harridans gain a 6+ Invulnerable Save.

 

Criminal Influence: squads of 5-15 Harridans may be taken as Elite choices (for 17 points per model, with all the above options and upgrades. Only the Rhino or Chimera may be taken as a Dedicated Transport, but may still be modified via Tinkering). Additionally, any Skitarii or Death Cultist may have Combat Drugs for no additional cost, though this is a Radical choice, meaning the unit cannot be joined by a model with the Adepta Sororitas rule. Due to her reputation, Tox may not join an Arbiter Patrol, nor may she extend Pressure tokens onto them.

 

Tinkering: any Dedicated Transport taken by Harridans may be modifed:

  • An Aquila Lander may replace its Heavy Bolter with a Plasma Gun for +5 points
  • A Chimera may replace its Multi-laser with a Twin-Linked Plasma Gun for +5 points
  • A Land Raider may replace its Twin-Linked Heavy Bolter or Assault Cannon with a Twin-Linked Plasma Gun, and its Twin-Linked Lascannons, Flamestorm Cannons or Hurricane Bolters with Plasma Cannons for free - a Land Raider Promethius replaces all Twin-Linked Heavy Bolters with an equal number of Twin-Linked Plasma Guns
  • A Valkyrie may replace its Multiple Missile Pods with Plasma Cannons for free, and Heavy Bolters with Plasma Guns for +5 points

 

Harridan Weapon Options:

  • Close Combat Weapon and Plasma Gun
  • Scythian Talon and Plasma Pistol
  • Power Sword and Bolt Pistol
  • Shock Maul and Plasma Pistol

 

Unit Options:

  • Up to 10 more Harridans may be taken for +17 points each
  • For every five models in the unit, one Harridan may replace her weapons with:
    • A Close Combat Weapon and Sting Ray for +5 points
    • A pair of Neuro-Whips for +5 points
    • An Arbites Grenade Launcher for +5 points
    • A Plasma Cannon for +10 points
    • An Eviscerator for +10 points

 

 

Countess Primrose
Primrose 5 7 3 3 3 4 2 (3) 10 3+/4+

 

Primrose has a tendency to move through the system, rarely content to sit still when there are always heretics and traitors out there. And yet every year or so, she finds her way back to Scintilla, knowing the corruption never ends and is in constant need of pruning. Each time she returns, she is quick to mingle with high society, showing off the latest treasures her business has managed to uncover - as far as others know, she is a merchant trader who manages to find many a rare antique, having sold a fair number of genuine mung vases.

 

But at the end of the day, pleasantries rarely last. Often, she issues the challenge of a personal duel to one she has sufficient evidence to condemn, or manages to lure them into doing the same to her. Serious matters of corruption and treason always manage to be entwined into personal political conflicts, so that it never seems suspicious. Some, however, find suspicion in how unerring her aim is, or the sheer killing power of her duelling pistol, causing the flesh of victims to slough off and their internal organs to rupture within a second.

 

Primrose is a psyker, something else she doesn't advertise, and though she enjoys sapping the will of her prey to make them more foolish, easier to manipulate, her true gift lies in communicating with machine spirits, as though she could speak their language like the Ad Mech. It is probably this that explains her good relation with them, the fact that they feel she could easily have been one of them. She favours travelling with "smarter" vehicles, those with an active machine spirit so she can communicate with them, rather than merely piloting them with skill.

 

The crowning moment of her career so far has been the destruction of a chaos cult dedicated to Slaanesh. Though the cultists were easily disposed of, the arrival of twenty of the Thousand Sons proved another matter. She knew their special ammunition could phase through her armour, so kept low, but took a risk, imposing her will on theirs. They may have followed the god of sorcery, but being so tied to the warp was their undoing - constantly assailed by warp energies, they needed full control, and when she battered their will with her own power, it created an opening. Their souls already belonged to Tzeench, their bodies were already dust... but in that instant, their minds blinked out of existence, sucked into the warp itself, and the armour tore itself apart, falling to the ground. One moment, the aspiring sorcerer reached out to unleash a bolt that would annihilate her, the next instant... nothing. The crackle of the psychic phenomena made her ill, but for those who suffered the true perils of the warp... they would feel nothing ever again.

 

Countess Primrose {HQ}.....110 points
  • Infantry (Independent Character)

  • Primrose

  • Power Armoured Bodice
  • Psychic Hood
  • Rosarius
  • Close Combat Weapon
  • Dueling Pistol

  • Immense Pressure
  • Iron Will
  • Preferred Enemy (Psykers)
  • Psyker

  • Aquila Lander
  • Chimera
  • Rhino
  • Valkyrie

 

Countess Primrose is an Inquisitor Lord, and may take a retinue of Henchmen. Her retinue may include up to 5 Light Weapon Platforms for 15 points each.

 

Immense Pressure: Primrose has three Pressure tokens per turn, and they reach out to 18”.

 

Psyker: Primrose is a Psyker, and although she can only activate a single power per turn, she has access to Mind Crush, Machine Link and Curse of Mechanus

 

Machine Link: this power is used in the Shooting Phase instead of shooting. All allied Servitors, Vehicles and Weapon Platforms within 12” may use her BS instead of their own.

 

Power-Armoured Bodice: this specially crafted suit, despite how revealing it is, actually bestows more protection thanks to the small void shields. It is treated as Power Armour, and bestows the Feel no Pain USR.

 

Dueling Pistol: this finely crafted pistol, designed for winning personal duels, has the following profile: 12” S X AP 2 Pistol, Poison (2+) and it causes Instant Death to targets, regardless of Toughness. She may replace it with an Inferno Pistol for +10 points.

 

 

Famulous-Nunciate Lady Sistine
Lady Sistine 3 4 3 3 2 4 1 (2) 10 4+
Bodyguard 4 4 3 3 1 4 2 (3) 7 4+
Arbiter Marshal 4 3 3 3 1 4 2 (3) 9 4+
Imperial Navy Desk Jockey 3 4 3 3 1 3 2 (3) 9 5+
Master of the Hunt 3 4 3 3 1 3 2 9 5+
Merchant Lord 3 3 3 3 1 3 2 (3) 10 5+/5+
Tech-Priest 4 4 3 4 1 3 1 (2) 8 3+
Cyber-Companion 4 - 3 4 1 4 2 2 5+

 

Even in the Schola Progenum, Sistine was quite the socialite, making friends quickly and playing matchmaker for others. So it was no surprise that she was accepted into the Adepta Sororitas, Order Famulous. She did some brief missionary work, but was mostly sent as a diplomat, mediator and eugenecist. So effective were her skills as a mediator, in fact, that in little time at all she became Famulous-Nunciate, at the cessation of the Casgan "war" - a feud between rival nobles that would have turned to bloodshed had she not intervened.

 

Having thrice driven back Chaos cults, Lady Sistine is valued even on the battlefield - her own combat prowess might be nothing special, but she has so many allies to call on that she can unexpectedly turn the tide in her favour.

 

Famulous-Nunciate Lady Sistine {Elite}.....80 points
  • Infantry

  • Lady Sistine
  • 5 Bodyguards

  • Lady Sistine: Shield Robes, Hot-Shot Las Pistol, Close Combat Weapon
  • Bodyguard: Carapace Armour, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades
  • Arbiter Marshal: Carapace Armour, Gas and Krak Grenades, Suppression Shield, Shock Maul, 1 Cyber Companion
  • Imperial Navy Desk Jockey: Flak Armour, Close Combat Weapon, Hot-Shot Las Pistol
  • Master of the Hunt: Sniper Rifle, Flak Armour, Close Combat Weapon, 1 Cyber Companion
  • Merchant Lord: Flak Armour, Refractor Field, Close Combat Weapon, Hot-Shot Las Pistol
  • Tech-Priest: Power Armour, Frag and Krak Grenades, Power Weapon, Hell Pistol, Servo-Arm
  • Cyber-Companion: Rending Claws

  • Lady Sistine: Adepta Sororitas, Faithful, Mortar Storm
  • Bodyguards: Stubborn, Faithful
  • Arbiter Marshal: Stubborn, Faithful, Arbite Support
  • Imperial Navy Desk Jockey: Faithful, Bombing Run, Air Support
  • Master of the Hunt: Faithful, Night Fighting
  • Merchant Lord: Faithful, Improved Armoury
  • Tech-Priest: Faithful, Feel no Pain, Imperial Armour
  • Cyber-Companion: Feel no Pain, Fearless (Stubborn)

  • Aquila Lander
  • Rhino

 

Mortar Storm: in the Shooting Phase, instead of shooting, Lady Sistine may communicate via radio with her supporters and allies to call a mortar storm down on any point she can see: infinite range, S 4 AP 6 Heavy 3 Blast, Barrage.

 

Options:

  • Up to 5 more bodyguards can be added for +10 points per model
  • Any bodyguard may swap his Bolt Pistol for:
    • A Shotgun for free
    • A Boltgun for free
    • A Hot-Shot Las Gun for free

    [*]Lady Sistine may take:

    • A Book of Saint Lucius for +5 points
    • A Rosarius for +15 points

    [*]The unit may be joined by up to two of the following:

    • Arbiter Marshal for +30 points
    • Imperial Navy Desk Jockey for +30 points
    • Master of the Hunt for +25 points
    • Merchant Lord for +20 points
    • Tech-Priest for +20 points

 

Arbite Support: the entire unit is better outfitted, thanks to usage of Arbiter equipment:

  • The bodyguards may swap their weapons for:
    • A Shotgun with Executioner rounds and Gas Grenades for free
    • A Shock Maul, Suppression Shield and Gas Grenades for free

    [*]One bodyguard may swap his weapons for:

    • An Arbites Grenade Launcher and Gas Grenades for +5 points
    • A Heavy Bolter and Gas Grenades for +5 points

    [*]The unit may take a Repressor as a Dedicated Transport

 

Bombing Run: the Mortar Storm is upgraded, thanks to the help of the Imperial Navy. It becomes infinite range, S 6 AP 4 Heavy 3 Large Blast, Ordinance Barrage

 

Air Support: thanks to the assistance of the Imperial Navy, Vultures may be taken in squadrons of 1-3 and the unit may take a Valkyrie as a Dedicated Transport

 

Improved Armoury: the Merchant Lord has enough wealth to go around for everyone, providing the following options:

  • Any bodyguard may:
    • Swap their Close Combat Weapon for a Power Weapon for +5 points
    • Swap their Hot-Shot Las Gun for:
      • A Sniper Rifle for free
      • A Hell Rifle, disguised so Lady Sistine is unaware, for +10 points

      [*]Take a Refractor Field for +10 points

      [*]Take Digital Weapons for +10 points

    [*]Lady Sistine's Hot-Shot Las Pistol is replaced by an Inferno Pistol, and she may replace her Close Combat Weapon with:

    • A Power Weapon for free
    • An Opera Glove (a delicate-looking Power Fist that strikes at normal Initiative) for +15 points

 

Imperial Armour: thanks to the workings of the Adeptus Mechanicus, the Dedicated Transport of the unit gains +1 to all Armour Values, to a maximum of 14. The Tech-Priest may take any upgrades available to a Tech-Priest in an Inquisition Retinue. The unit may even take a Land Raider (of any variety) as a dedicated transport.

 

 

Veteran Sister Superior Veronica
Veronica 4 4 3 (4) 3 2 4 2 (3) 9 2+

 

In the early days of her career, Veronica was not a member of the Adepta Sororitas, she was in fact a Tech-Adept serving on Hesh. She had already modified her body in a few small ways to improve her efficiency, building herself for the task at hand. However she was less interested in scholarly pursuits - digging up datasheets, translating blueprints, modifying STCs and building things - and more interested in practical application of the devices: shooting enemies in the face with her boltgun.

 

It was this proactive attitude that saw her transferred - not hard, given how close the Sacrificial Lilac are - and given a direct martial role. In her current position, she has several important tasks - aside from fighting the Emperor's enemies, she has the training to maintain their equipment, helping reduce the amount of machinery that needs to be sent down to Hesh at any given time. Furthermore, she still has good relations with her brethren on the forge world, so works as a liaison for bringing fresh initiates in.

 

Veteran Sister Superior Veronica {Unit Upgrade}.....75 points
  • Infantry

  • Veronica replaces the Veteran Superior of a Celestian Pistoliers Squad

  • Artificer Armour
  • Frag and Krak Grenades
  • Servo Arm
  • 2 Inferno Rapiers

  • Adepta Sororitas
  • Supremely Faithful
  • Melee Dodge
  • Upgrade Complete

  • Chimera
  • Immolator
  • Repressor
  • Rhino

 

Melee Dodge: Veronica gains a 5+ Invulnerable Save in close combat.

 

Inferno Rapiers: these bizarre weapons look at first like hilts and guards for rapiers or even lances, but they are really designed for short range shooting. They can be fired as a Twin-Linked Inferno Pistol, but in close combat, are treated as a pair of Strength 4 Power Weapons. Furthermore, in close combat against vehicles, she rolls 2d6+4 for Armour Penetration, and adds +1 to the Vehicle Damage chart.

 

Upgrade Complete: every Celestian in Veronica's squad gains a Servo-Arm. This does not apply to an HQ choice who starts with the unit, or any extras attached such as a Hospitaler, only the 4-9 Celestians. Furthermore, thanks to her contacts, one out of every five Initiate models taken may swap her Mesh Robe or Shield Robe for Carapace and a Servo-Arm for +5 points each.

 

 

Veteran Sister Superior Raquel
Raquel 4 5 3 3 2 4 2 10 3+

 

Even in the Schola, Sister Raquel liked to help others - some in fact describing her as "bossy" in how she would teach her fellow students and direct and organise them. Only once was she caught letting another copy her work to save them in a pinch, but for the most part, she actually directed and assisted, helping others learn and providing encouragement. For all the frustration she caused the teachers with her overly-helpful attitude, they could see she was caring and dedicated to helping others succeed.

 

Once she became a Battle Sister, Sister Raquel was very quickly promoted to Sister Superior due to her leadership skills - she kept her wits about her and made sure the others always listened. She helped train them off the field, kept their spirits up in battle, and helped them to keep their cool in rough situations. It was only natural that she should lead. And so, after the eradication of the Chaos Cult "The Adherents of the Nineteen Vices", she was formally recognised as a Veteran.

 

Even now, VSS Raquel continues to teach and lead others, developing new combat tricks and passing them on, helping those in her own unit attain rank and lead others with new tricks to teach. An enemy can never be entirely sure what awaits them when Raquel or her students are on the field. So although she has the bad habit of changing timetables with little notice "to keep people on their feet", and of just barging unannounced into meeting rooms, as well as possibly excessive camaraderie - nowhere does the Rule of the Sororitas mention a high-five for wiping an enemy squad out - her style is seen as something fresh and beneficial, and her quirks overlooked.

 

Veteran Sister Superior Raquel {Unit Upgrade}.....50 points
  • Infantry

  • Veronica replaces the Veteran Superior of a Celestian Spears Squad

  • Power Armour
  • Storm Bolter
  • Frag, Krak and Blind Grenades
  • Blessed Ammunition
  • Fragstorm Bolts
  • Tempest Bolts
  • Shock Bolts

  • Adepta Sororitas
  • Supremely Faithful
  • Holy Hatred
  • Expert Marksman
  • Veteran Skills
  • Graduate

  • Chimera
  • Immolator
  • Repressor
  • Rhino

 

Veteran Skills: Raquel's entire unit, herself included, gains one of the following USRs to represent their constant training and extensive experience:

  • Crack Shot
  • Move Through Cover
  • Scouts
  • Stealth
  • Tank Hunter

 

Graduate: many of those who serve with Sister Raquel end up gaining rank themselves, becoming Veteran Superiors. Select a single Veteran Superior for any unit, who is not a special character. She gains either the Crack Shot or Tank Hunter USR.

 

 

Sister Selenas
Selenas 3 3 3 4 2 4 2 (3) 8 4+

 

There have always been strange concerns, in the Schola. It is a brutal universe, and Selenas was considered to be too calm and gentle - likely a pacifist. It was a real risk that she would be unable to help in any fight, no matter what happened. They decided to train her in the Order Hospitaler anyway, and it seemed to unlock a natural talent in her: that of medical care. She showed incredible dedication to saving lives and helping people, working as an actual beacon of humanity in a grim universe.

 

In her obsession with helping others, Selenas has experimented on herself, so as to suffer any ill effects rather than testing on others and risking their lives. She lucked out, however, and merely increased her health, which has allowed her to continue living a productive life healing others, restoring them from the brink of death even when death was guaranteed.

 

Some, including her, know that disease is caused by bacteria making their way into the body. Everyone also knows, however, that disease is caused by evil and sin - some even able to pin it down to Papa Nurgle. Selenas once managed to extract an infection from what flesh remained of a Magos, first using a course of antibiotics and antivirals, surgically removing the dead flesh and finally pulling the contagion spirit free, where it took the form of a nurgling. For aiding his survival, she was awarded the Master's Tools.

 

Sister Selenas {Unit Upgrade}.....90 points
  • Infantry

  • Sister Selenas may be added to any unit that is allowed to take a Sister Hospitaler. Another Hospitaler may not also join the unit.

  • Shield Robes
  • Gas Grenades
  • Master's Tools
  • Needle Pistol

  • Adepta Sororitas
  • Faithful
  • Great Fortitude
  • Kiss of Life

  • The same as her unit

 

Master's Tools: a specialised Vivisector and set of injectors with refined morphia and narthecium, this weapon is a Rending, Poisoned Close Combat Weapon. Additionally, it provides her unit the Feel No Pain USR, made on a 3+ rather than a 4+

 

Great Fortitude: thanks to her self-poisoning, surgery and cybernetics, Selenas has +1 Toughness (already taken into account) and is immune to Poison weapons.

 

Kiss of Life: as a Sister Hospitaler, Sister Selenas allows use of Divine Ministrations. When using this Act of Faith, the models regain all lost Wounds. Furthermore, it may be used on any Faithful unit within 6 inches of her.

 

 

Electro-Priestess Elestatzia
Elestatzia 4 4 3 4 2 5 2 (3) 9 3+/5+

 

Elestatzia was always going to be a tech-priest - she got her first cybernetic implants at the age of 12. Since then, she has been replacing most of her body, and that which isn't covered in metallic parts tends to have electoos all over it, glowing and crackling with energy. Finding humans difficult to communicate with compared to machinery, she encourages the use of weapon platforms, not because they are expendable, but to train their Machine Spirits, giving them the practice they need. And given the number of Hell Claws shot down by them in the various Chaos invasions, it's hard for the others to disagree.

 

Electro-Priestess Elestatzia {Unit Upgrade}.....70 points
  • Infantry

  • Electro-Priestess Elestatzia replaces the Tech-Priest of a single Skitarii squad.

  • Power Armour
  • Refractor Field
  • Electoo
  • Axe of the Omnissiah
  • Inferno Pistol

  • Feel No Pain
  • Repair
  • Overcharge
  • Electro-Legion
  • Blitz

  • Chimera
  • Rhino

 

Axe of the Omnissiah: this traditional weapon is a Master Crafted Power Weapon.

 

Repair: if Elestatzia is within 2” of a friendly vehicle in the Shooting Phase, she may forego shooting to instead attempt repairs. On a 4+, the vehicle recovers from one Immobilised or Weapon Destroyed result. A Rhino only requires a 3+ for this, they are so simple to maintain.

 

Overcharge: Elestatzia may channel excessive electrical power through her body to her electoo. By taking a Strength 4 hit in the Assault Phase, she may gain +1d3 Attacks for that Phase (assuming she is not removed as a casualty before then). In the Shooting Phase, she may take the Strength 4 hit to make her Electoo attack Assault 2d3. She has no Armour or Invulnerable Save against this, but may attempt a Feel no Pain Save.

 

Electro-Legion: any Skitarii in Elestatzia's unit may take an Electoo for +5 points per model.

 

Blitz: Elestatzia's unit may take up to five Weapon Platforms. Along with the usual weapon options, the following may be chosen:

  • A Power Conduit for free: when fired, the Electoo's range increases by 3” and gains +1 shot. Both of these are cumulative for multiple Power Conduits.
  • A Sting Ray for +10 points
  • A Conversion Beamer for +20 points

 

 

Veteran Sister Superior Carmine
Carmine 4 4 3 (4) 3 2 5 2 (4) 9 3+

 

Sister Carmine had a run of bad luck at the start - it seemed like every battle she was in, her transport would be immobilised or even destroyed outright as soon as they faced enemy fire. Every time, her unit would have to pile out and start running to their targets, often too late. As such, she dedicated herself to becoming a Seraphim, so that vehicles would not be an issue for her, able to soar above the battlefield.

 

Upon managing this feat, she had her pack personalised into a majestic set of wings, designed to spur her allies on with their appearance and allowing her to glide in with better accuracy. Furthermore, the exhausts blast jets of brilliant flame out to dazzle her foes.

 

At first, having so many pistols available and a tendency to unleash her full payload every time, she was rebuked and disciplined for her "wastage of ammunition", the speed at which she fired being "excessive". However, after the first time the Canoness witnessed her unit assault a twenty-strong unit of orks and annihilate them to the last, the rebukes were retracted.

 

Veteran Sister Superior Carmine {Unit Upgrade}.....70 points
  • Jump Infantry

  • Carmine replaces the Veteran Superior of a Seraphim Choir

  • Power Armour
  • Jump Pack
  • A pair of Bolt Pistols
  • Frag and Krak Grenades
  • Shock Bolts

  • Adepta Sororitas
  • Faithful
  • Avenging Angel
  • Seraphim Gunner
  • Bullet Heaven
  • Miraculous Arrival

  • None

 

Bullet Heaven: Carmine has the Hit and Run USR like the rest of her unit, but when she uses it, the unit may first make a Shooting attack before breaking off. Additionally, she gains +2 Attacks from paired weapons, not just +1, and her shooting is Twin-Linked.

 

Miraculous Arrival: such is the magnificence of Carmine's heavenly descent, that her unit never suffers a Mishap from Deep Strike: if they would scatter off the table, into enemy models or impassable terrain, adjust their movement the minimum amount needed to avoid this. Additionally, her arrival brings hope, instantly regrouping all Adepta Sororitas who are fleeing, and unpinning all Adepta Sororitas who are pinned.

 

 

Veteran Sister Superior Lucille
Lucille 3 5 3 3 (4) 2 3 2 9 3+/5+

 

Suffering a somewhat frail constitution due to contracting a life-threatening illness as a child, Sister Lucille nevertheless made it into the Adepta Sororitas. It was, however, decided to place her in Guardian Armour for her own good - letting it make up for her weakness just fine. As such, she ended up showing a talent for blasting enemies to pieces from a distance - the armour being slow and bulky, but letting her hold even the heaviest weapons and fire them steadily, so was put where she'd do the most use: the Sisters Retributor.

 

Since then, she has been teaching the arts of area denial to those under her watch, instructing them in siege tactics and how to clear buildings of enemies. For it is not just about killing enemy forces - something she does plenty of - but also denying them the battlefield, effectively holding every part of the battlefield they can see.

 

Veteran Sister Superior Lucille {Unit Upgrade}.....60 points
  • Infantry

  • Lucille replaces the Veteran Superior of a Retributor Choir

  • Guardian Armour
  • Melta Bombs
  • Book of Saint Lucius
  • Calamity Bolter

  • Adepta Sororitas
  • Faithful
  • Denial
  • Heavy Defence

  • Chimera
  • Immolator
  • Repressor
  • Rhino

 

Calamity Bolter: this Heavy Bolter has a slower feed to it and a longer barrel, as well as utilising special penetrator ammunition made on Hesh. It has the following profile:

  • 48” S 6 AP 3 Heavy 2, Rending, Psi-Shock.

 

Denial: if Lucille's unit fires any Heavy Flamers or Incendiary Missiles at a target in a piece of terrain, fires rage inside, forcing the enemies to immediately make a Fall Back action (though they do not continue falling back), as well as taking a Dangerous Terrain check.

 

Heavy Defence: for +20 points, every Retributor in Lucille's unit may take Guardian Armour.

Wargear:

 

Inquisitor Psychic Powers

  • Curse of Mechanus: this is a Psychic Shooting Attack, targeted against a vehicle within 24”. If it hits, the vehicle suffers an automatic Glancing Hit.
  • Divine Pronouncement: instead of shooting in the Shooting Phase, the Inquisitor may target an enemy unit or independent character within 18”. They instantly suffer a penalty of 1d6 to their Leadership score (minimum 2) and must make a Pinning test. Multiple uses on the same unit do not add to the penalty, simply take the highest of the current and new roll.
  • Divine Spear: this is a Psychic Shooting attack. Draw an imaginary line 3d6” long from the Inquisitor. Every enemy model in the way of this line must pass an Initiative test (models without an Initiative automatically fail) or suffer a S 8 AP 2 hit. This is able to hit multiple models in the same unit.
  • Exploding Pustules: this is a Psychic Shooting Attack: 18” S X AP – Assault 1d6 Poison 4+. Each model slain by this initial attack explodes (using the Small Blast, without scatter). The strength of the explosion equals the model's Toughness value, and the AP equals the model's Armour Save (if any, otherwise AP -).
  • Flames of Change: this is a Psychic Shooting Attack: roll to hit a target within 24”. If hit, centre the Small Blast Marker over the enemy. Every enemy under the blast must make a Toughness test or suffer an AP 3 Wound. For every unsaved wound, an additional model in the unit must attempt a Toughness test or suffer an AP 3 Wound. These extra Wounds can trigger more Toughness tests. Against a vehicle, it must roll less than its Side Armour Value on 3d6, or instantly suffers a Penetrating Hit. This power may not be taken by a character who also has Exploding Pustules.
  • Holy Might: this power is used at the start of the Assault Phase, granting the entire unit +1 Strength (after any doubling by Power Fists etc.) and 2d6 Penetration against vehicles.
  • Keeper's Armour: this is a Psychic Shooting Attack. One enemy unit within 12” loses its Armour Save against all attacks and suffers -1 I until the Inquisitor's next Movement Phase, as the armour transforms to strange, restrictive fetish wear.
  • Mind Crush: this power is used at the start of the Assault Phase. One enemy unit in the assault with the Inquisitor (chosen by the Inquisitor) must make a Ld test, suffering a penalty equal to the Inquisitor's Ld minus their own. If they fail, they can make no attacks of their own in that phase.
  • Scourging: this is a Psychic Shooting Attack: 18” S 6 AP 3 Assault 1d6

 

Armour

Avenger Bike Armour: this armour significantly improves the protective capabilities of the bikes, helping aid the survival of the riders and passengers. A bike with Avenger Bike Armour has a 2+ Armour Save and 2 Wounds.

 

Dire Shielding: Guardian Armour is heavy enough as-is, but Dire Shielding goes even further, making it possibly more protective than Terminator Armour, but extremely bulky. Any model with Dire Shielding counts as two models for the purpose of fitting inside a vehicle (and cannot enter a Rhino), and units with Dire Shielding roll 2d6 and drop the highest for determining movement. However, failed Saving Throws (Armour or Invulnerable) can be re-rolled, and the Invulnerable Save improves to 4+.

 

Glorious Armour: Glorious Armour is not merely ceremonial, still having all the protective qualities of Power Armour, however it also inspires faith in those around the wearer. If removed as a casualty, leave the model in place. Friendly units may still treat her as being in play for such purposes as Faith Inspiring, although she is unable to move, shoot, assault or be targeted. Essentially, the armour remains as a marker that provides Faith and similar effects.

 

Shield Robes: these robes are made of mesh and carapace, and grant a 4+ Armour Save. Furthermore, they are blessed and protected, allowing any unit that contains a model with Shield Robes to re-roll their Adepta Sororitas save against Psychic powers.

 

Firearms

Arbites Grenade Launcher: this functions as a standard Grenade Launcher, except that it can also fire Gas Grenades: 18” S X AP 4 Assault 1 Blast, the affected models must all make Toughness tests or suffer a Wound. If any models are affected by this, the whole unit is reduced to I 1 during the next Assault Phase.

 

Arcaballista: a magnificent device that looks like a crossbow, this is really much more sophisticated, designed for taking out psykers from a long range. It has the following profile: 24” S X AP 4 Assault 1 Sniper, Psi-Shock

 

Blessed Shotgun: very similar to standard shotguns, this has nonetheless been improved technologically and has had a series of blessings placed upon the weapon and the ammunition, used largely against a Plague Zombie incident in the [REDACTED BY DECREE OF THE ORDO HERETICUS] campaign. It can be fired with either of the following profiles (the same must be selected for the whole unit):

  • Scattershot: 12” S 4 AP – Assault 3, if under 6”: Assault 6, re-roll failed rolls to Wound
  • Executioner: 24” S 4 AP - Assault 2, Ignores Cover against targets over 12” away

In either setting, successful Invulnerable Saves must be re-rolled and Feel No Pain Saves take a -1 penalty (though a roll of 6 still succeeds, even if it was originally a special 6+ FnP).

 

Fire Hatchets: a pair of specialised pistols that can be fired as: Template S 4 AP 5 Assault 1, No Cover, Twin-Linked. Additionally, in Close Combat, they are treated as a pair of Power Weapons, also adding +1 Initiative as the flames dance forth against enemies from a short distance.

 

Fireglaive: a larger, more menacing version of the flamer, with a polearm grip and specialised bayonet that remains super-heated. It can be fired as: Template S 6 AP 4 Assault 1, No Cover. In Close Combat, it is treated as a two-handed Rending Power Weapon.

 

Frost Cannon: this device is as large and bulky as a Heavy Flamer, but blasts foes with a spray of super-cooled liquids and gases, enough to freeze people solid and cause instant frostbite and hypothermia. It can be fired as a Template (Assault 1), but do not roll to-wound. Instead, count the total models covered by one or more Frost Cannon templates and add 1d6. If the total is greater than or equal to the total number of Wounds possessed by the models in the target unit, then the entire enemy unit must make a Dangerous Terrain test every time they Move (including Assaulting, Falling Back, Running, Jet Pack Moves and so on), and all of their shooting attacks, even Psychic Powers, have the Gets Hot! special rule. Against vehicles, the vehicle simply suffers an automatic -2 penalty to all Armour Values until the end of its own next Assault Phase. Multiple blasts do not stack in duration or in penalty, so against vehicles only the first matters, and against non-vehicles, they simply increase the chances of successfully affecting the enemy.

 

Inferno Glaive: this specialised Fireglaive is fired as a Melta Gun instead of the normal spray of flame, and in Close Combat is treated as a two-handed Rending Power Weapon that adds +1 to the wielder's Strength.

 

Mega-Condemnor: this giant ballista of a device launches stakes the size of tree trunks through enemies. When fired, as a Heavy Weapon, draw an invisible line 36” long. Every unit or vehicle in its path suffers 1 S 5 AP 5 Psi-Shock hit. Against vehicles that are Psykers, Daemon-Possessed or Daemonic, instead roll 1d6: on a 1, there is no effect, on a 2-4 there is a Glancing Hit, and on a 5-6 there is a Penetrating Hit.

 

Missile Launcher: these function as normal, but those used by the Adepta Sororitas replace the usual missiles with these two:

  • Incendiary Missiles: 24” S 4 AP 5 Heavy 1 Blast, Ignores Cover
  • Melta Missiles: 24” S 6 AP 3 Heavy 1, Against Vehicles rolls 2d6+6 Penetration at AP 1

 

Neutron Whip: these small weapons are actually pistols, that "fling" beams of radiation and electromagnetic energy at foes. They have the following profile: 12" S X AP 6 Pistol*

Against models with a Toughness value, they are Poisoned (2+) and the target must, even if not Wounded, make a Strength test or be affected as though Pinned (regardless of whether or not the unit can be pinned). Against models with an Armour Value, it automatically causes a Crew Stunned result. In Close Combat they are treated as a pair of Neuro Whips.

 

Purifier: a Purifier is a relic of a weapon, nigh-impossible to reproduce, so those that remain are rare. Larger than a regular Melta, yet smaller than a Multi-Melta, it can be fired on two settings:

  • Low Power: 12” S 9 AP 1 Assault 1 Melta
  • High Power: 24” S 9 AP 1 Heavy 1, Melta

Either way, successful Invulnerable Saves must be re-rolled.

 

Stingray: this special heat-based weapon makes almost no noise, and has no visible blast, microwaving foes to death. It uses the following profile: Template S X AP 3 Assault 1, always wounds on a 4+, against vehicles it automatically causes a Glancing Hit at a further -1 on the damage table.

 

Sunrifle: this weapon is not just based off the same technology as the Eldar weapon, it is in fact made by stealing and reverse-engineering the Eldar weapon by a small group of Tech-Priests, resulting in a fast-firing las-weapon for their forces. See Codex: Eldar for more information.

 

Special Ammunition

Any reference to Bolt weaponry includes: Bolt Pistols (including the Sororitas Assault Glaive), Boltguns (including Combi-Weapons and Hurricane Bolters), Storm Bolters and Heavy Bolters. Only one type of special ammunition may be used at a time by any unit (though if some models have special ammunition and others do not, then those with it can use it while the rest use regular Bolter rounds).

 

Blessed Ammunition: any Bolt weapon with this ignores Cover Saves and has a Strength 1 higher against Psykers, Daemons and Daemon-Possessed vehicles.

 

Breaching Rounds: this ammunition for the Autocannon cracks armour, creating large craters in it. Against vehicles, the Strength is 1 higher and the weapon is AP 1. If the same unit causes at least two hits in the same Shooting Phase with Autocannons with these rounds, the Strength is considered 2 higher rather than 1.

 

Executioner Rounds: Shotguns firing these target-seeking rounds use the following profile: 18” S 4 AP 6 Assault 1, Ignores Cover against targets over 12” away

 

Fragstorm Bolts/Shells: any Bolt weapon with this causes sprays of metal to shred enemies. Foes who do not Go to Ground against this suffer twice as many hits as those rolled.

 

Holy Promethium: any Flamer weapon (Hand Flamers, Flamers, Heavy Flamers, Flamestorm Cannons, Fire Hatchets and Fireglaives) with this automatically forces a Morale check against falling back if it causes any unsaved Wounds, as though it had dealt 25% casualties. Against Psykers and Daemons, the Strength is 1 higher.

 

Shock Bolts/Shells: any Bolt weapon with this delivers a powerful electric shock on impact, enough to kill. Any unit that takes any casualties from this – including vehicles that suffer Glancing or Penetrating Hits – will strike at I 1 in the next Assault Phase.

 

Tempest Bolts/Shells: any Bolt Weapon with these rounds causes bursts of plasma that drive superheated metal straight through targets. They will always succeed in Wounding on the roll of a 6, even if the Strength is normally too low to affect the target. On the roll of a 6 to Penetrate, they automatically deal a Glancing Hit unless they would normally deal a Penetrating Hit.

 

Close Combat Weapons

Barbed Flail: this massive bundle of spiked chains and lashes allows for a great many injuries to be delivered. It is a two-handed Close Combat Weapon that adds 1d3 Attacks.

 

Blazing Maul: this is a giant brass-plated warhammer that holds reserves of burning promethium. It is a two-handed Power Weapon that always Wounds on a 2+ but uses the user's regular Strength against vehicles.

 

Breacher: this massive drill can be wielded as a Chainfist, even by models not in Terminator Armour. Additionally, it causes Instant Death, regardless of Toughness.

 

Burning Blade: bathed in burning promethium, these are two-handed Power Weapons.

 

Burning Brazier: a Burning Brazier is a Close Combat Weapon. It can be used once per game as an Incinerator. If taken as a pair, then there are two such uses (total), and in Close Combat they can be used to centre a Small Blast on the user instead of making the usual attacks. All enemies under the template are automatically hit, Wounded on a 4+.

 

Man-Catcher: this robotic claw-grabber is a Close Combat Weapon. One model of choice that is in base-to-base contact reduces I and A by 1 (minimum 1).

 

Neuro-Scourge: this coil of shocking cables adds 1d3 Attacks, and all attacks Wound on a 2+ in close combat, with no Armour Saves allowed. Against vehicles, it deals one automatic Glancing Hit instead of rolling any attacks. If a pair is used, the total attacks gained are 1d3+1 (on top of the model's usual amount, plus any bonus for charging), and may deal two automatic Glancing Hits to a vehicle instead of rolling any attacks.

 

Neuro-Whip: this Power Weapon always Wounds on a 4+, but is unable to affect vehicles. If taken as a pair, then as well as gaining the +1 A for two close combat weapons, it Wounds on a 3+ instead of a 4+.

 

Plasma Flail: a giant collection of cables, flail heads and lashes, all powered by plasma coils that send bursts of energy flaring out, this weapon allows 1d3 Attacks for every 1 the vehicle could normally make (so, 2d3). Bonuses for two weapons or charging are just added as a flat +1 each as normal, so the standard number becomes 2d3+1, or +2 on the charge. They are Power Weapons, but not Dreadnought Close Combat Weapons, so strike at the vehicle's regular Strength. Against a vehicle, the wielder may elect to make a single powerful attack: roll the attacks as normal, but there is just one S 7 hit, and each additional hit rolled adds +1 to the Penetration roll.

 

Power Maul: this high-powered shocking weapon is a Power Weapon that, like a Shock Maul, doubles the number of casualties inflicted for the purpose of determining the results of a round of close combat.

 

Power Stake: this massive weapon is a two-handed Power Weapon with the Psi-Shock rule.

 

Sacred Shield: this blessed relic is a one-handed shield that grants a 3+ Invulnerable Save.

 

Sarissa: a Bolter with a Sarissa can be used as a two-handed Close Combat Weapon that allows the user to re-roll all failed rolls to Wound.

 

Shock Maul: designed for breaking crowds and riots, the Shock Maul is a one-handed Close Combat Weapon that doubles the number of casualties inflicted for the purpose of determining the results of a round of close combat.

 

Sororitas Assault Glaive: this long, graceful Glaive is a two-handed Power Weapon that adds +1 Strength and grants the Counter Attack USR. Additionally, it houses a Bolt Pistol that may be fired in the Shooting Phase. Doing so does not stop the Glaive from being used in the Assault Phase.

 

Suppression Shield: these massive one-handed shields are designed to survive riots, and so are most effective in Close Combat. They grant a 6+ Invulnerable Save, and in Close Combat grant a 3+ Armour Save. A model with a Suppression Shield and a one-handed Close Combat Weapon or Pistol gains the bonus for having two Close Combat Weapons.

 

Vicious Chainswords: this fine set of specially made, tearing weaponry is a pair of Close Combat Weapons that add +1 to the user's Strength and are Rending. Alternatively, they may be used to make one lethal blow, a single attack that doubles the user's Strength and is Rending on a 5-6, as well as causing Instant Death regardless of Toughness.

 

Other Wargear

Bionic Reconstruction: rebuilding a battle-worn body mechanically offers advantages and disadvantages. It bestows Feel No Pain, but also Slow But Purposeful, on the owner.

 

Blind Grenades: these photon flares release flashes of light that disorient or even permanently blind foes. Blind Grenades are treated as Defensive Grenades.

 

Book of Saint Lucius: this book contains verses and prayers that uplift the spirits of the Adepta Sororitas. Any roll to regroup for the bearer's unit or any friendly unit within 12” automatically passes, though they must still be able to attempt to regroup in the first place.

 

Cloak of Saint Aspira: this legendary cloak has almost magical protective qualities, the faith of the wearer taking on a physical aspect. It grants a 2+ Armour Save.

 

Combat Drugs: these forbidden drugs are extremely effective, even if they have been known to have lethal side-effects. Any model with Combat Drugs gains the Furious Charge USR.

 

Electoo: an electoo is a luminous, electrical tattoo. Not just a decoration though, it can actually channel powerful energies. In Close Combat, the wielder always Wounds on a 4+ unless they would normally Wound on a lower number. It may also be used to shock enemies as a Shooting attack, with the following profile: 12” S X AP 3 Assault 1, Wounds on a 4+

 

Gas Grenades: these are thrown into combat, exploding in a cloud of choking gases. They have the same benefit as Frag Grenades, but additionally, all enemies assaulted with these must pass a Toughness test. Those who fail are reduced to WS 1 and I 1 for that round of combat.

 

Gene Therapy: any model who has undergone the highly illegal gene therapy gains an incredible increase in bulk, gaining +1 Strength and +1 Toughness. These changes are applied to the original characteristics, thus the Toughness increase counts for Instant Death and the Strength increase is doubled when using a Power Fist.

 

Inquisitorial Mandate of Authority: this mandate grants a lot of authority, and the Inquisitor can use it to get the cooperation of the Navy, local planetary forces and so on. The benefits gained allow up to four units of Infantry (even if in vehicles) to Infiltrate, and on the first Game Turn they may also be subject to Rage and Furious Charge, or Move Through Cover and Stealth.

 

Krak-Attack Trap: once purchased, these traps, consisting of pressure plates, tripwires and collections of Krak Grenades, are set up all over the field. The first enemy unit to enter play via Deep Strike instantly suffers 1d6 S 6 AP 4 hits. After this, every enemy unit to enter play via Deep Strike must roll 1d6. On the roll of a 1, they also suffer 1d6 S 6 AP 4 hits.

 

Las-Cutter: this large, two-handed weapon is used in the Assault Phase, striking with a single attack at Initiative 1. It can only be used against vehicles, but unlike grenades, the user rolls to attack as normal with the exception of automatically hitting an immobile non-Walker. It hits at S 9.

 

Litanies of Faith: any unit or Independent Character with these Litanies is truly blessed, and once per game may automatically benefit from one additional Act of Faith, without even having to roll for it.

 

Mantle of Ophelia: this tough mantle resembles that worn by Ophelia herself, and helps turn blades and bullets aside. The wearer's Toughness improves by 1, even for the purpose of resisting Instant Death.

 

Maglev Boots: a special set of boots and gauntlets, these use electromagnetic forces to levitate, treating the wearer as having a Jet Pack.

 

Medi-Skull: any unit that has a Medi-Skull flying around with it gains the Feel No Pain USR.

 

Mine Field: burying explosives is an unpleasant but effective tactic. At a single point in the game, at the end of an enemy Movement Phase, you can declare the mines to have been triggered by an enemy unit that moved: the entire unit must make a Dangerous Terrain check, with Wounds suffered on a 1 or 2, and must then make a Pinning Test. From that point on, mark a section of the area they are on, up to 6x6” in size, as being the field. It is treated as Difficult and Dangerous terrain.

 

Orbital Bombardment: every turn, instead of shooting, the Inquisitor may call down a powerful explosive on the battlefield in the form of a Lance Strike. It may be targeted at any point she can see, and is resolved as a S 10 AP 1 Large Blast, Ordinance Barrage. She may subtract her BS from the scatter only if she did not move in the Movement Phase.

 

Rule of the Sororitas: this book does more than simply provide basic rules of conduct, it also tells of military strategies and advice for ingratiating oneself with the locals. The controlling player may designate 1d3 Adepta Sororitas units to gain the Scouts USR, and additionally may re-roll one Reserves roll per turn, even if she is not in play.

 

Tank Trap: up to 3 tank traps may be placed anywhere on the field after both sides have deployed, but before Infiltrators are deployed. These can be up to 3x6” long, and are Difficult Terrain for non-vehicles, and Impassible Terrain for vehicles. They can be deployed anywhere except for the enemies' Deployment Zone.

 

Vehicle Upgrades

Cyclone Thrusters: these heavy-duty thrusters are single use due to burning out, not to mention the fuel consumption, but on the turn they are used, the vehicle may move 48” in the Movement Phase, treated as moving Flat Out. It cannot be Assaulted for one Game Turn, and for that duration, its Save for moving Flat Out increases to 2+.

 

External Fuel Tanks: although it is risky, extra fuel tanks can be strapped to the sides of a valkyrie to provide extra fuel for extra thrust. They can be destroyed just like a weapon, but while active, any time it moves faster than Combat Speed, the valkyrie gains an additional 1d6" of movement.

 

Frag Cluster: this single use launcher fires a series of frag missiles to all explode in a burst. It has the following profile: 18” S 4 AP 6 Assault 4 Blast, Ignores Cover, Single-Use.

 

Holy Icon: a vehicle with a Holy Icon is considered Faith Inspiring (1), although it cannot use Acts of Faith itself, merely aid other units in doing so.

 

Hurricane Bolter Rig: this set of weaponry is effectively the same as a single Hurricane Bolter, usually set as three bolters on each side (in triangular formation on shoulders, or in stacks of 3 on an Immolator). Treat it as a regular Hurricane Bolter.

 

Las-Cutter: on a vehicle, this works exactly the same as with infantry, the only differences being that unless it is a Walker it must Ram a vehicle in order to use it (automatically hitting if the Ram hits), and if it is a Walker, the attack is in addition to, and after, all of its usual attacks.

 

Laud Hailers: these powerful sirens and megaphones constantly broadcast Imperial propaganda and hymns. Enemies within 12” suffer a -1 penalty to Leadership (minimum 2). Multiple Laud Hailers stack their effects, but not within the same squadron.

 

Pipes of Reverence: a vehicle with these pipes that constantly emit loud hymns causes dread in foes. Enemies within 12” must pass a Leadership test in order to fire upon or assault the vehicle or its squadron. If they fail, they may elect to target something else instead. Likewise, if enemies attack it in close combat but fail to destroy the vehicle, they must pass a Leadership test or instantly begin falling back.

 

Psi-Warding: a vehicle with Psi-Warding is so well protected against psychic attacks that it enjoys a 4+ save to negate any psychic power used on it. This is in addition to any regular defences granted by it.

 

Smokestacks: a vehicle or Throne with Smokestacks has a series of pipes that emit enough smoke to constantly grant it a 5+ Cover Save at all times. It may still shoot.

  • Additional Smoke Pylons: adding even more smokestacks improves the Cover Save to 4+ and treats the vehicle as having Defensive Grenades.

 

Targeting Matrix: through a series of rangefinders, computers and scanners, a vehicle with a Targeting Matrix treats all its weapons as Twin-Linked.

Looks interesting so far; the fluff for them is certainly nice and unique. Looks like their friendship with the Adeptus Mechanicus should give them some very interesting toys to play with. Are you going to stick with the holy trinity of bolter-flamer-melta for the Sisters, or will they have taken advantage of their new AdMech friends to diversify their armoury?

 

Also, seeing as the Scarus and Calixis sectors aren't that far off from each other, I feel compelled to wonder whether Sacrificial Lilac and Faithful Blade have ever run into each other, and if they have how well they get along with each other. I'd assume that the two rogue-ish orders that tend to butt heads with the Ecclesiarchy and the conservative elements within the Adepta Sororitas would get along with each other semi-decently, but you never know.

Looks interesting so far; the fluff for them is certainly nice and unique. Looks like their friendship with the Adeptus Mechanicus should give them some very interesting toys to play with. Are you going to stick with the holy trinity of bolter-flamer-melta for the Sisters, or will they have taken advantage of their new AdMech friends to diversify their armoury?

 

They will be taking advantage of new wargear in some instances, although that said, the majority of their weapons will still be of the trinity. It will be entirely possible to make a trinity-based list with them, too.

 

Also, seeing as the Scarus and Calixis sectors aren't that far off from each other, I feel compelled to wonder whether Sacrificial Lilac and Faithful Blade have ever run into each other, and if they have how well they get along with each other. I'd assume that the two rogue-ish orders that tend to butt heads with the Ecclesiarchy and the conservative elements within the Adepta Sororitas would get along with each other semi-decently, but you never know.

 

That's a good point. Given their similarities, I could see the two first meeting each other with some suspicion ("We know we're a bit suspect with our non-standard ways, so what about these others? Can we trust them or have they gone too far?"), before developing trust and working together to a degree.

They will be taking advantage of new wargear in some instances, although that said, the majority of their weapons will still be of the trinity. It will be entirely possible to make a trinity-based list with them, too.

Yeah, starting to see that now that the HQs are up; bionic reconstruction, jet packs (as distinct from jump packs), shock and tempest bolts, and defensive grenades all caught my eyes.

 

That's a good point. Given their similarities, I could see the two first meeting each other with some suspicion ("We know we're a bit suspect with our non-standard ways, so what about these others? Can we trust them or have they gone too far?"), before developing trust and working together to a degree.

Indeed; there would definitely be some initial wariness on both sides, but once both sides confirm that they're working for the Emperor, it should all work out. If nothing else, Faithful Blade has a fair amount of institutional paranoia, and a fairly bad reputation among certain tradition-minded parts of the Adepta Sororitas (especially the Order of Our Martyred Lady).

 

Out of curiosity, about when in the timeline did Sacrificial Lilac go rogue?

Yeah, starting to see that now that the HQs are up; bionic reconstruction, jet packs (as distinct from jump packs), shock and tempest bolts, and defensive grenades all caught my eyes.

 

For a couple of things, I had similar ideas to you (using Vultures, though in this case it's 1 as a Fast Attack rather than 1-3 as a Heavy Support... much of a muchness), or indeed directly took inspiration from you (flaming blades spring to mind). So I'm sure you'll recognise a few things here and there, but then there's the out-there stuff like the Lilac Thrones and the Heavy Defence Vehicles.

 

Out of curiosity, about when in the timeline did Sacrificial Lilac go rogue?

 

I'm not really sure, I'm not up to date on the timeline. I figure they were established "when there were already many Orders out there" (so we're probably looking at it being after some of the big story events that have happened in the past 15 years of real-time, like Armageddon back in... 2002? So converting that to 40k time, I have no idea). It then would have been only a year or so for them to go rogue. The Ecclesiarchy weren't exactly subtle with their plans.

Well, aside from fluff for the special characters, this is complete - for the first draft, anyway. I'd appreciate any questions on things that need clarifying, suggestions for re-wording things or altering points values, and so on.

 

When the fluff is all complete, I might do some material for Planetstrike and Apocalypse. Just as a nice little extra.

Famulous-Nunciate Lady Sistine
Lady Sistine 3 4 3 3 2 4 1 (2) 10 4+
Bodyguard 4 4 3 3 1 4 2 (3) 7 4+
Arbiter Marshal 4 3 3 3 1 4 2 (3) 9 4+
Imperial Navy Desk Jockey 3 4 3 3 1 3 2 (3) 9 5+
Master of the Hunt 3 4 3 3 1 3 2 9 5+
Merchant Lord 3 3 3 3 1 3 2 (3) 10 5+/5+
Tech-Priest 4 4 3 4 1 3 1 (2) 8 4+
Cyber-Companion 4 - 3 4 1 4 2 2 5+


Don't put the code into paragraphs; it should all be one long continuous line.
  • 2 weeks later...

Ooooo, another Homebrew Sisters Order. Refreshing break from the various Space Marine flavors :P

 

A few thoughts on the 'dex, but I only skimmed through HQ and Elites.

 

Hospitalers

Divine Ministrations: Dunno about the current effect, restoration mechanics tend to be pretty situational/meh in game-impact (consider the Techmarine), especially considering the dearth of multi-wound units. It'd be awesome on Celestian Thrones geared for Wound Allocation, but that has some fluff problems, since damage to the Celestian Thrones would also partly be mechanical damage. That might be what you're going for, having it be something that can be used very occasionally. Maybe have it grant Eternal Warrior to the unit instead? It would let the player prep an HQ for an assault, rather than try and heal up afterwards.

 

Not sure about Needle Pistol being a default, since they're pretty powerful - maybe have it solely be an upgrade?

 

Mistress/Repentia:

Like this alternate treatment of Repentia, although it might be worth consolidating them into one unit entry (attach Mistress, thus allowing purchase of Repentia.)

 

With Repentia being an attachment to regular squads, perhaps give them the imp guard Bodyguard special rule, representing them shielding their more "worthy" sisters from the enemy?

 

Sabine:

While Rage is a decent balance, 2d6 Penetration might be a bit much (also believability-wise - not sure if being frenzied is a great reason for tearing a Land Raider to shreds :P ); perhaps tone it back a bit by allowing them only one attack when doing 2d6? Maybe she provides the unit with Meltabombs? (Sort of like she has a supply of Meltabombs she gives to the mobs/units she incites into a zealous rage. Outside of battle she might whip a crowd of citizens into a frenzy against a corrupt noble, then provide them all with Meltabombs. They all go to town on the Noble's property/supplies, while the Order suffers only the loss of some meltabombs in the assault.)

 

Edit: Pronatus:

One note on the Relic Blade - it's a fun little Wardism, Relic Blades don't give +2 Strength, they just always strike at S6 (so a Relic Blade would make Pronatus S6, not S5.) Might be worth making a +2S Sisters variant for this purpose.

 

Weapon Platform:

Looks pretty good, having a unit be joined by a visually distinct model gives it a pretty interesting look. How do ya' think these might fit in with the Sisters colour scheme? Maybe fluff it as being something particular to the Pronatus (Lilac Pronatus' must be very tight with Ad Mech, right?), rather than tech-priests in general. Maybe even have them be an option unlocked via the presence of a Pronatus in the unit?

 

Lilac Thrones:

While the unit overall might work out (although it might be more at home in heavy support), I'm not sure about the Deliverance Armour option, a bit overcomplex, upgrading from Monstrous Creatures to Walker is kinda messy. Not sure if Deliverance Armoured Thrones are needed, but if they are, perhaps include them as a different unit to Celestian thrones? Or maybe have the small thrones be Monstrous Creature and the solo, larger ones be Walker (or perhaps a large Monstrous Creature, in the same vein as the Dreadknight)?

 

---

 

Also, maaaaybe cut out most of the Arbites/Inquisition influence and strengthen the Admech Influence? Hereticus (or Hereticus-ish Priests in the WD thing) and Arbites are seen as pretty common companions to a Sisters force - it'd be a good mark of differentiation/trade-off to remove those elements entirely.

 

I'm not saying they'd totally've cut all ties with the Inquisition or anything, just that they don't work together with them frequently enough to fight together in the skirmishes represented by normal 40k battles (the same level of cooperation that most Space Marines share with the Inq., for instance.)

 

It'd give the army some neat opportunities - rather than having the typical Inquisition retinue, there could be the retinue of a Grand Magos - Artificer Servitors hooked up with Graviton Rifles, a Legio Cybernetica bodyguard etc.

There we go, all the fluff is complete. So now it's just a matter of going over it for any errors, fixing anything that people feel is inaccurate, maybe doing a few army lists (others are welcome to do the same), and when my shoulder is all healed up, doing some artwork!

A couple of little things I noticed:

 

The Canoness is allowed to take Glorious Armour, but there's nothing saying what exactly that is.

 

Also, the way Holy Might effects the entire unit could cause some balance concerns. Combined with Gene therapy and combat drugs, you get DCAs hitting at strength 9 and Initiative 7. That could ruin someone's entire day.

 

Also, as currently written, the Dominion support bikes have a mildly terrifying capacity to spam heavy weapons. A bike squad with ten heavy bolters/autocannons/multimeltas could be scary.

 

Also, quick question on Divine Spear; it can hit multiple models in the same unit, right?

 

Here's my first crack at a 2500 list

 

Palatine: Prayer through action, Lilac Throne, Meltaguns: 140 pts

 

Inquisitor

Psyker (Holy Might, Scourging)

Pair of Lightning Claws

Gene Therapy

Psychic Hood

Cost: 130 pts

 

7 DCA, 4 Crusaders

Gene Therapy

Chimera

250 pts

 

Celestian Thrones

3 Thrones: 135 pts

 

Celestian Thrones

3 Thrones w/autocannons: 150 pts

 

Celestian Thrones

3 Thrones w/autocannons: 150 pts

 

Erelim Choir:

10 Sisters, 2 meltaguns, 1 heavy flamer

Sister Hospitaler

Imagifier

Chimera Transport

230 pts

 

Erelim Choir:

10 Sisters, 2 meltaguns, 1 heavy flamer

Sister Hospitaler

Imagifier

Chimera Transport

230 pts

 

Erelim Choir:

10 Sisters, 2 meltaguns, 1 heavy flamer

Sister Hospitaler

Imagifier

Chimera Transport

230 pts

 

Erelim Choir:

10 Sisters, 2 meltaguns, 1 heavy flamer

Sister Hospitaler

Imagifier

Chimera Transport

230 pts

 

Dominion Support Bikes

5 bikes w/3 multi-meltas, Battle Auspex, Jammer:

145 pts

 

Dominion Support Bikes

5 bikes w/3 multi-meltas, Battle Auspex, Jammer:

145 pts

 

Vulture Gunship

3 Lascannon: 150 pts

 

Supreme Throne:

Additional Smoke Pylons, Plasma guns, Plasma flails, Flamestorm Cannons

185 pts

 

Total: 2500

That's a fierce, hard-hitting list. Lots of Thrones, some fast-moving twin lascannons, fast-moving battle-auspex multi-meltas, plenty of chimeras... and a very radical Inquisitor.

 

In regards to the points you raised:

 

Yes, Spear can affect multiple models in the same unit. I edited the post to clarify that. I also reduced the Holy Might boost to +1 - so it's still the whole unit (for I 7 S 7 DCAs) but not quite as crazy.

 

I added Glorious Armour in.

 

And yeah, I didn't consider how painful a mass of Multi-Meltas or whatever would be. So I limited it to 2 per unit.

Now for a list of my own:

 

HQ:

Canoness (155)

-Trigger Discipline

-Missile Launcher

-Glorious Armour

-Cloak of St. Aspira

-Bionic Reconstruction

Bodyguards (135)

-Defensive Grenades

-2 Flamers

-Heavy Flamer

Rhino (35)

 

Elite:

10 Celestian Spears (295)

-Combat Shields

-Hellfire Ammunition

-2 Purifiers

-2 Arcaballistas

Chimera (55)

 

3 Celestian Thrones (170)

-2x Flamers

-1x Ass Cannon

-Smokestacks

 

Troops:

10 Erelim (155)

-2 Meltas

-Imagifer

Chimera (55)

 

10 Guardians (210)

-Dire Shielding

-Bolt Pistols and Shock Mauls

-VSS Bolt Pistol and Power Maul

 

9 Initiates with Sabine (162)

-Shield Robes

-Shock Mauls

 

Fast:

4 Support Bikes (130)

-2 Jammers

-Famulous

-Hospitaler

 

4 Support Bikes (130)

-2 Jammers

-Famulous

-Hospitaler

 

Heavy:

Defender (155)

Blessed Ammunition

 

Defender (155)

Blessed Ammunition

 

==1997 (fine for a 2,000 point army)

 

We have a few squads zooming around in transports that will be blown up in short measure, but after that, one of them is scoring and still has anti-tank weapons, one of them is quite a fierce shooting force, and another one is the HQ slot with some painful firepower as well (especially if the enemy tries to assault - all those templates going off at point-blank). We then have one Troops choice that runs up and assaults enemies, and another one that sits around being nigh-unkillable while guarding objectives.

 

Add in three Thrones that can handle infantry and lighter vehicles, some Defenders to chew up Swarm armies, and the Support Bikes that can Infiltrate in, then cause mayhem for enemies who want to Deep Strike. We're looking at a fairly small model count, meaning a I'll need to think carefully about defence while at the same time playing aggressively to grab every inch of table I can/pound enemy swarms flat. In other words, an exciting game.

 

If upped to 2,500 points, we'd have this:

 

Swap HQ Rhino for Command Immolator +70

 

Elite:

Lady Sistine (165)

-Rosarius, Inferno Pistol and Power Weapon

-Merchant Lord

-7 Bodyguard Snipers

-Tech-Priest with Plasma Pistol

Rhino (60)

-Smokestacks

-Extra Storm Bolter

-Has Armour 12/12/11

 

Heavy:

6 Retributors (153)

-4 Autocannons

-Breaching Rounds

Immolator (55)

 

==2500

 

So we have some tank-cracking capacity (that can still chew infantry up to a pretty good extent), some more flamer templates in the way of the Immolator and Command Immolator, and then there is a sniping unit (with one anti-tank weapon) in the form of Lady Sistine.

 

Later on I'll post a more Inquisition-heavy list, nicknamed "Cops and Robbers".

That's a fierce, hard-hitting list. Lots of Thrones, some fast-moving twin lascannons, fast-moving battle-auspex multi-meltas, plenty of chimeras... and a very radical Inquisitor.

That was the idea; it's an aggressive list that gives your opponent a lot of nasty threats to deal with. I'm naturally pleased that I made a list that didn't need a single Exorcist, given that tank's usual dominance of Heavy Support.

 

Toying with a gunline list now. Vaguely disappointed that Guardians don't get heavy weapons, since that would make them perfect gunline troops.

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